r/IndieDev 0m ago

How did y'all entered on the game dev life?

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r/IndieDev 11m ago

A card game about chronic insomnia

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Hi everyone! I’ve been working on Restive Neverendings, a metaphysical card game about chronic insomnia and tea ceremonies.

Each night, as you lie awake trying to fall asleep, thoughts keep flickering through your head. In the game, they take the form of cards. Playing them fills the Moon, but every move also winds the Spiral, gradually changing the rules of the night. Before going to bed, you build a ten-card deck to face the Insomnias you know are coming.

On some evenings, friends come over for tea. When it is your turn to speak, you speak through cards, choosing from the same thoughts that will later follow you to bed.

I’m trying to make a game about insomnia itself, rather than using it merely as a pretext for horror or hallucinations: the strange movement of time, thoughts returning again and again, and a small room gradually becoming an entire world.

The clip shows a short fragment of the nighttime gameplay. I’d love to hear what you think of the game’s overall look and atmosphere, and whether the interface feels readable at first glance.

Wishlist on Steam:
https://store.steampowered.com/app/4906590/Restive_Neverendings/

Join our Discord:
We’re just starting to build a small community around the game, future playtests, and development updates.
https://discord.gg/Vn7EC498F


r/IndieDev 15m ago

Discussion Am I allowed to name my game the 2026 version of a simulator game?

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I saw a game simulator "so and so simulator 2025" and I thought i could improve it from the mixed reviews. Seeing as everyone uses the simulator name it seems like there is no trademark or anything on it. Can I take the "so amd so simulator 2025" and make my "so and so simulator 2027"? Even if it will be completely different?


r/IndieDev 19m ago

Feedback? Cozy Pharmacy Game Style Decision

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Hi all, we will develop a cozy pharmacy game. I can't give too much details about it rn but we would like our users to get relaxed. And for this sake we would like to decide our art style. We just started to make 3 basic examples from AI. But in actual game we won't use it, we just used it to decide which one should be better.

Which one might be a better style?


r/IndieDev 25m ago

Feedback? I'm creating a Survivor-like game with Balatro's multiplier, feedback?

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What do you guys think of the mechanic? Whenever you level up, a shop opens where you can buy items that boost these multipliers. My goal is to flood players with extreme dopamine every time they play.

Steam page: https://store.steampowered.com/app/4232500/Hellshot/


r/IndieDev 34m ago

Upcoming! 100 wishlists 🎉 3 years solo dev put my heart into it every day

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In this game you play as a sentient octopus, the sky kings newest creation.
But there's a dark twist when you realise he creates worlds only to abandon them when he gets bored... leaving all his sentient characters trapped and lost in unfinished worlds..

If this sounds interesting to you join the wishlists! Demo out in October steam next fest!

https://store.steampowered.com/app/4767470/INKURSION/


r/IndieDev 34m ago

GIF This is not that kind of tadpole you want to meet

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We made a giant tadpole. It has a whole set of animations: idle, walk, run, scream, and devour. Personally, I wouldn't want to meet it in a swamp. But it fits right into our game.

It’s one of the creatures cat Vaska runs into in the forest while trying to find its way home. The cat is just trying to get back. This guy is not helping.

Still tweaking the animations (especially the devour state). Honestly, I think it turned out pretty well for a swamp monster.

If you like what you see – wishlist our game Vaska on Steam, we'd really appreciate it 💚


r/IndieDev 39m ago

Discussion What make a good MetroidBrainia story?

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Pls read this post!


r/IndieDev 43m ago

I'm making a game in my art style in Godot!

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Hey all, I've been working on a prototype in Godot to bring my art style to life and really happy with the results so far. I have a Steam page you can get to via https://james.sh/game for wishlisting and looking forward to sharing more WIPs here in future!


r/IndieDev 44m ago

Video My roots are deep and my thirst overwhelming

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r/IndieDev 51m ago

Discussion gravestones models in FFFF = YOU = MACHINE

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in my game the gravestone spawns at that place you die so the more you die the more gravestones there will be. It used to be just a cross but i made an option to select the gravestone model. Maybe it should be like unlockables.

You can tell me which models you would like me to add?

demo is on steam >> https://store.steampowered.com/app/3919250/FFFF_YOU_MACHINE_Demo/


r/IndieDev 54m ago

Upcoming! Squirrel Season Teaser - Very early in development, but I wanted to show off my passion project!

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r/IndieDev 59m ago

2 years in and I just realized my before/after screenshots are more exciting than my actual gameplay

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Built a side scroller with procedurally generated levels and at some point I started screenshotting every major visual change just to remind myself the project was moving. Did this mostly for sanity reasons, not marketing.

Then last week I lined them up and the jump from month 3 to month 18 looks genuinely dramatic. Trees went from placeholder rectangles to this whole layered parallax thing, lighting got an overhaul twice, character went through four complete redesigns.

The weird part is the screenshots make it look better than playing it actually feels right now. Controls are still a bit floaty and the level gen occasionally spits out something unbeatable. So there's this gap between how polished it looks and how rough it plays.

Not sure if that gap is normal at this stage or a sign I overinvested in visuals before nailing the feel. Part of me thinks I should have frozen all art and spent six months just on movement and collision. The other part says the visual progress kept me from quitting entirely, so maybe it served a purpose.

Curious if others have hit this point where the game looks further along than it actually plays. How did you decide what to fix first when the feel and the look were that out of sync?


r/IndieDev 1h ago

New Game! My web game is finally playable!

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Been working on this for quite a while through the viverse creator program and just launched recently. Would love everyone's thoughts! Optimization is still on the list, i've done quite a bit so far but on some older and less powerful machines it will probably struggle. https://mopedmayhem.io/play


r/IndieDev 1h ago

Video Does this game have a chance of appealing to the Steam audience?

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r/IndieDev 1h ago

Postmortem 45 days ago we launched our first game, a satirical "Pay 2 Win" incremental. Here's the full post-mortem: numbers, wins, and the one marketing mistake we'd undo.

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Hey r/indiedev,

We're a team of 5 and 45 days ago we shipped our first-ever game: Pay 2 Win: The World is Mine - a combo-based incremental that pokes fun at the games industry while going completely overboard on systems. 12 months of part-time work, a ton of first-timer mistakes, and one launch that finally made us feel like a real studio. Here's the honest rundown.

The game

We set out to make what we thought could be the "definitive" clicker/idle game, so we jampacked it with everything we could: hundreds of items, thousands of combos, talents, upgrades, wacky spells, and secrets - all wrapped in a satire of pay-to-win culture. The result was a beautiful monstrosity that somehow WORKED. The thing we hear most in reviews is how genuinely unique the combo system feels, which is exactly what we were going for.

We built it on our existing IP, and - rare for an indie - got to work with real voice talent (CeladonVA as Annie, Lauren Synger as May). The team was 5 people part-time: art, audio, engineering, UI, and me on VFX/writing.

The numbers (45 days after 1.0)

We launched into Early Access in December 2025, then hit 1.0 on June 4, 2026. As of today:

  • Revenue: ~$35.5k gross / ~$29.3k net
  • Units: 3,092 sold (2,835 on Steam + 257 retail keys), plus 912 DLC units
  • Wishlists: just under 10k
  • Reviews: Very Positive (52)
  • Refund rate: 9.6%
  • Budget spent: ~$14k

For a first game built on the side, we'll take it. But the numbers I'm actually proudest of are engagement:

  • Average playtime: 10h20m. Median: 4h9m.
  • 44% of players put in 5+ hours, 26% hit 10+, and 12% crossed 20 hours.

For an incremental, having a real chunk of players living in the 20+ hour bucket is what tells us the core loop actually holds up.

What went well

Launch day made us a real studio. After 12 months on the side, watching it go live was a highlight all on its own.

The Early Access → 1.0 turnaround. Our December EA build was INSANELY unbalanced - people were finishing the entire game in ~30 minutes. Rebalancing so that every item feels strong while keeping deep progression and real build variety was probably our biggest craft win of the whole project.

Streamer coverage. Seeing creators like Dan Gheesling, Kaneko Lumi, and Olexa cover the game was surreal. Going from "the person watching other games get played" to watching my own game on someone's channel is a feeling I won't forget.

What we'd do differently

Bring all marketing in-house. Our single biggest regret was hiring an outside marketing team - it didn't pay off, and I think we just barely missed New & Trending because of it. Honestly, there's no big secret to marketing; you're better off just learning it yourself. Next time, in-house, full stop.

Listen to your players - really listen. They tell you EXACTLY how to improve the game. The old line that "players identify problems, not solutions" is partly true, but for sweaty genres like incrementals and roguelikes, players are sharp and their feedback is often pinpoint. Ours basically handed us the balancing roadmap.

On scope: scope creep wasn't our killer. I knew the vision from day one and everything just kept moving toward it. We shipped "full scope" and left almost nothing on the cutting room floor - just a few references and easter eggs we're saving for future patches. Pulling that off in 12 months part-time was nuts, but going all-in on the vision was the right call for us.

Happy to answer anything - the numbers, Steam stuff, the rebalancing process, working with VAs, whatever. Ask away.

TL;DR: First game. Team of 5, 12 months part-time, ~$14k budget. Satirical P2W incremental. 45 days post-launch: ~3,100 units, ~$35.5k gross, just under 10k wishlists, Very Positive (52), and a 10h20m average playtime we're genuinely proud of. Biggest regret: outsourcing marketing. Biggest lesson: listen to your players.


r/IndieDev 1h ago

I wanted this miniboss fight to feel like an anime showdown. Did I get close?

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I've been working on this mini boss encounter for my solo-developed 2D action roguelite. I wanted the rage phase to feel fast, chaotic, and rewarding to overcome.

I'd love to hear your thoughts!

Steam page (if you'd like to follow the project): https://store.steampowered.com/app/4949360/Undying_Soul/


r/IndieDev 1h ago

New Game! Combat From Our Upcoming Game. It Features Two Separate Playstyles.

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r/IndieDev 1h ago

Feedback? Diseñe un boceto rápido de mi juego de cartas, necesito opiniones y consejos

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Es básicamente un roguelike(que sorpresa) en donde enfrentamos enemigos cada vez más difíciles, y cada que se termina una lucha puedes escoger nuevas cartas


r/IndieDev 1h ago

Feedback? Updated my inventory UI based on your feedback. How's it looking now?

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Hey everyone!

Thanks so much to everyone who gave feedback on my UI a few days ago

I took your suggestions to heart and completely reworked the book, the inventory slots, and the overall readability. The before/after difference is huge

Thanks again for all the help! I'd love to hear what you think about the new version. Any feedback is always welcome!


r/IndieDev 1h ago

Just released my first horror game!

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r/IndieDev 1h ago

Question about how work gets divided.

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Friend and I want to start making games yada yada. We are new so we are learning from zero, the plan is that i do the backend stuff like programming and he would work on the frontend stuff. My question is, realistically is this work split feasible, like are we just gonna find ourselves just doing everything anyways. We are starting next month and I want to minimize randomness so any info shared is welcome.


r/IndieDev 1h ago

Feedback? My Game World Progression! Any Feedback on how it looks?

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I've been spending the past little while improving the overall look and feel of my level, with a particular focus on creating the right atmosphere. Since it's a single-player, story-driven horror game, setting the mood of the level is what i want to focus on right now


r/IndieDev 1h ago

Feedback? I made 3 biomes for my roguelike + automation game Endless Engine. What environmental "Dangers" do you feel would fit in each?

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My ideas so far:

Mechanically Endless Engine is an automation + roguelike game. So i got hover production buildings and hoverbelts getting resources around.

Vulcano:

Meteors, Fire rain, Heatwaves

The Vulcano could be pure destruction - buildings buring, getting damaged and explode.

Desert:

Sandstorms, Flying rocks, Tornados

I thought the Desert could be tricky for transportation - wind and sand push the resources of the plattform, if not protected.

Glacier:

Icestorms, Glacier spikes, deep Freeze

The Glacier i planned as an "annoying" thing that lets your modules shut down via freeze, let the hoverbelts not work as normal because of cold etc.

Any suggestions are welcome - i wanne make it feel as immersive as possible while still fitting into the mechanics and not feeling "forced". What do you think?


r/IndieDev 1h ago

Video 2v2 Duel in my 2D MMORPG

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