r/IndieGameDevs • u/psituplo • 2h ago
r/IndieGameDevs • u/SOFTBYTESTUDIOS • 11h ago
A Small Preview of Level 1 of Our First Game (Fully hand-drawn)
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We've been working on our first game for like a month now and here's a small preview of Level 1
The entire map is hand-drawn by us and we're slowly bringing the environment to life more.
r/IndieGameDevs • u/Suspicious_Swan4988 • 1h ago
Discussion Solo dev update: Aerodynamic wingsuit physics, drivable campus buggies, and pre-baked terrain for our extreme flight simulator
Hey devs! I'm solo-developing EXIT POINT, an extreme wingsuit and skydiving simulator on Roblox.
In our latest update: • We solved streaming pop-in during 100+ mph proximity passes by natively pre-baking all world terrain and scenery. • Implemented drivable physics campus rovers and buggies with instant single-tap entry at our 1:1 scale university campus. • Added a full multicolor neon night skyline across our coastal skyscrapers.
Playable link: https://www.roblox.com/games/125030049404284/EXIT-POINT-Extreme-Skydiving Feedback on flight physics and vehicle feel is greatly appreciated!
r/IndieGameDevs • u/Green-Association474 • 14h ago
Discussion We hit 10,000 wishlists for Tiebreakers last week!
We’ve been working on Tiebreakers for 7 years.
Last week the game passed 10,000 wishlists.
We’ve spent a lot of time working on this, drawing every animation and making sure the game feels amazing, so it feels really nice to see people actually liking it.
Still a lot to do, but it feels pretty good
r/IndieGameDevs • u/Adept-Self-5690 • 4h ago
Im a los 14 años, soy dev independiente y ya tengo mi página de Steam lista :D
r/IndieGameDevs • u/3D-Creator • 4h ago
My gf and I have been polishing the game feel of our cozy spot-the-difference game set in Ancient Egypt. We'd love to share the first trailer after the improvements!
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Hi! We're a couple making Pharaoh's Secrets, a cozy spot-the-difference game set in Ancient Egypt where you turn and zoom two tiny 3D islands to find what changed.
We're at 383 wishlists and just updated our free demo. We'd really appreciate honest feedback:
- Does finding a difference feel satisfying?
- Are the camera controls comfortable?
- Was anything confusing at the start?
🎮⛓️💥 Steam: https://store.steampowered.com/app/4504940
Thanks!
r/IndieGameDevs • u/TwoPillarsGames_ • 5h ago
Crazy to see the improvement I've made since I started gamedev!
galleryr/IndieGameDevs • u/Wise_Comedian_1575 • 5h ago
Should we change the whole look of our game?
I am lead developer on Horror Doner. Our 2D artist u/Kitsune-MEI, wanted to change direction of whole art side. Should we change it?
r/IndieGameDevs • u/humanitasprize • 6h ago
Free Online Webinar on Narrative Design and how Screenwriting Applies to Gaming (October 28)
Hi r/IndieGameDevs,
I’m Daniel Plagens, and I’m the Program Manager at Humanitas, a Los Angeles-based nonprofit that’s been supporting screenwriters since 1974. I’m a longtime Reddit lurker, first time poster.
Among our work at Humanitas is Industry 101, a series of free-to-attend, Zoom-based webinars with panel conversations that cover topics related to film and television writing, but on October 28 we’ll hold one related to gaming.
We call it Gaming 101. It will explore how screenwriting skills translate in the world of gaming, what makes interactive storytelling different from movies and television, and what the job market is like for writers working in game development.
The event will take the form of a panel conversation. Panelists include Josh Sawyer (Fallout: New Vegas, Pentiment), visual novelist Toiya Kristen Finley, and Marianne Krawczyk (God of War). The conversation will be moderated by Christos Gage (Insomniac’s Spider-Man series).
The webinar will run from 5:00 PM PT to about 6:30 PM PT on October 28. It will be hosted on Zoom. All events in the series are one night only. Recordings aren’t available afterward.
The last 30-45 minutes of each event sees the panelists address questions from the audience. You can share questions you have for the panelists when you register for the event. You can also drop them in the comments here and I’ll put them in the queue. Due to time constraints, we usually aren’t able to address every question, but we try to address as many as possible.
Thanks for reading and hope to see you on Zoom!
r/IndieGameDevs • u/OverHumanGame • 20h ago
Discussion I've dreamed of making my own game since 2013. Here's what I've learned after reaching 650 wishlists in just two weeks.
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I still can't quite believe I'm writing this.
A few weeks ago, I launched the Steam page for Over Human, a game I've been developing entirely on my own, alongside my full-time job.
But this story actually started a long time ago.
I've dreamed of making my own video game since 2013. Back then, I was just a kid fascinated by the idea of creating worlds that other people could explore. I had so many ideas, so much enthusiasm, and absolutely no idea how difficult game development would actually be.
Over the years, I've started projects, abandoned them, lost motivation, and questioned whether I would ever manage to finish something. There were even periods when I completely stopped developing games.
But somehow, that dream never really went away! For those unfamiliar with it, Over Human is a first-person sci-fi adventure set in an isolated snowy world where hostile drones can manipulate the weather and you have no weapons to fight back, so you have to rely on stealth and disrupting terminals.
I've been working on this project since December last year, and I've learned an incredible amount along the way, not just about game development itself, but also about everything that comes with trying to release a game.
One of the biggest lessons? Making a game and convincing someone to give it a chance are two completely different challenges.
When I first launched my Steam page, I thought the screenshots, trailer, and description did a decent job of presenting the game.
But after receiving feedback from other developers and players, I started realizing how many things could be improved.
So recently, I decided to revisit almost everything.
I added GIFs to the long description to show more of the actual gameplay, improved the capsule art, rewrote parts of the description to better communicate the game's most important mechanics, and localized the page into multiple languages.
I also realized that something I considered obvious wasn't necessarily obvious to someone discovering the game for the first time.
For example, one of the central mechanics of Over Human is that you have absolutely no weapons to fight back, while the drones can manipulate the environment itself. It's a huge part of the experience, yet my original Steam description didn't communicate that clearly enough.
That might sound like a small detail, but it taught me something important: sometimes we're so familiar with our own projects that we forget to look at them through the eyes of someone who knows absolutely nothing about them.
Another thing I've learned is how unpredictable marketing can be.
You can spend hours preparing a trailer or a post, convinced it's going to attract attention, only for almost nobody to notice it. Then you share a simple screenshot of something you particularly love about your game, and suddenly people start asking questions and showing interest.
As someone working with practically no advertising budget, I've been trying to understand what actually makes people stop scrolling and become curious about a game. Reading comments, receiving feedback, seeing people discuss the atmosphere or compare the game to titles that inspired me... those are the moments that remind me why I started doing this in the first place.
Of course, there's still a long road ahead.
The demo is coming in November, and right now I'm focusing on improving the gameplay, polishing the experience, and making sure that the first people who try it have a good time.
I'm also learning to accept that not everything needs to be perfect immediately. As a solo developer, it's incredibly easy to get lost in tiny details, constantly comparing your work to games made by entire teams. And some days, after finishing my regular job, the last thing I want to do is open Unity.
But I've learned that taking a break doesn't mean giving up. Sometimes stepping away for a day or two is exactly what I need to come back with fresh ideas and motivation.
I'm not a studio and I don't have a team behind me or a big marketing budget. Just a computer, a lot of late nights, countless mistakes, and a dream I've carried with me for over a decade.
For the first time, that dream doesn't feel so far away anymore.
I'd genuinely love to hear your experiences!
Thank you to everyone who's been following my journey and helping me improve along the way. ❤️
r/IndieGameDevs • u/vedant_chitre • 10h ago
Game Jam! We're organizing a free, open-theme game jam this November. Everyone's welcome!
Hey everyone!
I'm from Vedant Game Studios, a small indie studio, and we're hosting our first game jam from November 1–11, 2026.
There's no theme or engine restriction. You can build anything you like, whether it's 2D or 3D, solo or with friends.
We'll be judging 2D and 3D games separately, with certificates, community recognition, and some free promotional support for the winners.
No entry fees, no cash prizes. We're just hoping to bring developers together, discover some interesting games, and give smaller creators a little more visibility.
If you'd like to participate:
https://itch.io/jam/vedantopengamejam2026
Would be cool to see what everyone comes up with! :)
r/IndieGameDevs • u/DJ_M4321 • 8h ago
Team Up Request I’ll produce custom songs for your games for free
I am a -7 year old artist, specializing in old school reggaeton, and can also do electronic and trap genres. I am offering to make custom songs for your game for free if you’re interested and want to know more DM me, my music is here
r/IndieGameDevs • u/No_Shoe_2810 • 12h ago
Just started making games, and I need advice.
I'm making a 2D Rpg choices matter game and was wondering if any veterans or professionals have a process they usually do to make a game, and if they had any advice.
r/IndieGameDevs • u/East-Yak-6169 • 12h ago
Discussion Survey on 2D Assets for beginner and seasoned game developers
We are Multimedia Arts Students from De La Salle - College of Saint Benilde looking to interview a game developer for our Business Ventures in Multimedia course.
https://docs.google.com/forms/d/e/1FAIpQLSd1GyDwEyjjJVav7iNhyRQVzvuKtewnrCP9OM2YCkl-TqLbAQ/viewform
Survey Respondents Criteria:
• must be interested or has experience in game development
• familiar with buying assets from online marketplaces
Survey Details:
• takes 10 minutes to answer
• includes questions about premade assets and artistic preferences
Need a lot of respondents so ur participation would mean a lot !!
r/IndieGameDevs • u/RodyaDev • 17h ago
Discussion Are influencers more important to a game's success than its quality?
I've been thinking about how much a game's success depends on its quality versus the attention it receives from influencers and content creators.
Imagine two games: one is well-designed, polished, and fun to play, but receives little online attention. The other gains massive exposure after a popular YouTuber or streamer plays it and quickly reaches a much larger audience.
Both games might have their own strengths, but the difference in their reach raises an interesting question: how much does visibility influence a game's success compared to the experience it offers?
I'm curious how other developers see this. Is influencer exposure simply another part of making a successful game, or can it sometimes have a greater impact than the game itself?
r/IndieGameDevs • u/Lonely_Ad830 • 9h ago
The FEATURE #1
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See the feature if you like do upvoat...........
r/IndieGameDevs • u/fahrettinshouse • 9h ago
Working on Paladin Howitzer Commander! What do you think about the atmosphere and gameplay loop? Any feedback is welcome
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r/IndieGameDevs • u/Lison_Gamedev • 10h ago
Discussion A short video about my indie game, Roots of Ruin. Where it was a few months ago and now.
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Been working on this tower defense where you can play as the heroes for some years now. Please let me know what you think of it :)
r/IndieGameDevs • u/cotton_carrot_23 • 10h ago
Made the first concept art for the game I'm planning to make 🤗
Constructive feedback welcomed 🤗
r/IndieGameDevs • u/reev4eg • 10h ago
Discussion To celebrate our studio's 10th anniversary, we made a DLC for our first ever video game.
Really fun to get back to the roots and play with long forgotten tools and assets sometimes :) Anyone tried this?