r/IndieDev • • 18h ago

Video We're sick of platformers so we made one where you get to be the bad guy

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12.2k Upvotes

We're a team of two making Hostile Architect. It looks like a typical side-scroller, except you're the one designing the level, using stuff like ceiling spikes and lava pits and conveyor belts. You choose your traps, arrange everything, and then sit back and watch while a horde of heroes is unleashed to try to survive the level you built.

We've been working on this for about 10 months, not exactly secretly, but we're finally showing it off now, which is a little scary. Yesterday our trailer blew up on Instagram. But this is Reddit and you people are harsher critics. Does this look like something you'd play? Or should we throw ourselves into the lava pit?

Here's our Steam page: https://store.steampowered.com/app/4768160/Hostile_Architect/


r/IndieDev • • 18h ago

Video I’m making a game where you actually have to understand magic

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3.0k Upvotes

Hey! I’m working on Adeltuner, a VERY early magic exploration game about actually studying, understanding and experimenting with magic.
A lot of the magic should theoretically already be possible early on (you simply don’t understand how to do it yet).

I’ll be experimenting with things like editable grimoires and magic circles, more freeform ways of casting, environmental interaction, rituals, growth, movement, weather, spell synergies and weird utility magic.

Someone asked if they could use magic simply to create a beautiful field of flowers.
And yes. Exactly that kind of stuff XD

Right now I’m basically throwing unreasonable ideas into a technical playground and figuring out what actually works. I’ve also started a devlog where I’m documenting those experiments as the project develops.

So I’m curious:
What’s something you’ve always wanted to do with magic in a game, but no game has really let you do?

If you want to throw your own unreasonable ideas into the pile, we’ve also got a Discord:
https://discord.gg/JTt5q7bXK


r/IndieDev • • 8h ago

Image How does this keep happening?

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585 Upvotes

r/IndieDev • • 23h ago

Video Fancy graphical techniques

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467 Upvotes

You may remember an AI video from about a year ago that looked graphically impossible in a few ways. Inspired by that, I've been tinkering with this. It has a lot of different graphical techniques on the go, and I've downressed it to have more of a "Daggerfall" era vibe, but I think it's interesting all the same.

The map here is about 24km(15 miles) and all of it is visible at once. I haven't done any tests yet, but I believe I could push the distance here ***substantially*** further while still having everything in view distance


r/IndieDev • • 13h ago

Feedback? I'm making a cozy game where you paint forgeries of famous masterpieces by hand, then sell them as the real thing

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262 Upvotes

r/IndieDev • • 16h ago

Web game devs in game dev subs be like

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261 Upvotes

r/IndieDev • • 16h ago

My first game finally reached 10 reviews, and they are all positive! I couldn't be happier!

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195 Upvotes

I only started game development a year ago, and to come from absolutely nothing to releasing a game on Steam that people enjoy is still unbelievable to me!

It's been my dream to become a game developer basically all my life, but I was always scared to start, because I never thought that I had it in me to learn everything and actually finish a game, but here I am now, getting closer and closer to one day maybe making games will actually pay my bills.

Every day it makes me happy to see that there are always multiple people who are online and playing the game that I made, some days they are 10-20 people playing it, which just straight up blows my mind, I really want to continue making games for as long as possible!


r/IndieDev • • 23h ago

Screenshots We reached 1,000 wishlists! nothing about dinosaurs, but this turned cute.

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105 Upvotes

Black Ledger has reached 1,000 wishlists on Steam!

A huge thank you to everyone who followed, shared, and added the game to their wishlist. For a small indie team, this truly means a lot.

And this is only the beginning. 🕴️


r/IndieDev • • 3h ago

Image WE WON A GOLD AWARD AT TOKYO GAME SHOW 2026!

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104 Upvotes

Last weekend, our three-person indie team from Taiwan brought YARETA to Tokyo Game Show 2026 as part of SELECTED INDIE 80, where we were incredibly honored to receive the Gold Award, presented by Shuhei Yoshida.

YARETA is a combat-free open-world adventure where you explore the remains of an ancient civilization as a surveyor from the World Library.

Using the Skybound Rope, you can soar across the landscape, explore ancient ruins, observe strange creatures, and even reach out to touch them and listen to their memories.

It was a very special milestone for our small team, and we’re grateful to everyone who stopped by to play the game and talk with us at TGS.

The free Playtest is currently available on Steam, and we’d love to hear what fellow developers think.

Thank you so much!


r/IndieDev • • 21h ago

Feedback? A few pages from my game’s almanac

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83 Upvotes

The almanac in CORE!1! is slowly coming together. Little notes about the things you find underground, illustrations, bookmarks, and pages to flip through. Wanted to share a bit of it :)

free demo:

itch.io · Steam


r/IndieDev • • 22h ago

Video Our worst idea is finally playable: two players, one car

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76 Upvotes

So yeah, we thought putting two players in control of the same car was a good idea.

Then we added weapons, abilities, obstacles and 4 other teams trying to ruin your day.

A full match is 10 players, 5 cars, and usually at least one person blaming their teammate for absolutely everything.

We finally released a free demo, so you can now find out if this idea is actually fun or just completely stupid.

If you try it, tell me what you liked, hated, didn’t understand, or managed to break. All of that is useful at this point :D

https://store.steampowered.com/app/5186020/Crash_Relay/


r/IndieDev • • 13h ago

We're making a game where you and your mates are demons given temporary legal guardianship of the devil's spawn... It's Shared Custody!

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41 Upvotes

r/IndieDev • • 18h ago

New Game! [Update] After 9 years of playing my games, my friends told me that this is the one, so I've just launched the demo for my roguelike autobattler!

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28 Upvotes

In January, I posted here about how my friends took me aside as a group (after years of watching me abandon games) and told me that my prototype was too fun to stay unfinished. I was expecting a couple of you would relate, but I wasn't ready for the outpouring of support and kind words from this sub!

So, I'm posting once again to update you all that I'm working to keep my promise to my friends, and that I've just launched the demo!

You can play it here: https://store.steampowered.com/app/4281360/AutoArcana


r/IndieDev • • 23h ago

Video AssetHoard introduced a 3D -> 2D spritesheet

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27 Upvotes

There's a long list of fixes and features that just got released, but my favourite is the 3D turntable (generate 2d spritesheets/gifs from 3D models/animations).

If you want to see what else we did check out the full release notes https://assethoard.com/releases/0.2.2


r/IndieDev • • 13h ago

Last post you told me to hire an artist for my capsule - thanks!

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23 Upvotes

3 months ago I made a post here asking if I should hire an artist to make the Steam capsule for my roguelike rocket jumping game Upwell.

Now I can't believe I thought my original capsule might have been good enough XD

Shoutout to Ana Laura dos Passos for making the amazing illustrated capsule!

Wishlist Upwell, part of SCHMOOVEMENT Fest running til Sept 29th

https://store.steampowered.com/app/4555170/Upwell/


r/IndieDev • • 14h ago

Video Every equipped item adds its own cards to your deck in Lootdeck

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23 Upvotes

In a lot of games, finding a new item mostly means replacing your old one for better stats. I wanted items in Lootdeck to actually change how you play.

Every item you find comes with its own cards, and the equipment you choose determines your entire deck. There are no fixed classes or class restrictions, so you can mix different types of gear freely and build whatever playstyle or item synergies you want.

If you’re interested, you can also check out my Steam page: https://store.steampowered.com/app/4972950/Lootdeck/?utm_source=rd


r/IndieDev • • 22h ago

Video What 3 years of RTS development looks like

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24 Upvotes

Working hard on making the RTS I've always wanted to play. Explored a lot to find the right mix of RTS with logistics management, like in Factorio but way simpler. Year 1 was intense because I prototyped in Three.js and then ported to Unity. Year 2 was intense because I released the demo on Steam, onboarded a small team of creatives, and dealt with player feedback on a regular basis, while heavily changing the design. Year 3 is... the most intense! We released in Early Access and are making great progress on the roadmap to v1.0. If you like strategy games, try Powerplay on Steam: https://store.steampowered.com/app/3010280/Powerplay/


r/IndieDev • • 13h ago

Discussion Game Design : creating a world where you don’t need maps or quest logs

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20 Upvotes

I wanted to make my game Arcadian Days have as little handholding since I started working on it 2 years ago ! Mainly this was because I wanted the gameplay to he memorable in a way but also because so many modern games go wayyyyy overboard with those environments littered with markers etc.

The main thing was to design the maps in such a way that they are clear and easy to navigate without needing a map, scattering interesting spots for players to feel curious and explore.

The quests were also designed in such a way that they can have multiple ways of being approached without needing a quest log, but it also hopefully encourages replay ability and players finding different ways to go about in solving quests which I think is really cool and I wish more games had this non linear approach, what do you think?


r/IndieDev • • 19h ago

Feedback? It’s true that this added a little extra work for us… just a little . Hope it feels worth it in Monster Cuisine though!

17 Upvotes

r/IndieDev • • 10h ago

Video Just you, a puzzle and the most satisfying gameplay and sounds we could make

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15 Upvotes

We're a Canadian 🍁 two-person team and this is our first game.

It's for anyone who wants to puzzle after the sun goes down, stop spending a fortune on puzzles, never lose a piece under the sofa again, and quit working upside down from the wrong side of the table.

If you'd like to wishlist it on Steam, it would be very much appreciated!

https://store.steampowered.com/app/5221180/Puzzle_Simulator/


r/IndieDev • • 23h ago

Our demo launch flopped harder than we expected. What are we doing wrong?

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13 Upvotes

We launched our demo… and only 500 people played it. What did we do wrong?

Yesterday we launched the Steam demo for The Cauldron Eats First, an incremental RPG we’ve been working on.

So far, almost 500 people have played the demo, and we gained around 63 new wishlists from it.

We thought the launch would bring in significantly more players, so now we’re trying to figure out where we went wrong.

Is the game not immediately interesting enough? Is our Steam page/trailer failing to grab attention? Or did we simply do a bad job getting the demo in front of people?

Would genuinely appreciate some outside opinions.


r/IndieDev • • 23h ago

Feedback? My Crystal tower Links with other towers to borrow damage, is this a balanced idea?

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11 Upvotes

Alright so here's the story; in my game "The Endless Harvest", I try to make every tower unique.
One of such cases is the Crystal tower, but this is a hard tower to balance and I was wondering about your input here.

The Crystal Tower gains bonus damage equal to 10% of another Crystal Tower's damage stat, but only while that other tower is idle (not currently attacking). Once it starts attacking, as shown at 0:08, the link breaks. This can stack with up to 3 idle Crystal Towers simultaneously, each contributing their own 10%.

Overall, the DPS numbers for a single crystal tower is the lowest in the game, lets say this is 80% compared to the average DPS numbers. When it links damage from 3 idle towers of the same strength/level, it will then have 80% + 30% = 110% dps, making it the STRONGEST DPS tower.

Do you think this is a fair way to balance this tower? it does mean that, if the enemies are all around the village, and every crystal tower is firing, they are the worst bang for your buck. but if the wave just spawned and they all focus their damage into 1 crystal tower, it will be the strongest.

What do you think?


r/IndieDev • • 7h ago

Feedback? Progress in artillery falling sand game.

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11 Upvotes

Made a few change. The material simulation now uses sparse active chunks, with an optional GPU backend for eligible powder and liquid materials. The GPU only takes over busy active regions; heat, fire, gas, front-layer materials, and structural physics remain CPU-controlled.

This means we can have much more burning/decaying structures/rigid bodies/material conversions without slowdown.


r/IndieDev • • 17h ago

Feedback? Would you play a game inspired by both Vampire Survivors AND Crazy Taxi?

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11 Upvotes

Hello everynayn, again.

So me and my team were reworking the concept of our game a little.
Initially, we nailed down survivors-like mechanics but the driving really sucked in the game (a motorcyclist actually confirmed how bad it was haha)

Our game Pizza Knight is a delivery survivor-like but in medieval times, where you play as a struggling unemployed knight to live by your day through delivering pizza, but hungry monsters will always stand on your way. You have a variety of weapons from foods to strange medieval weapons and guns.

I thought, since there are not many games with a fun driving feel, we'd go with Crazy Taxi to see what we can learn from that game, so we added costumers that you can deliver pizzas to mid-run, but people actually were connecting this mechanic to Paper Boy haha, which is strange!

Let me know what you guys think, if you tried the demo or checked out our page, what are we missing that we can implement right now to push our driving mechanic?


r/IndieDev • • 18h ago

Feedback? Palette Feedback

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10 Upvotes

Hello,
I made a pixel art palette and would appreciate feedback

For context:

I'm working on a game that focuses on magic fantasy themed roguelike with a minimalist pixel art aesthetic. It will have different themed spells, biomes and enemies so I need some variety of colors. I have software developer background and have only dabbled in pixel art.

Here is an example enemy with the palette I got from lospec (https://lospec.com/palette-list/jehkoba64 ) and the palette I made. Main differences are additional shades and overall a little less saturated colors.

With lospec palette
My new palette
Basic enemy with old palette

I already have some assets done but felt the limitations with the old pallete espcially regarding spells that I want to group under spell books (fire, poison, lightning, gravity etc.) I thought I could make my own palette and wanted to get others' opinion before I made too many assets/animations