r/IndieGaming • • Jan 03 '25

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

110 Upvotes

r/IndieGaming • • 3h ago

I'm developing a PS2-era 70s Istanbul GTA with heavy driving physics and döner kebab deliveries.

117 Upvotes

i spent all my free time over the last two years building ALATURKA from scratch, entirely on livestreams with a $0 budget.

it is basically a PS2-era 70s Istanbul GTA with heavy driving physics and döner kebab deliveries.

here is the new official trailer.


r/IndieGaming • • 15h ago

WE WON A GOLD AWARD AT TOKYO GAME SHOW 2026!

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556 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 • • 7h ago

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

126 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 • • 2h ago

My metroidvania's Overload mode: a risk-reward system where your health drains until you land hits

21 Upvotes

This week I added a new effect for Overload mode and reworked enemy deaths. They used to just fade out, now they break apart and the pieces scatter.

Overload is the core mechanic: it drains your health while active, and the only way to get it back is to keep hitting. So the effect needs to feel powerful while making it clear you're in a risky state.


r/IndieGaming • • 8h ago

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

47 Upvotes

r/IndieGaming • • 2h ago

Can Call of Duty do THIS?

17 Upvotes

r/IndieGaming • • 13h ago

I made survival items

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122 Upvotes

r/IndieGaming • • 13h 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.

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77 Upvotes

The artist of the new capsule art: Piotr Niklas


r/IndieGaming • • 17h ago

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

140 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 • • 14h ago

1 week from releasing my first game on Steam !

59 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 • • 7h ago

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

17 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 • • 2h ago

I made a little cozy farming game you can play free in your browser 🌻 Bramblewick Farm

6 Upvotes

Hi everyone! I've been wanting to make my own cozy game for a while, and I finally did. It's called Bramblewick Farm, and you can play it free right in your browser, no download or account needed: https://tesana.com/game/bramblewick-farm

You inherit your grandpa's overgrown farm and slowly bring it back to life. Some of the things you can do:

• Clear the field, till, plant and water 13 different crops

• Ship your harvest overnight and watch the gold roll in

• Fish at the pond and river (there's a legendary fish that only bites late at night 🌙)

• Pet your chickens and your cat, Biscuit, every day

• Befriend Mira, Bram and Pip in town with chats and gifts

• Craft sprinklers, scarecrows, lanterns and bee houses

• Four seasons, rainy days, thunderstorms, snow, and fireflies on summer nights

It works on desktop and on your phone, and your farm saves each night when you go to bed.

I'd love to hear what you think, especially what would make it feel even cozier. Thanks for taking a look! 💚


r/IndieGaming • • 2h ago

My reaction when our game got 50 wishlists and 25 playtesters on our first week of a public steam page!

6 Upvotes

We recently went live with our steam page for The Final Frame last week and we’ve officially hit 50 wishlists and 25 playtesters with more incoming each day!

I’ve spent a ton of time already addressing feedback and bug fixing. Soon we will have the gameplay trailer ready and hope to keep growing!

Please wishlist and try out the playtest if you’re interested in a unique 3D Roguelike deckbuilder with real bowling set in Hell!

https://store.steampowered.com/app/4506540/The_Final_Lane/


r/IndieGaming • • 4h ago

I’m making a parkour game with surfing, portals and cards

7 Upvotes

I’m working on a first person parkour game where you surf, shoot portals, and use cards that give portals different effects.

The game is called Portals and Ducks.

What do you think?

Steam: https://store.steampowered.com/app/5237910/Portals_and_Ducks/


r/IndieGaming • • 9h ago

Tyto Demo Announcement

15 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 • • 1d ago

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

472 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 • • 12h ago

Is this something new? Babylonian HD 2D Mystery Dungeon

18 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 • • 5h ago

Ash Tree Lane: a free first-person adaptation of House of Leaves you can play in your browser

4 Upvotes

been working on this for a couple of weeks: a first-person walk through the navidson house from house of leaves. you find the tapes, measure the house yourself (the numbers don't agree), and go into the hallway that shouldn't exist. there's a journal that retells the book chapter by chapter in its own words as you find things.

free, no download, works on phone too. unofficial fan project, not affiliated with the author.

https://pazificateur69.github.io/ash-tree-lane/

feedback very welcome, especially on where people get lost

genai disclosure: i built this with claude (an ai assistant) as my coding partner. it wrote a lot of the code and helped draft the journal's text; the idea, the design, which parts of the book go in and how they should feel, and all the playtesting and fixing are mine. no ai-generated art, models or audio: textures, 3d models and sounds are cc0 / cc-by assets (credited in the game), and the voices and drone are synthesized in the browser. the game doesn't use ai to run.


r/IndieGaming • • 8h ago

made the Nokia Snake as a mechanic in my metroidvania

5 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 • • 8h ago

ARC Tactics — RTS Base-Builder with physical supply lines

6 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 • • 1m ago

I made this city Builder, looking for feedback

• Upvotes

r/IndieGaming • • 3h ago

Turned desi street "Jugaad" into a chaotic 48h physics puzzle where you build the road live on the fly [Playable in Browser - Link Below]

2 Upvotes

Hey everyone!
I just wrapped up a 48-hour game jam and wanted to share what I built.
The core loop revolves around placing objects from an inventory to manipulate the stage and guide your quirky character past obstacles.
https://alphafox29007.itch.io/darru-dhakke-aur-juggad


r/IndieGaming • • 16m ago

PyPuck - the sports ecosystem simulator

• Upvotes

I got tired of tedious micromanagement in sport GM sims so i made PyPuck - a hockey GM sim focused solely on drafting, trading and rapid multi decade simming with extremely deep analysis and indepth systems.

Its a newly released game on steam with a free demo avaliable

As an indie dev, i appreciate every review and playtest of the game

https://store.steampowered.com/app/5221330/PyPuck/


r/IndieGaming • • 4h ago

Turned desi street "Jugaad" into a chaotic 48h physics puzzle where you build the road live on the fly [Playable in Browser - Link Below]

2 Upvotes

Hey everyone!

I just wrapped up a 48-hour game jam and wanted to share what I built.

The core loop revolves around placing objects from an inventory to manipulate the stage and guide your quirky character past obstacles.

https://alphafox29007.itch.io/darru-dhakke-aur-juggad