r/IndieDev • • Apr 02 '26 Bravo

Video Taking sandbox game quite literally with Sandcastle

37.1k Upvotes

r/IndieDev • • Feb 01 '25 More of this please Popcorn

First time showing gameplay of my mobile game to someone besides my friends. What do you think?

22.5k Upvotes

r/IndieDev • • Sep 25 '26 Bravo Popcorn Heartwarming Mindblown

Video We're sick of platformers so we made one where you get to be the bad guy

17.4k Upvotes

We're a team of two making Hostile Architect. It looks like a typical side-scroller, except you're the one designing the level, using stuff like ceiling spikes and lava pits and conveyor belts. You choose your traps, arrange everything, and then sit back and watch while a horde of heroes is unleashed to try to survive the level you built.

We've been working on this for about 10 months, not exactly secretly, but we're finally showing it off now, which is a little scary. Yesterday our trailer blew up on Instagram. But this is Reddit and you people are harsher critics. Does this look like something you'd play? Or should we throw ourselves into the lava pit?

Here's our Steam page: https://store.steampowered.com/app/4768160/Hostile_Architect/


r/IndieDev • • Sep 18 '25

A Camera Game - Looking For Playtesters : D

16.7k Upvotes

r/IndieDev • • 21d ago Heartwarming Popcorn

Someone played my demo for 67 hours but I'm in big trouble

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14.9k Upvotes

Someone reviewed my demo today having played the game for 67 hours. The only issue is my demo is basically the full game.

I came to the conclusion at some point this year that I don't want to limit the demo to 40 minutes of gameplay because it will be harder to generate hype. So I kept pushing out all the ideas I had for content to the demo. Now people are playing for 100s of hours and I'm getting increasingly worried they will be disappointed with the full game.

Edit:

Thanks for opinions! It feels like going into early access might be the best way to bridge the demo to a full release.

Edit 2:

For extra context, GUNBOAT-8 is a roguelike. It's not a story game so there is hopefully going to be some replay value for this player. But I still don't have much additional content (items or characters) ready for a full release which is why I said early access might be the path forward to build with the game's community.


r/IndieDev • • Jan 24 '25

Discussion This pisses me off

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14.7k Upvotes

r/IndieDev • • Aug 31 '26 Bravo Heartwarming Popcorn

Video Been working on water reflections for my little sailing game

14.0k Upvotes

EDIT: did not expect this post to blow up like this haha, thank you everyone!! if you want to follow the game more closely, I post more development stuff on X: https://x.com/ray_ervian

been spending some time on the water shader lately for my small sailing game, Beneath the Dying Sun. reflections ended up doing way more for the atmosphere than I expected, especially around lit areas at night

I actually tried planar reflections first and they looked beautiful, but absolutely destroyed the framerate lol. they also got pretty unstable once the weather system started throwing high tides and bigger waves around, so I ended up going back to the tried and true SSR instead

haven't optimized it much yet, but so far the performance hit is pretty negligible. the downside is the usual SSR stuff though, reflections around the edges of the screen can look pretty weird sometimes

still plenty I want to tweak, but pretty happy with where it's going!

If you're curious about the game, there's more about it here:
https://ray-ark.itch.io/beneath-the-dying-sun

EDIT 2: I've removed the voting links since Beneath the Dying Sun unfortunately didn't make it through to the final stage of Rising Tide 4. honestly pretty bummed about the result, especially after seeing how much support the game got here, but thank you so much to everyone who took the time to vote for it ❤️


r/IndieDev • • May 21 '24 I’ll Drink to That Take My Silver Heartwarming Heart of Silver

We wanted to add "fast travel" to our game, but keep it contextual and maintain a sense of place. So we took a very literal approach:

13.6k Upvotes

r/IndieDev • • Apr 10 '26

I improved my crash site based on feedback

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13.1k Upvotes

I'm working on a crash scene for my game and I've received some really helpful feedback. The goal was to make it feel more natural and readable:

  • Less sharp hole

  • More visible impact trail

  • More debris along the path

I'm continuing to iterate, so feel free to share your thoughts!

Next step: introducing the first creature you meet after the crash—its design is still being developed.

Edit: Thank you all for your feedback, it's been extremely helpful!

I'm reading everything and using it to improve the scene — I really appreciate it 🙏


r/IndieDev • • May 04 '25 Bravo

I got tired of manually animating something in my game so I made this...

12.5k Upvotes

r/IndieDev • • 5d ago Diamonds are Forever Mindblown Heartwarming

What making a game out of 1000s of layered illustrations looks like in engine vs in gameplay.

12.4k Upvotes

My friends and I have been making a first person card game where every level is made out of thousands of layers of stacked illustrations.

Thought I'd share this quick video where we show of a comparison of how a level looks in engine, vs how it looks in gameplay.

This certainly isn't the quickest or easiest way to be making a game, but the process is incredibly fun, and end result is so rewarding!

Edit: This post has blown up way beyond anything I was expecting, so adding the game's details:
This is Shroom and Gloom, a first-person roguelike double deckbuilder.
It recently launched into Early Access:
https://store.steampowered.com/app/3271280/Shroom_and_Gloom/


r/IndieDev • • Apr 03 '26 Bravo Mindblown

Video I added hand-tracking to my MR Rollercoaster game, CoasterMania! What you think?

12.3k Upvotes

r/IndieDev • • May 08 '26 Bravo Regret

Meta It appears someone other than us 4 devs has played our game

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11.9k Upvotes

pog


r/IndieDev • • Feb 04 '25

New Game! They called me a madman for making this game. They said it was outdated, old. But I did it. I had to. I don’t need to prove them wrong, I just need to make sure those who didn’t know they needed this get to enjoy it.

11.3k Upvotes

r/IndieDev • • Feb 15 '25

Image Much simpler times...

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11.2k Upvotes

r/IndieDev • • Apr 03 '26 WOW Popcorn

Video To prevent players soft-locking the game, I added an overheating mechanic to my flippers. If you abuse'em you lose'em for a bit.

11.2k Upvotes

Thanks for all the love the other day. I've been encouraged to post more regularly about smaller updates with the games development. Bumper Bout is a solo project, pinball versus where players share a playfield. I'm launching it later this year so im pretty nervous but in a good way I think. The idea is fairly unique so I have to think outside the box a bit to accommodate that, but it's a fun ride. Plenty more to go between now and then - it's gonna be a busy year. Thanks again for your time and comments, they meant a lot.

Edit: Steam Page: https://store.steampowered.com/app/3938260/Bumper_Bout/ (any wishlists appreciated)


r/IndieDev • • Jul 12 '26 Helpful Bravo Popcorn

When you run out of ideas, but game dev must go on. (Making a boss out of my sleeping wife!)

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11.0k Upvotes

The monster that took me the longest to create... mainly because the relationship took over 20 years to incubate! 🤣

Since my game features a late-game marriage system, I needed a lore-accurate guardian for the wedding ring.
As an indie dev looking for inspiration around the house, what could be better than turning my own wife into the boss?

Here is my workflow:

1. The Stealth Mission: She stayed up late baking for the kids, which meant she was in a very deep sleep by morning. Perfect lighting, perfect timing.
I sneaked in and took reference photos from multiple angles.
Crucial rule: Do NOT wake her up. Deep sleep gives that raw, natural look. If she were awake, her natural instinct would be to pose and try to look pretty. We need monster material here!

2. Photo-bashing: I cut out the faces and arranged the core form. because I planned to use morning sunlight. It will be easier when I combine the images.

3. Grayscale & Textures: Reduce the saturation of all colors to a grayscale, then layer with colors to adjust lighting and shadows, and overlay with raw textures. (I pixelated the raw meat references in the image so I don't gross you guys out too much).

4. The Gore: A horror monster needs blood. Added some red in the crevices, painted in some veins, tendons, and fleshy connections.

Ta-da! After some final color grading, she is ready to be unleashed. You can now queue up to spam your skills on her.
https://store.steampowered.com/app/3594550/Billy_the_Hero/


r/IndieDev • • Oct 10 '25 Bravo

Elevator fight scene work in progress

10.8k Upvotes

It's actually chasing you while you scroll through the page.


r/IndieDev • • Aug 08 '26 WOW Bravo

Video I tried to make quitting my game feel like a bad decision

10.6k Upvotes

r/IndieDev • • 28d ago

GIF I revamped this boss’s design, what do you guys think?

10.5k Upvotes

it’s the first boss in the game, so i want him to be pretty memorable.

steam page: https://store.steampowered.com/app/3218760/Fornani/


r/IndieDev • • Jan 14 '25

Image Sometimes I really cannot figure out what people want from my game on Steam...

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10.4k Upvotes

r/IndieDev • • Apr 29 '26 Bravo

What I learned after my first week here

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10.2k Upvotes

r/IndieDev • • May 14 '26 Mindblown

GIF Some players said my game's enemies were too cute so they didn't want to fight them. I think I found a solution:

10.0k Upvotes

r/IndieDev • • Sep 27 '25

This guy spent over 2000 hours in my game

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9.7k Upvotes