r/indiegames Jul 30 '26

Promotion I finally finished the new trailer for my cozy colony sim, WildRoot.

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11 Upvotes

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 18d ago

Indie Games Discord Server!

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3 Upvotes

r/indiegames 5h ago

Upcoming 5-Star Taxi - Official Announcement Trailer

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74 Upvotes

r/indiegames 3h ago

Promotion Quit my job a year ago to make my dream game with zero budget, but sitting at only 500 wishlists... Here is the first teaser

21 Upvotes

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 14h ago

Video A Spirit Born of Lightning.

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91 Upvotes

r/indiegames 4h ago

Promotion Here is the 15 seconds of our upcoming Match-3 RPG adventure!

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10 Upvotes

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 3h ago

Promotion I made a zombie game where you shape the path of the horde

7 Upvotes

r/indiegames 1h ago

Promotion Random encounters make the roads of Code of The Savage feel alive

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Upvotes

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 5h ago

Promotion I'm creating an automation game about ants discovering technology

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9 Upvotes

You can play the demo of The Glorious Colony for free on Steam


r/indiegames 3h ago

Upcoming We are ColdCup Games, and we are almost ready to reveal our first project- Steinvar!

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5 Upvotes

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 12h ago

Personal Achievement Apparently the most interesting part of our horror game is the fridge

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26 Upvotes

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 29m ago

Devlog Added tasks to display the progress

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Upvotes

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 1h ago

Promotion I'm making a Cozy Cooking Roguelite inspired by Balatro

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Upvotes

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 1d ago

Need Feedback 6 months of pixel art work for Spirit of Phuji

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351 Upvotes

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 1d ago

Video Making an RTS for MS-DOS in 2026.

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282 Upvotes

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 11h ago

Promotion We interviewed our main character for the trailer of our cooking & restaurant management game!

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11 Upvotes

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 6h ago

Video Wall-running straight into a gunfight in Before I Sleep

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4 Upvotes

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 8h ago

Video Tropical precision ball platformer we make. Freeroam with friends, or Race them after placing random obstacles (inspired by Ultimate Chicken Horse).

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4 Upvotes

r/indiegames 2m ago

Upcoming GalaxyCross - Antigravity Racing - Gameplay Trailer

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Upvotes

r/indiegames 23m ago

Upcoming I’m making a third-person tower defense game called Ten Waves. Looking for feedback on the core idea

Upvotes

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:

  • Fighting enemies yourself
  • Moving to another defensive position
  • Building a new tower
  • Upgrading your existing defenses

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:

  • 1 arena
  • 1 enemy path
  • 10 waves
  • 5 tower types
  • 3 standard enemy types
  • 1 final boss
  • Tower upgrades
  • Building/selling during combat
  • Roughly a 12–15 minute complete run

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 7h ago

Discussion estou criando minha engine mobile

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3 Upvotes

o que acham desses gráficos ? ainda tem muito a melhorar, e já consigo ter 120 FPS estáveis nessa cena


r/indiegames 4h ago

Need Feedback Color is part of our platformer’s core mechanic, so we added shapes for a second visual language as an accesibility setting. Is this readable enough, will it help colorblind people?

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2 Upvotes

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?


r/indiegames 33m ago

Discussion what do you think game engine used to make splatter school and demonophobia games ? , those are 2 indie games

Upvotes

r/indiegames 12h ago

Promotion We're making a horror game about crude oil and body dysphoria. These are a few shots of our game's dialogue scenes.

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8 Upvotes

r/indiegames 1h ago

Promotion I've made a procedural horror maze game inspired by 80's retro AI and CRT visuals

Upvotes

(apologies I managed to break my old post)

I’ve been working on a game called Embermaze: Descent, a dark-fantasy survival-horror game where you descend into a procedurally generated labyrinth that gets progressively darker, and more hostile, the deeper you go.

The basic idea is simple:
- Find three coloured keys.
- Use the keys to unlock a chest, which lets you return to the elevator.
- Use your Torch to navigate the darker areas.
- Avoid (or temporarily banish) the ghosts using your spells.
- Manage your limited spells. You have three, which can be recharged with recharge points.
- Get back to the elevator before you’re caught.
- Inspired by 80’s retro AI and gameplay.

The slightly nasty part is that you and the ghosts share the same recharge points.

Sometimes you have to decide whether to spend your last spell, make a run for it, or risk letting a ghost recharge.

Every maze is unique, and as you go deeper the ambient light reduces, the ghosts become more numerous, and eventually you’re navigating almost entirely by torchlight.

There’s also an optional CRT mode if you like your horror with a bit of retro grime. I wanted to aim for an Amiga/Archimedes/256 colour palette feel.

It’s a solo project, just released on Steam, with macOS also supported. Originally I’d planned it for Android/iOS, but they’re actually proving the most challenging to release! The game works on both.

If this sounds like your sort of horrible evening, please take a look. I really appreciate it!

https://reddit.com/link/1w4qyl8/video/33qr73fmbzmh1/player