r/indiegames • u/Alinu4 • 5h ago
Upcoming 5-Star Taxi - Official Announcement Trailer
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r/indiegames • u/Remarkable-Ice-8608 • Jul 30 '26
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I've been working on improving WildRoot's first impression and recently finished a new trailer.
It's a cozy colony sim where you build a settlement in a mysterious forest, manage your colonists, and every season and setback creates a different story.
r/indiegames • u/Alinu4 • 5h ago
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r/indiegames • u/PixelCrown0 • 3h ago
Hey everyone,
I am feeling excited to have my first teaser video release today, but I'm also a bit scared.
About a year ago, I made the huge decision to quit my job to be a full time solo indie developer. Since then, it has been a hard, but awesome journey. I started with zero budget, but I invested a part of my savings to pay for sound packs, music among other things, and I will probably have to invest more to hire an artist for the Steam cover art.
Right now, I only have around 500 Steam wishlists. I think this is normal because I had nothing real to show until now, but the future still feels a bit scary. I really hope that with this teaser and the upcoming demo, that number will grow. No matter what, I will finish this game.
I actually tried to post this video directly on Reddit last month as a special early look, but the file size was way too big and would not upload, so sorry for the delay!
Here is the link to the official YouTube teaser:
https://www.youtube.com/watch?v=XlvJ3UIYQWA
A quick note about the video: what you see here is early gameplay showing the general vibe, the combat, and the atmosphere that will be included in the demo. The final game will have a lot more monsters, more enemy variety, and different types of levels.
I would love to get your honest feedback on the atmosphere, the combat, and the visuals. Any advice or critique means a lot to me as I keep working on the project. It helps me going in the right direction.
Thank you so much for reading this and checking out my work. Making this game is a wild ride, but seeing people interested in it makes all the stress worth it!
r/indiegames • u/Sky_Machine • 15h ago
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r/indiegames • u/Fair-Drop9648 • 5h ago
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Hey everyone!
We’ve been working on Momotaro and the Oni Island, a Match-3 RPG game, and we’ve just released the playable demo on Steam, here is a super quick look at it!
The full trailer is HERE
The game mixes classic Match-3 puzzle mechanics with some tactical combat, and path selection in every map. We’d love for you to check it out! (link in comments)
r/indiegames • u/GFX47 • 3h ago
r/indiegames • u/MorningBasic9790 • 3h ago
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Steinvar is a story-driven PC adventure set on a forgotten island. At first, this place feels strangely familiar, but the deeper you explore, the more questions it raises.
r/indiegames • u/EggbertDragon • 1h ago
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Travellers, merchants, hunters, abandoned camps and faction fights can appear as you explore. No event popup announces them. They are simply part of a world that keeps moving whether the player is there or not.
r/indiegames • u/BynaryCobweb • 6h ago
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You can play the demo of The Glorious Colony for free on Steam
r/indiegames • u/ApartmentDev • 13h ago
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I wish I was joking. we showed a tiny clip of our game and people immediately started investigating the contents of the fridge. someone found the milk. then the fridge became the protagonist. now it’s apparently the final boss. we’ve accepted our fate.
What would you put in it?
r/indiegames • u/AleksejFonGrozni • 55m ago
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For over a year game worked without any task progression or indicator (except when completed or failed). Finally added proper task indicator after too many people complained that they have no idea what the next step would be.
(pardon my voiceover, I am in a Sub 227...at least in the game world)
r/indiegames • u/vx14 • 1h ago
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I've been working on Penny Potluck for almost a year now. It's a cozy cooking game where you combine ingredients, apply seasonings, discover recipes, and build powerful culinary synergies to satisfy an ever-growing hunger and score big.
I'm making this solo and all the art is digitally hand-drawn and code handwritten by myself! I'm hoping to get a demo out in October for the Cooking Festival on Steam.
r/indiegames • u/No-Statistician5020 • 1d ago
Spirit of Phuji is a game our art team has been working on for the past 6 months.
We’ve been responsible for the game’s art, from the environments to the characters and overall visual direction.
Just wanted to share what we’ve been working on. Pretty happy with how it turned out :33
r/indiegames • u/No_Support8062 • 1d ago
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I am working on an RTS game for MS-DOS (also for Windows and Linux). This is how it look in this moment. 320x200x8 screen, min. hw will be 486 / 8 MB RAM. No AI is udes.
This is a very pre-alpha version of the gameplay.
What do you think about it? Good or bad idea? I am a developer, not a gamer.
I am not sure if it is a good idea to move forward, for example by setting up a Steam page.
r/indiegames • u/emomax • 11h ago
Hi! I'm MaxCJ, and wanted to do something different for the trailer of our second game, Caps & Spoons - so we decided to interview our main character about what one can expect!
It's a cooking and restaurant management game where you decorate your foodery, discover and unlock new recipes and ways to cook.
Upgrades and advertisements for your shop are available from the computer; the radio has daily shows where one can learn new recipes (among other things) and the calendar shows upcoming events and happenings.
Set in the same universe as our first game, Fungerellia is a sporepunk fantasy world, where steampunk meets mushrooms in a whimsical way!
r/indiegames • u/ZahraMoon1 • 7h ago
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I've been working on Before I Sleep, a fast-paced single-player FPS built around maintaining momentum through wall-running, sliding, dashing, gunplay and katana combat.
A lot of the footage in my old trailer simply didn't represent the game anymore, so I rebuilt it using the current gameplay.
r/indiegames • u/StGrikus • 8h ago
r/indiegames • u/RetroviewsGaming • 1m ago
machine party is amazing!
r/indiegames • u/carndacier • 6h ago
I've always been a big fan of diegetic games with no or not much UI, so I'm trying to make everything in-world make sense and feel immersive. The controls are heavily inspired by Iron Nest, mixed with the gameplay of Papers, Please / Contraband Police, but set in space.
Game name: Void Inspector
r/indiegames • u/HyperCrossDev • 28m ago
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r/indiegames • u/SeaDust8104 • 49m ago
Hey everyone,
I recently started working on a solo game project called Ten Waves, and I wanted to share the idea while it’s still early enough that feedback can actually influence the game.
Ten Waves is a third-person action tower-defense game where the goal is exactly what the name suggests: survive ten increasingly difficult waves and defeat a boss on Wave 10.
The main idea that I want to experiment with is combining traditional tower-defense strategy with actually having a character physically present in the arena.
Instead of looking down at the entire map and placing towers wherever you want, you control a third-person character and have to move around the arena to build and manage your defenses.
You can only construct towers near your current location, so if one side of your defense is struggling, you actually have to run over there before you can reinforce it.
Building also doesn't pause the game, so during a wave you're making a choice between:
The player will eventually have a simple ranged weapon, but I want the towers to remain the main source of damage. The player is there to support the defense rather than turn the game into a normal third-person shooter.
For the first version, I'm deliberately keeping the scope small:
The current tower roles are:
Basic: cheap general-purpose damage
Cannon: slow AoE damage for groups
Frost: slows enemies but deals no damage
Sniper: long-range, high single-target damage
Support: buffs the fire rate of nearby towers
Enemy types are being designed around making those choices matter as well. For example, Swarm enemies should punish Sniper-heavy defenses, while Armored enemies should make relying entirely on Cannons a bad idea.
I'm building it in Unreal Engine 5.8.1, primarily with Blueprints, and my current goal is to spend about a month getting the first small playable version working and polished rather than immediately expanding the scope.
It's still extremely early, so a lot of it is cubes, capsules, placeholder assets, and systems being built from scratch.
I'd particularly like feedback on the core concept:
Does having to physically move around the arena to build defenses sound interesting, or does it sound like it could become annoying?
Would you want the player's combat abilities to stay relatively weak compared to the towers, or would you want the player character to have a larger role in combat?
And generally, what would you want to see from a third-person tower-defense game like this?
I'm planning on posting progress as I build it, including the things that go wrong along the way.
Any feedback, criticism, or ideas are welcome.
r/indiegames • u/Away-Cheesecake-4397 • 8h ago
o que acham desses gráficos ? ainda tem muito a melhorar, e já consigo ter 120 FPS estáveis nessa cena
r/indiegames • u/Pack-O-Punch • 4h ago
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We're working on accessibility options for Quantum Quartz, our 2D steampunk pixel art precision platformer where you switch colored platforms on and off while moving through levels.
Since recognizing them quickly matters, we added a unique shape for each color so color is never the only cue.
Players can customize the icons’ size, position and opacity, and there’s also an optional controller glyph mode with support for different controller layouts.
We’re still experimenting with this and can change basically anything, so feedback is very welcome: does this look readable during actual gameplay? What would you improve?