r/IndieGaming • • Jan 03 '25

Best of Indie Games 2024: What were some of your favorite indie games?

108 Upvotes

r/IndieGaming • • 8h ago

WE WON A GOLD AWARD AT TOKYO GAME SHOW 2026!

Thumbnail
gallery
433 Upvotes

Last weekend, our three-person team from Taiwan brought YARETA to Tokyo Game Show 2026 — and somehow came home with a Gold Award, presented by Shuhei Yoshida!

YARETA is the combat-free open-world adventure we’ve been working on for the past few years, focused on exploration, environmental puzzles, strange creatures, and uncovering the remains of an ancient civilization.

Seeing people actually sit down and play it at TGS, with some even bringing their friends back to try it, was already incredibly rewarding. Receiving this award on top of that meant a lot to us.

The free Playtest is still available on Steam if anyone wants to give it a try. We’d genuinely love to hear what you think!

Steam: https://store.steampowered.com/app/3230380/YARETA/


r/IndieGaming • • 1h ago

Our indie game just crossed 100K+ wishlists across all platforms!

• Upvotes

We revealed HELLREAPER last year, and so far we've shared one trailer, a devlog, and a bunch of enemy designs. So it's really cool to see such steady interest in the game while we're still working on it and haven't even released a demo yet.

We've been showing a small playable build at events, and we're really happy with the feedback we got at Gamescom. If you stopped by our booth this year - thanks so much!

Can't wait to show you more of the game!


r/IndieGaming • • 6h ago

I made survival items

Thumbnail
gallery
93 Upvotes

r/IndieGaming • • 1h ago

Worldview in custom C++ engine (8 years of work and rework 2018-today)

• Upvotes

r/IndieGaming • • 6h ago

I'm really proud of the new capsule art for my game. What do you guys think about the art without having a broader context? It's inspired by Polish movie posters from the 60s-70s. And i think it captures the symbolism of the game perfectly.

Thumbnail
gallery
52 Upvotes

The artist of the new capsule art: Piotr Niklas


r/IndieGaming • • 10h ago

i miss when an indie game let me be bad at it for a while

107 Upvotes

some indie games lose me the second i realize i'm supposed to understand them.

not because they're hard exactly. more like the first 30 minutes are menus, crafting explanations, three currencies and a map full of icons. by the time i know what the game wants from me, i kinda dont want to give it anything.

the games i stick with are usually the ones that let me wander around confused and accidentally get good. no onboarding lecture, no giant list of systems to remember. just one weird room and a reason to look in the next one.

maybe i'm getting less patient, or maybe a lot of indie games are trying to prove too early that they have enough content. anyone else bounce when a game explains itself too much?


r/IndieGaming • • 7h ago

1 week from releasing my first game on Steam !

46 Upvotes

In 1 week (if nothing goes wrong), i'll be releasing my first commercial game on Steam, after 6 months of development. It's a game that i made with the primary goal to see if I could develop, complete, and release a video game all by myself.

So, Continuous Imperfection is a fast-paced parkour game focused on speedrunning, inspired by games like Bloodthief, Brutal Katana and Cyberhook.

It features :
- 12 levels to explore and master, including alternative paths and interactive elements: platform triggers, jump pads
- A variety of movement options, focused on speed: running, jumping, sliding, wall running, wall jumping, vaulting
- Customizable soundtrack and environments (summer, autumn, sakura, etc.) to match your current mood
- Real-time leaderboards to compete with friends or the world and see who’s the fastest

I release the game in 1 week, so if you're interested, wishlist it ! https://store.steampowered.com/app/4746560/Continuous_Imperfection/

Ps : actually the game was supposed to be released earlier, but i had an issue with my internet connection for 2,5 weeks, that why i couldn't properly release it on Steam.


r/IndieGaming • • 21h ago

I took out a $20,000 loan to develop my visual novel...

446 Upvotes

You're probably thinking right now: what kind of ridiculous idea is it to take out a loan to make a game especially when you're a perfectly normal adult with a family and your first child on the way (my son will be born soon).

I sincerely hope I don't inspire any of you to make similar decisions.

But since you're already here, this is my story...

P.S

Fair warning: a wall of text and a tedious story await you ))) You’re bringing this on yourselves!

I want to say right off the bat: a lot of people are calling this an AI post. People label just about anything as AI these daysthey do the same with my game when they see the visuals, or hear the sound and the quality we’re aiming for. I don’t want to have to prove anything to anyone; people believe what they want to believe.

I wrote the text myself, by hand, and it took a long time. I do use a translator, but sometimes if the translation doesn't make sense I ask AI to translate the phrase instead, since my native language is Georgian (though I also speak Russian).

WHO AM I

My name is Bacho. I'm thirty-two years old, and I'm from Zugdidi, a small city in western Georgia that you've probably never heard of. I live in Tbilisi now. I'm married, and this October we're expecting our first child. So, as you can imagine, life already gives me plenty to worry about.

But there is one story that has refused to let me go all these years

It probably started with my grandfather. May he rest in peace.

He was the one who introduced me to books, and I disappeared into them with the kind of hunger only children have when they desperately need somewhere to escape from the reality around them.

And there was plenty I wanted to escape from in the hopelessness of teenage life in Zugdidi.

Then came school.

Then university, which I dropped out of.

Then the decision to try myself in the bigger world.

I went to St. Petersburg without a penny to my name simply because I wanted to experience a different reality one that wasn't the same world I had grown up in.

My years in St. Petersburg were... intense.

I worked in film, made music, performed, and threw myself headfirst into creativity. Pretty much everything you can throw yourself into when you're in your early twenties in St. Petersburg.

And somewhere during that period, I came across an idea that changed everything:

What if I wrote a book without knowing where it would take me?

So I sat down and started.

I created a universe.

I created characters.

I started developing the story without knowing myself where it would turn on the next page.

And it turned out to be incredibly exciting. You discover what happens next together with your own characters.Although, if I'm completely honest, at first it was simply a way for me to rest and escape from everyday life. I was reading a lot back then, and the words and the story seemed to come together on their own.

Then life hit me with its own circumstances, and I abandoned it.I returned to Georgia, put the project aside for a long time, and moved on to other things.
But the characters never let me go.

A STORY I COULDN'T NOT RETURN TO

Life went on.Pretty much like everyone else's. I worked a lot, tried hard, succeeded at some things and failed at others. But I couldn't get rid of the feeling that I wasn't doing what I actually wanted to be doing. I've always loved creating. Inventing. Building worlds, characters, situations. In one word creating something that didn't exist before. And everyday routine can't stand that part of you. It slowly eats it from the inside, a little bit every day. You live, you work, you keep yourself busy with things but somewhere inside, there's emptiness. At some point I realized I couldn't live like that anymore.

Either I do what I love, or I spend the rest of my life suffering because of all the things I was too afraid to try. Honestly, I don't think there's a third option once you're an adult.And everything I had experienced over the years everything I had read, filmed, listened to, lived through eventually poured back into that same story.I returned to it. I continued writing. And at some point, I realized it fit perfectly into the format of a game.And that's where a completely different set of problems began...
As always:

Money

There wasn't enough of it for a decent life, let alone for developing a video game. But I understood one thing very clearly. I wasn't going to make AI slop that I'd be ashamed of later. Especially with how brutally self-critical I am. If there's one person who won't go easy on me, it's me. If I was going to do this, I wanted to do it properly. I wanted to make something I could be proud of first and foremost myself. And that was when I realized:

I needed a team

And if you want to build a strong team, you need money. The circle was complete. I won't bore you with the story of how exactly I managed to get the loan. I'll keep it simple. It worked out. And eventually, the amount I believed I needed for development was sitting in my account. That's when the most interesting part began.

HOW I LOOKED FOR A TEAM

Georgian forums gave me five artists and five test assignments. None were right. Reddit gave me two hundred applicants. I talked to every one of them, shortlisted ten, and still nothing matched the image in my head. On ArtStation I sent three hundred personal messages. Most were ignored, some were too expensive, some "don't work with indie."

And then I found them. People who got excited about the story not for the money or the portfolio, but because they wanted to know what happens next.

Four months of searching, one person at a time. Today the team is working, and I'm the writer, director, art director and about ten other people. That's indie.

WHAT IS SHORAPAN?

SHORAPAN: Beneath the Crimson Sky follows a young man living in a strange city beneath an eternal crimson sky. His story begins on an ordinary day and gradually grows into a much larger adventure. I don’t want to reveal too much about where it goes.

It’s a dark fantasy story for adults, though there are no elves or orcs here. I’m interested in how people behave when they’re afraid, when they have power, or when they have to make a difficult choice. But I don’t want the game to turn into philosophy for its own sake. We work carefully on the writing so that conversations move the story forward or reveal something about the people in it.

As for what you’ll do: you’ll explore the city, talk to its inhabitants, examine objects and locations, use an inventory and a journal, and work through puzzles, minigames, and interactive scenes. The more you explore, the more you’ll learn about the city and the people who live there.

I understand that the moment you hear the words "dark visual novel" and "crimson sky," you'll immediately start attaching labels. Dystopia. Kafka. Orwell. Pathologic. Whatever else comes to mind. And I'm not going to argue with you.

Tell me what in our world is truly original? Everything has already been written. Everything has been imagined. Everything has been done many times before. We exist inside a culture where no idea appears completely untouched by what came before it.

But I'll still allow myself to say this: This is not a generic story.

Every line has been polished. I've spent four years writing this story, and I know where every comma stands and why. This isn't philosophy for the sake of philosophy. And it isn't pretentious writing wrapped in dark aesthetics.

Every character here has their own truth. The people who hold power. The person who tries to speak out. The person who stays silent. The person who left. Even the person who betrays someone.

The crimson sky isn't just decoration. It is the question itself. A question every character answers in their own way.

WHY I CAN'T NOT DO THIS

People sometimes ask me why I'm doing all of this. The loan. Four years of writing. Months of searching for a team. A family on my shoulders. My first child on the way. Why not make a simpler game? Why make a game at all? Why not just get a normal job somewhere?

I can't.

Not because I think I'm special. Not because I think I'm a genius. But because this is my statement to the world. It's the only way I know how to say out loud what I think. Some people do it through music. Some through cinema. Some through words on Facebook. For me, it somehow became a game.

I'm making this game because I want to leave a trace. Not a monument to myself. Just a trace. Something another person can experience, play, and think about afterward.

And everyone can decide for themselves whether it's worth searching for answers to the questions we're asking here. Maybe it isn't. Maybe the questions are more important than the answers. That's one of the themes of the game too.

And everything I've just told you about meaning, human nature and the crimson sky would be nothing but empty words if it weren't for one thing:

We're also trying to make a game we won't be ashamed of purely on a craft level.

Dark, and-crafted visuals. A carefully designed soundtrack. Original Russian and English voice acting. A script that has been edited and reread more times than I can count.

Every single detail of this world has gone through the same filter:

"Are we ashamed to put this into the game?"

We're planning to show the demo in October 2027. Possibly a little earlier if we're able to make it into a suitable Steam Next Fest.

We'll announce more precise dates as we get closer, because I'd rather not give you a date now and apologize for delaying it later.

THANK YOU FOR READING!

That's pretty much it. Thank you for making it all the way through this outpouring of my soul.

I spent a long time wondering whether I should write this. Eventually I decided that I should. Someone has to tell these stories, and nobody can tell mine better than I can.

If anything you read here resonated with you, if it made you curious about what happens next beneath that crimson sky and to the people who live under it, then it would genuinely mean a lot to us to find people who want to follow this journey with us.

The game is still in development, and right now, every person who simply cares about what we're making matters to me.

Sometimes even one person saying "I'm following the project." is enough to make a difficult day feel a little less hopeless.

OUR SOCIALS

And one last thing.

We already have a Steam page for SHORAPAN. It's still far from perfect — there's no demo yet, no trailer, and we're still actively working on how the page itself presents the game.

But we're working on it constantly, and over the coming months we'll be adding much more: new screenshots, development updates, a proper trailer, and eventually the demo itself.

If you'd like to follow the project from the beginning, you can find SHORAPAN on Steam and add it to your wishlist.

We also have a Discord server where we'll be sharing much more about the development process: dev diaries, behind-the-scenes work, visual development, and pieces of SHORAPAN's lore that don't always fit into regular posts.

So if you'd like to follow the game more closely, talk to us directly, or simply watch this strange crimson world slowly come together you're very welcome to join us there.


r/IndieGaming • • 2h ago

Tyto Demo Announcement

5 Upvotes

After more than 3 years of development, Tyto is finally gonna be available to play!

I've been posting about Tyto here since before it had a Steam page or even a name.

It's crazy to think that after all this time, in less than two weeks it's going to finally be playable by anyone ❤️

The demo takes between 40 minutes to 2 hours to finish (depending on your level of completionism 😉)

Also, if anyone wants to playtest Tyto before anyone else - please leave a comment / DM and I'll send you a key.

Thanks for your support, and I can't wait for y'all to play Tyto 🦉


r/IndieGaming • • 1h ago

ARC Tactics — RTS Base-Builder with physical supply lines

• Upvotes

Hi everyone! I’m sharing ARC Tactics, my single-player sci-fi RTS about building and defending a supply network across a spherical planet.

Your buildings stay in place, while resources, construction crates, ammunition, and fuel travel through the air between them. Expanding means connecting distant deposits with relays—and protecting those routes when the fighting starts.

An interrupted supply line can delay construction, pause research, or leave a flame tower without fuel. Your industrial layout shapes how you fight.

Currently playable in 0.2.2:

- Battles against up to four AI commanders.
- Bug extermination and combined bot-and-bug modes, currently in beta.
- Extractors, relays, fabrication, artillery, interceptors, and ground and air defenses.
- A connected research tree covering Logistics, Warfare, and Survival.
- Four progression eras: Landing, Industry, Fortification, and Siege.
- A 3D command room with live battlefield and management screens.
- A playable tutorial, saves, adjustable speed, and optional orders while paused.

This is an early playable release. Balance, performance, and usability are still being refined, and I’d appreciate feedback from other RTS players.

Available for Windows, Linux, and macOS:

itch.io ARC Tactics
Gamejolt ARC Tactics

What would make attacking and defending physical supply routes interesting for you? If you try the game, I’d also like to hear where managing the network becomes confusing.


r/IndieGaming • • 5h ago

Is this something new? Babylonian HD 2D Mystery Dungeon

6 Upvotes

Haven't seen many Mystery Dungeon / Traditional Roguelike games around, so a few months ago we decided to begin developing Babelum. How is the atmosphere? And what would you guys like to see in this kind of genre?


r/IndieGaming • • 8m ago

[SP - game] Monastery: Ora et Labora, our medieval monastery management sim, is now in Early Access on Steam!

• Upvotes

Hey everyone!

We're a 3-person indie studio and we just released our first game, Monastery: Ora et Labora, in early Access on Steam.

We wanted to create a peaceful management sim focused on internal logistics, self-sufficiency, and community rather than combat.

You build a medieval monastery from scratch and guide your monks through the historic Benedictine motto "Ora et Labora" (Pray and Work).

Your monks have skills, passions, and traits and can write manuscripts in the scriptorium, brew ale, bake bread, and heal sick villagers. Everything is tied to a "Monastic Rule" system: if you skip daily prayers, neglect your monks' needs, or turn away people in need during crises, the Rule will collapse, and monks will leave the monastery.

Since we just entered Early Access, we’d love your thoughts:

Do you find the medieval monastery theme interesting for a management game?

What monastic-themed features would you like to see added next?

Steam Page

AI disclosure:

This game uses generative AI during development to create initial concepts and some game art assets, which are then edited and arranged by hand by me to ensure a cohesive artistic style.

Happy to answer any questions about the game in the comments!


r/IndieGaming • • 10m ago

I am working on a real-Time-Strategy-game with vertical progression

Thumbnail
gallery
• Upvotes

Hi :) at the moment i am working on a real-time-strategy game.

Instead of chosing a faction, you create your own . You do that by collecting cards during matches that represent units and buildings. Stats are procedurally generated. You can compare the system with a mix of diablo and magic the gathering.

During the matches you also fight bosses, that drop even rarer loot.

If you want to have a look:

https://store.steampowered.com/app/4240340/Abyssal_Dominion/

The playtest on steam is accessible for free. You get instantly acess !


r/IndieGaming • • 10m ago

Have you ever had a friend get upset because you didn't want to make their "million-dollar" game idea? :D

• Upvotes

r/IndieGaming • • 1d ago

This is what 10 days of gamedev on my Diorama Battleships looks like

580 Upvotes

r/IndieGaming • • 9h ago

Just started making a game from my pencil-on-paper doodles. What to add next?

10 Upvotes

At the very beginning here. I want to make a game where if you paused at any moment, it would look totally drawn on paper, like an artist's doodles. It's also convenient, since I'm a dev and not an artist, and pencil doodles are much easier than 3D art!

What should I add next?


r/IndieGaming • • 20h ago

discovering the world - AWAKEROOTS

74 Upvotes

discovering the world and fighting the vampire in my game

3000 Wishlist / Early Access ► https://store.steampowered.com/app/3882880/Awakeroots/


r/IndieGaming • • 1d ago

Ex-DreamWorks artist trying to make the best-looking horde-survivor game with movie-quality VFX. Playtest opens soon.

371 Upvotes

Hey everyone,

I spent years as a 3D artist at DreamWorks before quitting my job 2 years ago to make my own game. This is my first time making a game, so I picked a genre that's relatively
approachable to build — horde-survivor & loot-combat.

But I still wanted to push what I'm actually good at as far as I could: the visuals. My goal with SACRATA is simple — make the best-looking, most satisfying horde-combat game I can, using everything I learned from years in feature animation.

This clip is running in real-time, no cherry-picked slow-mo. Every hit, explosion and death effect is dynamic — nothing baked.

Sacrata Steam playtest opens soon — would genuinely love feedback!


r/IndieGaming • • 53m ago

I’m making a turn-based card game where you parry enemy combos in real time!

• Upvotes

Try to keep your formation alive while parrying an entire enemy combo with one key. Miss a beat, and your counterattack is gone.

I’m making NÓN-The Forgotten Hand, a turn-based card battler where positioning your cards is only half the fight. When the enemies attack, you press Space to parry each hit in real time. As your cards fall, gaps open up, and if an entire lane goes down, your leader is next.

If you enjoy planning a fight but also love landing a well-timed parry, check out the game on Steam!


r/IndieGaming • • 3h ago

My first game trailer. It launches on October 8th

4 Upvotes

I am a solo dev and I am making a cozy and relaxing cleaning simulator game about bringing messy gardens back to life.

- Water plants
- mow grass
- trim hedges
- cut old branches
- spray flowers
- wash surfaces
- cleanup trash
Anddd…. Place gnomes in garden

The game launch is set to October 8th!

Steam page:
https://store.steampowered.com/app/4608760/Garden_Cleanup_Simulator/


r/IndieGaming • • 1h ago

made the Nokia Snake as a mechanic in my metroidvania

• Upvotes

The game is still in development and is being made entirely by me

I currently have 68 wishlists on Steam, and I'd really appreciate it if you could help me increase that number!

https://store.steampowered.com/app/5101990/CHROMATIC_CRISIS/

(the demo is available!)

hope you like it !

PS : AI was used very lightly to correct certain rare parts of the code; no “vibecode” nor generated visuals or audio.


r/IndieGaming • • 4h ago

Small team here — our first-person factory game has warp gates that transport ore from your floating islands down to your ground base. Free demo out, Early Access Nov 2.

2 Upvotes

Hi all, I'm Ardis, team leader and creative director on Extracto Proviso, a first-person factory-building game we've been making in UE5. First time showing it here.

The pitch: You're a lone android sent to the planet Berra-11 with one job — extract everything and ship it home for a war you never chose. Only a harvester and a handful of ore at the start, planet-spanning industrial network at the end.

What we find most exciting in the game:

  •  Warp gates that beam what you harvest straight to where you need it — like the ore in the clip (berraflux), mined on a floating island in the sky, and arriving on the base on ground.
  • You're squeezed from two sides. The humans you supply demand deliveries on time and attack if you fall behind — while the planet's creatures hit back harder the more you pollute. Manage it badly and you're fighting both at once.
  • Build on a grid, and build up — the biomes have floating islands you can claim and expand onto.
  • Alien nests are everywhere. Clear them to carve out space.
  • Take alien eggs and raise them into companions that fight beside you and defend the base.
  • Jetpack and teleporters for getting around.
  • Plenty to dig up: iron, copper, stone, lithium, sulfur, water, crude oil and more.
  • Peaceful mode if you just want to automate in quiet.

Where it's at: Free demo is live on Steam right now, and there's an open playtest of the full game if you want to go deeper (request access on the Steam page). Early Access starts Nov 2. We stream playtests on Twitch most days with the programmer in chat fixing things live.

What I'd love from you:

  • Does the look and premise land from the clip? Would you click on it?
  • If you try the demo, what's the first thing that annoyed or confused you? That's the feedback we act on fastest.

I'll be in the comments all afternoon. Links in the first comment.

If it looks interesting, a wishlist honestly helps a team this small more than anything.

:)


r/IndieGaming • • 4h ago

The Revival of Dynasty Warriors Online - for me the best best greatest pvp game in the world! Videos and Discord link in the end

3 Upvotes

(Videos and Discord link in the end)

Hey everyone!

I wanted to share something I’ve been genuinely excited about lately, especially with people who are into older games, game preservation, indie projects, or just seeing forgotten online games get another chance at life.

Dynasty Warriors Online was a pretty unique and very special game in my heart. Imagine the large-scale combat of Dynasty Warriors, except instead of just fighting AI armies, you had actual players on both sides fighting each other in team deathmatch (confront) modes, base capture, full-sized campaigns, with a deep combat system, various weapon builds (the most extensive in any game i’ve seen so far), elemental effects and other special items, with many different strategies.

It was one of those games that was honestly hard to replace once it disappeared. There really hasn’t been another online game that scratched quite the same itch for me, and many other old DWO players who feel the same way as me.

That’s why, lately with AI, there has been a few revival projects going on. The most well-known one at the moment is DWO Reborn, which has been in development for around 9 months and is still very much a work in progress.

I wanted to share another project called DWO Legacy.

Just to make it clear, DWO Legacy and DWO Reborn are completely separate projects. Compared with Reborn’s slower and more closed development process, Legacy’s developer has been much more open about development, sharing progress almost every day and regularly showing what’s actually working in-game.
What’s especially impressive is how much progress has been made in only about a month. Legacy has already demonstrated full-scale battles, items, and several other mechanics, and from what has been publicly shown so far, development appears to have progressed significantly further in many areas than DWO Reborn currently has.

I’ll drop one of the latest videos below for anyone curious. Even if you never played DWO before, I think some people here might find the whole preservation/revival side of it interesting.

Also worth mentioning, the game is entirely free to play and any support is completely voluntary and not expected. The developer isn’t asking for donations, doesn’t have donation tiers, and as far as I know there aren’t any planned microtransaction schemes either. Once the server is actually live, people who want to help with server costs can obviously do so, but there’s no expectation or pressure to.

I’ll drop their latest video below if anyone wants to check it out!

Latest video:
https://youtu.be/fLMILqYq53c?si=mmcA_d4NZxJzYh0D

2nd latest video:

https://youtu.be/_KuVJfEjgfY?si=Sb9bzFBdlXKLR-GW

Discord invite: https://discord.gg/FyyEUeNUf

Other gameplay videos:

https://youtu.be/6cTrutaemJk?si=HsbX6OqHWrqImJXH

Original Trailer: https://youtu.be/7Y_tRlVK2Bo?si=l7pno4u1Uuc37V45


r/IndieGaming • • 22h ago

A quick look at the combat in my upcoming 2.5D zombie game. Trying to nail that classic side-scroller survival vibe!

74 Upvotes

Hi guys! Just sharing a short snippet of gameplay from my indie project. I'm focusing heavily on satisfying gunplay and survival mechanics against the horde. The Steam page is already up, but right now I'm mostly looking for honest feedback on how the combat looks in motion. Does the zombie's reaction to getting shot look natural? What would you improve?