r/indiegames • • 21d ago

Promotion If Keep on Mining was made by Housemarque... this would be the demo.

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3 Upvotes

Take the unfolding surprises of A Dark Room, add the escalating craziness of games like Keep on Mining and the arcadey goodness of Astro Prospector.

Layer in the depth of systems, visceral gameplay, and polished aesthetics that our players love in Reality Break and think of how Housemarque would make that game.

The public demo launched this week on Steam!


r/indiegames • • 1d ago

Indie Games Discord Server!

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1 Upvotes

r/indiegames • • 1h ago

Video I'm looking for beta testers for my shapeshifting action adventure!

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• Upvotes

Apply via this form: https://forms.gle/WNA8TMLdqnCkUMjy5

Shapeshift through a fantasy world and restore a corrupted realm through clever use of your forms in both combat and exploration.

Steampage: https://store.steampowered.com/app/2249060/Edenfall_Legacy_of_the_First_Wardens/


r/indiegames • • 20h ago

Upcoming 5 years solo-devving this, because I'm tired of cozy life-sims.

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452 Upvotes

Hello! This is the trailer of my first game ever, and I've been working on it solo for the past 5 years.
All I knew was that I wanted to capture the feeling I had as a kid in the '90s, playing old gems and discovering obscure games on Newgrounds.

This game is what came out of that idea: a non-cozy, story-driven, life-sim RPG set in the '80s. You move to the city after being diagnosed with the STENCH, a mysterious disease with no known cure.

The game is about living day by day, making weird friends, exploring and earning money. But things take an odd turn, and you get entangled in a conspiracy while an obscure cult grows in the shadows.

If you'd like to support this madness, wishlist STENCH on Steam!

I'd love to hear what you think! :)


r/indiegames • • 4h ago

Promotion After two years of blood, sweat and tears, I've released my first public demo!

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17 Upvotes

Playable link: https://tyriangames.itch.io/hawker

It's a weird hybrid of rogue(very)lite ARPG and shop-keeper, with a unique combat system that requires you seek out shadows to manage your secondary resource and power your special abilities.

You have 30 days to pay a debt to Death, progressing through a grimdark world inspired by Breton folklore. Scavenge by day, sell by night. Perks, meta-progression, crunchy combat.

This is our first public demo, after 2 years of development and months of aggressive playtesting. Any feedback at this stage will be hugely influential to the next stage of development, so I'd really love to know what you think (ratings/comments on Itch are also really appreciated).

NB: HAWKER contains zero generative AI content. We're a team of just 3 friends based in Australia & New Zealand; all meatbags, no clankers!


r/indiegames • • 7h ago

Promotion Working on an Indie game

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22 Upvotes

Hello everyone, just introducing something i have been working on. This is a folk horror game based on Kerala’s culture. Just setting up the atmosphere and and exploring in engine.


r/indiegames • • 18h ago

Promotion Working on FEED ME MORE BRAINS, an incremental game about feeding an eldritch god.

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83 Upvotes

r/indiegames • • 4h ago

Need Feedback Korean folklore bullet heaven from a small Korean team

8 Upvotes

Hi all.

We’re ReLU Games, a small team in Korea, and we’ve been working on BARI, a bullet heaven set in Korean folklore. Video attached is a partial clip from our initial trailer.

What makes this project unique is a companion named “Meari”, a spirit that fights next to you by utilizing your own play. Your gameplay data is saved locally, and the technical part we’re proud of is the retrieval: the Meari queries it and retrieves the actions matching the current situation and environment in near real time, closer to say, motion matching than to a scripted AI. Meari can be created whenever you clear a stage or when you die in a stage.

We wanna hear what you think of this feature!

We don't have a demo yet.

But, the Steam page went up recently if you want to keep an eye on it: https://store.steampowered.com/app/5269450/BARI

Mostly we’d like to hear from people who play a lot of roguelikes/lites, survivor likes.

We always happy to answer anything about how it works, or what’s still held together with tape.


r/indiegames • • 21m ago

Video Inspired by Half-Life 2 physics: you're an overpowered mage and every house can be destroyed

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• Upvotes

r/indiegames • • 9h ago

Video In my dark fantasy tactical RPG Myths from the Maw, sin corrupts your heroes

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16 Upvotes

Myths from the Maw is a dark fantasy tactical RPG where sin corrupts your heroes. Delve into an otherworldly abyss to battle rival warbands, eldritch horrors, and corruption itself. Can you keep your mercenaries from falling to sin?

  • Battle rival warbands in brutally tactical, turn-based skirmishes.
  • Sacrifice blood to alien gods for power that corrupts your soul.
  • Resist sin or greedy mercenaries will steal and prideful ones disobey.
  • Lose men to betrayal as sinners defect to the Cult of the Maw.

If we've tempted you, you can follow on Kickstarter and wishlist on Steam to support us.


r/indiegames • • 13h ago

News Launching a game is a truly bittersweet feeling.

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28 Upvotes

My game is a first-person puzzle game that I call “Portal-like”! It's a game where you use a flashlight to manipulate physics and geometry.

We’re launching at midnight in Korean time(I'm Korean), followed by a 5-hour developer livestream, and I’m posting this at 5 a.m. I just wanted to share how I feel right now.

It took us a little over three years and about two months to develop this game. I started out knowing absolutely nothing about Unreal, building things piece by piece and scrapping them over and over again, but I finally made it to launch. Developing a game is one thing, but finishing it, polishing it, and releasing it as a “product” is quite another. It feels like I’m sending my own child out into the world. Neither the development nor the marketing was easy, but I don’t think I have any regrets. Just the fact that I made this and got to show it to people makes me happy.

Of course, there’s still a long journey ahead, fixing bugs, reading people’s reviews… and looking at those dismal sales figures. Haha. Why are there always so many big-name titles launching at the same time? No matter how hard I look on Steam, I can’t find my game, but I’m still glad that a few fans like it and have been waiting for it.

So, what should I make next? (I’ve actually already got everything planned out, haha.)

Thanks for reading all this!
Maybe this present will help!
(Please one each person and comment what you used!)

J7RIM-029RD-LTVN7
HKWIC-VCXAQ-VHAKK
5XK2A-VX4B0-ZLXIT
0HJ6J-IBW9N-AHE3T
2VDFL-0T8C5-GQ5LD
8Z9TM-HMY54-IPZCB
L9M5G-R9VNP-THEEH
HELEN-V3AF5-75GBV
MKH3M-59BYY-J33ZL
5Q2H5-AAR80-NJ9LQ

r/indiegames • • 14h ago

Promotion Fly as a missile along your previous runs to unleash the perfect strike in my game Strikemania! Playtest coming soon and wishlists opened ;)

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29 Upvotes

Hey guys,

I'm proud to showcase my game Strikemania to you!

https://www.youtube.com/watch?v=M5Ypy2ZNUsA

I hope you find the concept and style interesting enough to wishlist this game, the playtest should open soon :)

Hope to see you there!

Mike


r/indiegames • • 39m ago

Need Feedback When the scarecrow disappears, the Hitchcock-style horror begins. Creepy or not?

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• Upvotes

r/indiegames • • 2h ago

Promotion Announcing Starmax - a sci-fi roguelike bag-builder

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4 Upvotes

Today is a good day because we, a two-person studio from Sweden, are finally announcing our first title Starmax.

Starmax is a sci-fi roguelike bag-builder: a deck-builder where you draw from a bag instead of a deck. Shape your bag, build your base, and combine the two into one engine. Explore hostile planets, scavenge for resources, and ship your cargo before your base is overrun.

All player-facing content in the game like music and art is made by people. You can check it out here https://store.steampowered.com/app/5300900/

Markus

Developer and designer at Tangleroots


r/indiegames • • 39m ago

Promotion I wanted the forest in Locked In: The Ward to feel unsettling even before the first scare.

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• Upvotes

A short gameplay clip from Locked In: The Ward, a first-person psychological horror game set around a mysterious abandoned research facility.

The forest may look quiet, but you're not necessarily alone out there.

Would you keep walking?


r/indiegames • • 1h ago

Upcoming Planning an Indie Vr Game, it's called Lizard Tower, you climb a tower but the floor is lava! You must avoid spikes, lava, or any hazards. Im not asking for devs

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• Upvotes

Maker maps are like Community worlds from YEEPS. Biomes: Treetops, Jungle, Magic, Sky, Hell, Desert, Blizzard. The main money is Lizard Points, you can buy Maker Maps for 300, you get 1000 for Climbing the Lizard Tower. Lizards you can buy: Teleport Lizard for 1500, Komodo Dragon for 3500, Attorney Lizard for 1550, Gecko for 1200, Photographer Lizard for 2200, any other lizards I forgot are 1450. The blue icons are 2 of the best 3 upgrades, First one is Stickfinity that makes every lizard have infinite suction time.


r/indiegames • • 1h ago

Promotion My lane strategy game Stick Wars: The Laneborn now has free 1v1 multiplayer in the demo

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• Upvotes

Hi! I'm Davide, a solo dev from Italy, and Stick Wars: The Laneborn is my first Steam game.

It's a lane strategy game with three lanes. Minions, towers and enemy waves push on their own, and you decide where the gold goes: upgrade towers to hold a lane, upgrade your base, deploy Soldiers, Archers, Commanders and Catapults, repair camps for reinforcements, and level up allied champions like the Warlock, the Minotaur and the Hero Archer during the fight.

The full game has a 10 level campaign, and the free demo has the first 3. The free demo also has online 1v1 over Steam: make a lobby, send the code to a friend or use Quick Match, pick 5 champions out of 7 and go.

The clip is from YourBoyMinsky's stream, including a 1v1 he played against me (thanks man).

It's on Steam if you want to try it, just search Stick Wars: The Laneborn. Any feedback on balance and UI is really welcome!


r/indiegames • • 2h ago

Video I wanted the base in Phosphor Command to feel like a place you actually built, not just an upgrade screen

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2 Upvotes

I've been working on a game called Phosphor Command, a real-time tactics game with a base builder behind it.

One of the things I wanted to get right was the forward operating base.

I didn't really want the base to just be a screen where you buy upgrades and watch numbers go up. I wanted you to actually see your company of troops and base growing around you.

You start with a pretty bare compound and a few squads.

As you make money from contracts, you can start expanding it. You build barracks to house more troops, facilities to support your operations, research buildings to unlock new technology, transportation infrastructure to move your squads around, and eventually much more.

The important part is that these aren't just icons on a management screen.

You actually build them into the base, and then see and walk around them. As your company grows, so does the number of troops walking around the base.

The layout of the base changes as you develop it, and you can walk around with your troops and see what you've built.

I'm trying to make the base useful, but also make it feel like somewhat of a home rather than something cold and static.

Your upgrades affect what your company is capable of, while the money you spend developing the base is money you can't spend elsewhere.

Upgrades also take time to build. Some require preliminary research, while others have prerequisites that need to be met first.

And in Phosphor Command, there is a threat that will eventually come to your base. I will make a separate post about this mechanic another time.

When it reaches your position, you don't get a separate abstract "base defence" screen. You defend the actual base you've spent the campaign building.

The fortifications you've invested in, the positions you've prepared, the troops you've kept available, and the decisions you've made several cycles earlier all become relevant.

That's one of the things I like most about the base system: it's both where you prepare for your own operations and something you eventually have to defend.

I've attached a showcase showing the base developing from an early compound into a much larger installation. You can also see a snippet of the defence mechanic, the research tree, and some of the different upgrades you can build.


r/indiegames • • 17h ago

Promotion Hungry Horrors: monsters, cards, folklore and jellied eels, out now on Steam

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33 Upvotes

Hi everyone, I’m Jerzy from Clumsy Bear Studio, and after two and a half years of development we’ve finally launched our game, Hungry Horrors.

Hungry Horrors is a deckbuilding adventure through British and Irish folklore, cuisine and mythology, where you don’t fight monsters, you feed them. You play a spoilt princess who has no interest in being part of any adventure, but unfortunately your kingdom is swarmed by ravenous monsters. Every card played is a meal served, and each encounter is about keeping a Horror fed before it reaches you and feeds on you instead.

The game left Early Access and launched in full on Steam on 13 October 2026.

  • Every dish is based on a real, traditional recipe from Britain and Ireland, many of which can still be found in pubs today, such as Stargazy Pie, Jellied Eels and Cullen Skink
  • Every Horror comes from regional folklore, from well-known figures like the Dullahan, Jenny Greenteeth and Queen Mab to obscure local tales
  • Colourful 90s-inspired hand-pixelled pixel art made in Aseprite and an original score, whimsical, creepy and cosy all at once
  • Built entirely in Godot by a self-funded, self-published team of two

r/indiegames • • 2h ago

Promotion New Trailer, Demo Available Now & Coming in 2027! ——Witch & Dragon: Hope of Elements

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2 Upvotes

Hey everyone! We’re working on Witch & Dragon: Hope of Elements, a turn-based roguelike about a witch and her little dragon.

The game is built around elemental reactions. You can combine five elements, interact with the environment, and experiment with skills and treasures to create unexpected chain reactions and combat strategies.

We’ve just released an updated demo with lots of improvements, including tutorial adjustments, UI refinements, gameplay tweaks, and bug fixes. There’s also new content to explore, including the complete Wood Domain storyline and part of the Water Domain storyline.

We’ve been working hard to improve the experience based on what we’ve learned from previous playtests. Now we’d love to hear from more players!

We’re also excited to share that the game is planned for release in 2027, and we’ll be participating in Steam Next Fest this month.


r/indiegames • • 1d ago

Personal Achievement Watching my wife solo-develop her dream ramen game has been amazing. So proud to see it in the Cooking Fest!

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107 Upvotes

r/indiegames • • 10h ago

Upcoming No Light Remains - Psychological-Horror/Anomaly Game set in an Brazilian Hospital.

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8 Upvotes

100% made by humans, No Light Remains has been in production for more than one year by an indie developer called Mad Baboon, 4 founders and a few friends working on a passion project voluntarily.

Thank you, cheers.


r/indiegames • • 27m ago

Promotion Support us ahead of Next Fest! Try our demo!

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• Upvotes

Facrobry is a strategy-simulator in which you will manage an automated robot production station. Research upgrades, assemble robots, and send them into battle!

The Human Alliance is losing the war against the aggressively-minded aliens with a collective consciousness – the Vegaas. Time is running out. The robot station is humanity's last hope to turn the tide of the war. Humanity is counting on you – Administrator!

Our game should appeal to fans of incremental games and strategy. It applies just enough pressure on the player, yet still lets you play it in the background while doing other things.


r/indiegames • • 42m ago

Promotion Glint's Gambit

• Upvotes

Glint's Gambit is an independent TPS puzzle-adventure  game developed in Unreal Engine 4. This project was created after only a few months of self-taught UE4 learning, built step-by-step in my limited free time alongside a full-time job.

Click here to view the detailed description and images, and to try out the test version.

Glint'Gambit (Demo/Test Version)

If you have any observations or comments regarding the game, please share them here.

Thank you!


r/indiegames • • 1h ago

Promotion Clayart style AmongUs for young kids

• Upvotes

My 6-year-old desperately wanted to play Among Us, but with open chat and strangers I wasn't keen. So I made him his own version instead: whosthefox.com.

You're bunnies at one of four camps, doing jobs round the woods, whilst trying to work out which of you is actually a fox in a bunny costume. The fox doesn't kill anyone; it puffs sleepy dandelion fluff and bunnies have a nap. Get voted out and you're sent down a rabbit hole (or off by catapult, or a very rude burp).

What I've tried to get right for parents:

*Free, with no accounts, no chat, no ads, and no tracking

*No reading needed; it's all pictures, colours, and sounds

*Private rooms with a three-word name (like Sleepy Blue Carrot) and a QR code to scan, so kids only play with their mates

*Joiners have to knock, and the host lets them in.

It can also run entirely offline on your own computer or a Raspberry Pi, with tablets joining over the home Wi-Fi.

Most of the art and animation is rendered in Blender. There's still some animation to finish, but every feature works and it's very playable.

My son loves it and I've loved making it with him, but it needs testing beyond our living room. I'd really like to know:

*Could a young child get into a game with friends without an adult stepping in?

*Was anything confusing, unfair, or broken?

*Did the bots feel too sharp or too dozy?

Any feedback is gratefully received.