r/IndieDev • • 7h ago

Megathread r/IndieDev Weekly Monday Megathread - October 04, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!

13 Upvotes

Hi r/IndieDev!

This is our weekly megathread that is renewed every Monday! It's a space for new redditors to introduce themselves, but also a place to strike up a conversation about anything you like!

Use it to:

  • Introduce yourself!
  • Show off a game or something you've been working on
  • Ask a question
  • Have a conversation
  • Give others feedback

And... if you don't have quite enough karma to post directly to the subreddit, this is a good place to post your idea as a comment and talk to others to gather the necessary comment karma.

If you would like to see all the older Weekly Megathreads, just click on the "Megathread" filter in the sidebar or click here!


r/IndieDev • • Sep 09 '25

Meta Moderator-Announcement: Congrats, r/indiedev! With the new visitor metric Reddit has rolled out, this community is one of the biggest indiedev communities on reddit! 160k weekly visitors!

66 Upvotes

According to Reddit, subscriber count is more of a measure of community age so now weekly visitors is what counts.

We have 160k.

I thought I would let you all know. So our subscriber count did not go down, it's a fancy new metric.

I had a suspicion this community was more active than the rest (see r/indiegaming for example). Thank you for all your lovely comments, contributions and love for indiedev.

(r/gamedev is still bigger though, but the focus there is shifted a bit more towards serious than r/indiedev)

See ya around!


r/IndieDev • • 5h ago

Feedback? Which artstyle makes you want to buy the game?

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320 Upvotes

r/IndieDev • • 13h ago

GIF I worked for over a decade on my polar exploration game Arctico, I'm very happy with how it turned out!

1.0k Upvotes

r/IndieDev • • 6h ago

Made a simple interactive guitar where players can shred depending on where on the fretboard they're looking.

196 Upvotes

r/IndieDev • • 22h ago

6 months since the announcement. Here is my new trailer showing all the progress!

1.4k Upvotes

Hi.

It's been 6 months since I released the announcement trailer for my indie game called Direland.
I've been working hard and packed all the latest progress into this 1-minute video!
Hope you guys like it!
(To clarify: this is 6 months of progress since the previous trailer, not 6 months of total development!)

Here's the things I've added.

  1. Water reflection and ripples
  2. 3 new Bosses( Crab/Lobster, SandWyrm, SlimeDragon), also they are unfinished
  3. Parts breaks system
  4. VFX for bosses and player combat
  5. Combat for each weapon(one-hand sword/ two-hand blade)
  6. Some armor sets
  7. Character build system such as Growth Board and Skill Board
  8. Some buildings
  9. Some placeable objects for base building
  10. Bunch of item icons.

r/IndieDev • • 13h ago

Trying to make a pixel-art town feel hopeless in my first game. How did I do?

254 Upvotes

Hi! The Blessed Fool came out on Steam a few days ago: a short pixel-art point-and-click horror adventure about a holy fool in a town consumed by fear and violence.

I did the design and programming. The art and the music were made by two collaborators. It took 2 years, and I restarted the project about 25 times before it finally worked.

Does the mood come through in this scene? Let me know what you think!


r/IndieDev • • 12h ago

Upcoming! After 2 years developping that game on our free time, it's finished! \^_^/

131 Upvotes

The Doll Shop will be released on October 12! Yay! It's a hand-drawn narrative horror game set in Japan. We hope you'll enjoy ! A demo is already available on Steam.


r/IndieDev • • 21h ago

After 5 years, 3 failed project, I'm finally living the indie dream

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263 Upvotes

After working for 1.5 years on my first project for 150 wishlists.

After working for 6 months on a mobile game that went nowhere.

After working for 2 years on my 2nd Steam game for 750 wishlists.

I launched the demo of DreadHaven 2 weeks ago, and went from 7,000 wishlists (which already felt like A LOT) to 14,000 in just one week.

And somehow, the wishlists haven't even plummeted since then. I'm doing nothing for that. No marketing, nothing. I'm just working on the game, putting out patches, and people are actually happy about them.

It's still just wishlists. It's not money, and I have no idea if this will translate into actual sales at launch.

But it feels SO FREACKING GOOD to finally have people care about what I'm making and actually be excited for my game.

It took 5 years. A lot of hard work, a lot of self-doubt, and a lot of wondering if I was ever going to get anywhere.

But it finally feels like those 5 years of work are paying off and I'm just enjoying this moment

EDIT: People pointed that I did not do 0 marketing and yeah sorry I wasn't clear enough I guess! We used the demo as a marketing beat for sure, like just sending a batch of mail and a bit of social.
The post is just about the fact that I'm doing nothing right now and I'm still getting some velocity. And that's INCREDIBLE for me.

Usually, when I just work on my games, nothing happens. Nobody cares, and I only get traction/velocity when I do actual marketing and reach out to people (when it works, which most of the time don't).

Here, I'm just enjoying the fact that it worked, and that I can focus on making the game while capitalizing on the work I've already done.
It may sound stupid I don't know but I really enjoy the fact that I can JUST work on my game and work I what I love doing and my game is not instantly dead?


r/IndieDev • • 4h ago

I'm new to game development, any tips?

9 Upvotes

I'm wanting to be a solo game dev one day. I'm a sophomore in high school, and I haven't gotten in a coding class yet, but I'm hopping to next semester.

I'm using gamemaker and completed the rpg tutorial. (though something happened because I have a weird computer and I can't find the project)

I originally planned to use ai to help small things only for my personal/experimental coding projects, not any of the main stuff or any of the graphics, but after some feedback, I decided just not to do that.

I was suggested to find other coders at my school, but it's kind of impossible to do that without getting in a class because there are so much bullies at my school.

I also have an extracurricular activity I do that ends in mid November (I won't say what activity for certain reasons) so there's not much I can do right now.

When I finally get the time, what do you guys recommend I should do to get a further head start? I'd appreciate any feedback!


r/IndieDev • • 2h ago

Feedback? What you guys think??

6 Upvotes

Currently we are running pvp mode only (1v1/2v2) and we are considering making a zombies mode (taking inspiration from bo1/2&3) but I don't know how will that work for a 2d game.

If you guys have any references or ideas that can help that would mean alot!!


r/IndieDev • • 8h ago

Your clone has been reprinted. Have a great day!

16 Upvotes

r/IndieDev • • 9h ago

Video We've made Starcraft inspired map entirely on GPU

18 Upvotes

The game data never reaches CPU, that's why we got extremely fast map practically for free :). It is still deterministic and working in multiplayer.


r/IndieDev • • 8h ago

Feedback? Working on a farming game inspired by Backpack Battles and Balatro!

17 Upvotes

Working on a farming game inspired by Backpack Battles and Balatro, I would love to hear your feedbacks!


r/IndieDev • • 1d ago

Feedback? Back out at sea in my solo sailing game, this time with a waterspout approaching

610 Upvotes

I shared the calmer island side of Red Skies at Dawn recently. This clip is back aboard the boat, with a rather different view ahead.

I'm the solo developer, and this is in-development footage of the waterspout and storm effects. I'm working towards that feeling of being very small out on the water, especially when the sky starts closing in.

What sells the scale for you here, and what still feels off?

If the game interests you, you can wishlist Red Skies at Dawn on Steam. Thanks for taking a look.


r/IndieDev • • 1d ago

Meta why do they look so similar?

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2.6k Upvotes

r/IndieDev • • 1h ago

I finished the full Spirit Tree purification sequence for my pixel horror game

• Upvotes

I'm a solo developer working on MISPLACED, a psychological horror game. FAITH: The Unholy Trinity was a major inspiration for me, especially its lo-fi horror and rotoscoped imagery.


r/IndieDev • • 6h ago

Real time SLOW-MO explosion destruction + spreadable fire in my upcoming physics open world sandbox!

7 Upvotes

Yes, in the sandbox map and open world city, you can slow down time to 0.025x speed and watch explosions happen in real time. You can also use super flight to move around at a reasonable speed while in slow -mo (and stupidly fast in real time)., I'm 17 and this is my third steam game, you can wishlist / check out the storepage right there, thanks!

https://store.steampowered.com/app/4826140/RedSpat/

Also, if anyone is reading, did I do well on the graphics? They're not the focus of the game but I wanted to go beyond expectations for a gmod - style sandbox game, and make the impact grittier, since it looks closer to realism rather than stylised graphics.


r/IndieDev • • 13h ago

Video We are making a tidy-up game with 18,490 mixed bricks, an entire town to rebuild

24 Upvotes

r/IndieDev • • 2h ago

Feedback? Little sampling of combat from my game I've been working on. Any one interested in playing this type of thing?

4 Upvotes

Been building this with ai coding and have been shocked how quickly things have come together. This is the combat in the starting area, but the idea is you can walk on all sides of the cave walls.

Been building this with very little experience just building the exact shit I wanna personally play and what makes a game fun. Let me know if there is anyone else interesting in this style of game and world.


r/IndieDev • • 17h ago

Feedback? Improved the visuals for my ASCII horror game. What do you guys think?

40 Upvotes

r/IndieDev • • 8h ago

Feedback? 4 months with only 266 wishlists. What can I improve?

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8 Upvotes

Hi everyone, it's been 4 months since the Sovran's Crusade store page went live, and here are my metrics. So far, what has worked best is a couple of posts that got some traction in niche subreddits (which isn't something I can lean on much), plus participating in the festival that just ended (I updated the page with a new trailer and screenshots). I also post on my social media, but that only brings in around 10 wishlists at most, I'm tracking it as best I can with UTM.

Here's the page in case it helps.

What do you recommend to grow my wishlists? Should I improve the page? Is it the capsule image? Any advice would help a lot.


r/IndieDev • • 7h ago

Screenshots first screenshot of the survival game i'm working on

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7 Upvotes

been working on this survival game for a bit. it's first person on a small island, you gather stuff during the day and try to survive the night!

it's made in godot btw, let me know what yall think


r/IndieDev • • 12h ago

Feedback? Made a prototype - Truck on legs.

16 Upvotes

Hi Guys,

Made a free browser prototype where you are truck but with legs. IK/FK with solvers. Do you think idea is viable? Should I continue?

Link:

https://igoryakunin.itch.io/truck-on-legs


r/IndieDev • • 21h ago

Video Progress of my Online Pirate RPG

70 Upvotes

Vast seas is an online (with up to 16 players) pirate RPG with heavy emphasis on exploration, ship upgrades, crafting and sailing!

The game can be played single player too!

It features action combat, ship combat, magic system, cargo runs, island conquering, island owning (in which you can set up houses, farms and buildings you craft!)

You can also recruit different NPCs with different benefits, ranging from combat npcs to bards to cooks!

Wishlist Vast Seas (releasing in october 15th):

https://store.steampowered.com/app/5266790/Vast\\_Seas/