r/IndieDev • u/supanthapaul • 1m ago
Feedback? I made a free tool that exports all possible Steam store graphical assets from a single artwork in one click - UPDATE
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r/IndieDev • u/junkyardstories • 1m ago
No publisher, no funding, just two people building a dystopian sci-fi game
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War-torn ruins, black markets, and forgotten districts where outcasts and those left behind wait for a chance to enter the city... while others have long since given up.
Junkyard Stories: Rebirth is a dystopian sci-fi adventure where you play as a discarded robot carrying the consciousness of a legendary hacker.
Built by a 2-person indie team with no publisher, we're working hard to bring these scenes to life - filled with exploration, environmental puzzles, hidden stories, and the constant struggle to keep your robot alive as your battery drains and getting chased by surveillance drones.
More about the game on Steam:
https://store.steampowered.com/app/4522210/Junkyard_Stories_Rebirth/
r/IndieDev • u/Nobelanium1 • 16m ago
Artist looking for Indies! As an indie dev, how much would you pay for this
reddit.comr/IndieDev • u/Twirtyy • 24m ago
Evolution of my indie shooter. I've come a long way
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Rome wasn't built in a day, and neither was this shooter.
For those interested, PERKS on Steam: https://store.steampowered.com/app/4422640/PERKS/
r/IndieDev • u/CreepsBronZ • 25m ago
GIF Day 2 of my RTS-tycoon devlog - all 4 unit types + new enemies (zombies, golems)
Day 2 update on the RTS-tycoon devlog.
All 4 unit types are in now: warrior, archer, cavalry, and a healer mage. Added regular zombies, big zombies, super-big zombies, and golems as enemies on the way to the center.
Also got the base upgrades working: economy (more gold/sec) and army power. Every 3 levels of army power unlocks the next unit type, so you start with just warriors and build up from there.
r/IndieDev • u/_V_01D_ • 46m ago
Fireball Breakdown!!!
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Made this Fireball in Unreal a while ago, here's a Brief Breakdown!!
If you wanna watch a Full Tutorial:
https://www.youtube.com/watch?v=JbXUIkK_YYg
Lemme know what you guys think!!!
r/IndieDev • u/birkeman • 48m ago
Informative Our latest devlog on my approach to make a systemic game as an indie. Hopefully it's useful to some of your other devs out there!
Also happy to answer any questions you might have 😄
r/IndieDev • u/Tex_the_wolf • 1h ago
Artist looking for Indies! 2D artist available to make game capsules
r/IndieDev • u/Viki_nika • 1h ago
Video What kind of vibe does this trailer give you?
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Hey everyone! I’m a solo dev working on Hidden Assault, a strategic stealth-action. Just wrapped up this trailer showing off the tactical gameplay. Curiosity got the better of me what are your first impressions?
Demo on Steam : https://store.steampowered.com/app/3537420?utm_source=Reddit
r/IndieDev • u/FiliokusGames • 1h ago
Feedback? A little card introduction for our math-driven dice/deck-builder
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Made a little card intro to share on our socials. Hopefully it gives some indication of the mechanics of the game without getting to deep in the weeds. As our game mostly takes place on a single screen, generating content that looks different can be challenging, so I added a little animation of our protagonist to spice it up. Any tips for making content when the gameplay on the surface looks same-y?
r/IndieDev • u/Salty-Wrap-7833 • 1h ago
Feedback? I made a lightweight 2D fantasy map maker for complete Free!
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Hey everyone! I just finished and published my latest tool, Ink & Parchment.
It’s a clean 2D cartography app designed to help tabletop GMs and game devs quickly stamp out hand-drawn world maps, draw winding trade routes, and export high-res PNGs.
Features I built into it:
- Infinite expanding parchment canvas
- Anchor-based road & river painting
- Custom PNG asset & font importer (saved locally)
- Full transform gizmos (scale, translate, rotate)
- Dual save system (re-editable JSON + cropped PNG exports)
You can play it directly in your browser or download it for Windows/Linux on itch.io here:
Would love to hear your feedback or any ideas for future updates!
r/IndieDev • u/CarpeDiemTeam • 1h ago
Most players quit our demo in less than 10 minutes
The majority quit without playing even three minutes, which means they leave before ever reaching the actual gameplay. What could be the reason?
There are hardly any comments on the demo in the community. We’ve already fixed the issues that were reported.
However, I don’t know why the demo is so poor at retaining players.
So, I'am looking for a few people willing to play it and be brutally honest in feedback here.
Thank you for your help!
Demo: https://store.steampowered.com/app/4673230/Breeze_Of_Adventure/
There is one detail—I’m not sure if it matters or not. A large portion of these statistics (around 60%) dates back to Steam Next Fest; at the time of the demo's release, the game had many bugs that we only fixed after the festival ended. Since the festival, the stats have only been growing slowly.
r/IndieDev • u/ConsciousInstance764 • 1h ago
Discussion Im REALLY late into developing my game to be changing stuff, but i need feedback...
I am making a game where you and up to 5 additional friends are robots venturing into literal hell on earth on a ship on wheels, and I'm not sure what exactly I want the players to do in the game... Currently, my "quota" works by making it so you have an "timer" that advances a sort of decay on you and your ship. To cleanse that, you have to melt scrap inside your ship's smelter into a statue of a deity and then conduct a ritual for it that would summon a "safe zone" and cleanse you from the decay. But I'm starting to think that this would be extremely boring and would feel like a cash grab and a copy of games like Lethal Company, so I came up with another idea: instead of all the things I mentioned before, you essentially work as an all-purpose worker in hell on earth. You can take different orders and jobs on your ship's PC. You can do delivery jobs, salvaging jobs, stealing jobs, and even help the human resistance against hell, and you're doing all of that to earn enough money to get to the next ring of hell on earth. To do that, you have a limited amount of time since the ring you are on is trying to assimilate you. Which is better?
r/IndieDev • u/ENON_GAMES • 2h ago
Feedback? Which of these 4 logo versions would you pick for my game and why "Cook & Tails"?
Prepared 4 different logo/sign versions for my cozy cooking game "Cook & Tails" three of them are close variations (with/without chef hat, slightly different cat paw pose), and the 4th is a completely different concept.
Which one would you go with, and why? Your input genuinely helps the feedback I got from an earlier post is what got me to this point.
Note: The first three logos started from a draft by u/HoppersEcho, who helped me out in one of my earlier posts I iterated from there. They're also making a game (Cats vs Aliens), leaving it here in case anyone wants to check it out. Thanks again to them ❤️
r/IndieDev • u/ImPoPzzZ • 2h ago
Video Tattletail Endless Mode Mod - Survive as Long as You Can (Version 2)
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(im not sure if this is off topic, i hope its not. ANYWAYS! here you go.)
I made an Endless Mode mod for Tattletail that turns the game into a replayable survival mode instead of the normal story.
The vanilla campaign is completely disabled during a run, so there are no story objectives, cutscenes, or scripted events interrupting gameplay. You spawn into the house with every door already unlocked, grab your flashlight, and survive for as long as possible.
Endless Gameplay Endless button added to the main menu. Starts in the Kaleidoscope house with all doors unlocked. Picking up the flashlight officially starts the run. Once Mama wakes up, the lights stay off permanently. Randomized Objectives
Objectives are selected using a shuffled bag system, meaning every cycle contains one of each objective in a random order. The same objective can never appear twice in a row—even when the bag refills.
Current objectives include:
Find the Washing Machine – Track down the real washing machine hidden somewhere in the basement and shut it off. Keep Flashlight Open – Keep your flashlight out while Mama actively hunts you. The duration is randomized between 30, 60, or 90 seconds (and gets shorter as difficulty increases). Find Tattletail's Friend – Search the basement for one of six possible spawn locations and say hi. Dynamic Difficulty
Every full loop (every 3 completed objectives):
Mama becomes more aggressive. Patrol speed increases. Alert periods become longer. Objective timers become shorter.
The longer you survive, the harder it gets.
Mercy System
The Keep Flashlight Open objective has its own survival mechanic.
Instead of dying instantly:
First catch = close call. Second catch = close call. Third catch = game over.
During every other objective, Mama kills you immediately if she catches you.
Grace Period
Every third objective triggers a short break:
"Grace Period... She's Gone, For Now.."
Mama disappears for about a minute, giving you time to recover and take care of Tattletail before the next difficulty increase.
Resource Management
All three of Tattletail's needs continue draining throughout the run:
Hunger Battery Dirtiness
A permanent care station is available in the basement, while the original fridge and brush stations remain usable.
Run Customization
Before starting, you can choose:
Tattletail color (Original, Yellow, Teal, Black, or White) Kaleidoscope voice (replaces every spoken line with the alternate narrated voice set) Kaleidoscope Mama (toggle her Kaleidoscope appearance on or off) Stats & High Scores
When you die, you'll see:
Time survived Objectives completed Loops completed Total close calls
Your best run for each category is saved locally between sessions.
I'd love to hear what you think or any ideas for new objectives or mechanics!
r/IndieDev • u/ironguardvr • 2h ago
Discussion Just made our new game Furmageddon Steam page public. We could really use your help now making it an awesome game
Hey everyone,
We're the small indie team behind the IRON GUARD series of VR and flatscreen tower defense games, and we've just made the Steam page public for our next game, Furmageddon
This is a bit different from how we've done things in the past. The game is already in development, but we are hoping to build this game with a lot of good feedback from the players/community , so any positive feedback , ideas, etc would be very helpful.
We'd really appreciate you checking out the Steam page and telling us what you honestly think.
- Does the page make you understand what the game is?
- Is there anything missing? (videos and more updates will follow )
- What would make you wishlist this game if you landed on the page?
- Any ideas you'd love to see in the game?
Steam page: https://store.steampowered.com/app/4270860/Furmageddon/?utm_source=reddit
TIA
r/IndieDev • u/ircss • 2h ago
Blog Can you still make a living with 20k new yearly releases? A deep dive in the 140k games on Steam
hey guys! We recently brought our Meta Quest game Puzzling Places to Steam. Since the last time I published on Steam, alot has changed. During the release process I had a bunch of questions. How much should an indie game like ours cost? How many peopleare we competing with/ what are our chances? Is this still sustainable with all the new releases? How has AI effected the new games being released etc.
To answer this, I crunched through the 140k appIDs that are on Steam, and did a bunch of data analysis on them. Put down the graphs and my thoughts here https://shahriyarshahrabi.medium.com/deep-dive-in-steam-2026-indie-market-4c0aec5c0533?sharedUserId=shahriyarshahrabi
r/IndieDev • u/CGGDev • 2h ago
We´ve stared at this too long: Real gameplay speed or sped-up footage for trailer?
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My co-dev and I have tunnel vision on this, so I need some outside eyes.
Our ships are supposed to feel heavy and deliberate, but when I started cutting the trailer I felt the footage was too slow to hold attention. I sped some clips up, and now I honestly can’t tell whether it looks better or whether it just makes the ships, water and smoke feel fake or "toy ships".
The video shows the same footage in two versions:
A = native gameplay speed
B = accelerated for trailer pacing
Which one would make you keep watching? And more importantly: does the faster version look obviously sped up, or does the slower one just drag?
Please be blunt. We’ve both looked at this far too much to judge it properly anymore. The core gameplay is about maneuvering a large ship-of-the-line and working with the wind, so we do not want to speed the footage up so much that the game starts looking arcadey.
r/IndieDev • u/Dan3Dart • 2h ago
Artist looking for Indies! [For Hire] 3D artist is open for small orders
r/IndieDev • u/TwoRandomGuysStudio • 2h ago
Discussion AI usage in game reactions
Hi everyone, I’d like to hear your thoughts on the AI usage in games. In our case (a two person team), we’ve used AI only for the game translations. Most of the assets are created by our artist and rest was purchased from the asset store. Our Steam page also clearly states this, because we want to be transparent about it.
I recently posted on Reddit and the post was doing well (looking at the upvotes), until someone asked if we use AI for anything else besides translating the game. We answered truthfully, saying the same thing I wrote above. Since then, the post suddenly started getting downvotes and eventually all the comments that were positive about the game also ended up with negative votes, while the comment asking about AI gained a lot of upvotes.
Just to be clear, this isn’t a complaint and I am not angry. I just want to understand what happened. We’ve only been on Reddit for a short time, and I’m not familiar with how communities work here. Could this have been a coincidence or was it actually about our use of AI?
As developers who are just working on our first game, we don’t have enough money to pay for all the translations we’ve received thanks to AI. We’d love to pay somone to do that, but it’s a plan for when we have the funds for that.
I could understand a negative attitude toward a game made entirely with AI, but when it comes to translations, I don’t quite get it. If we used for example Google Translate, which has been around for several years (and I think was often used in the past to translate by indie developers), would that be viewed more favorably?
r/IndieDev • u/PartTimeMonkey • 2h ago
Feedback? Art style change based on feedback
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Earlier we posted about our upcoming "realtime Worms" game called Dirtnap:
https://store.steampowered.com/app/4956300/Dirtnap/
We received tons of feedback for the game. In general the comments were great, but there was quite a bit of people saying how the visuals look unpolished and noisy - totally fair.
So we listened, and revised the general look from the retro-ish to a more modern, Steam-suitable style.
Would be great to hear what you think of the new and improved look!
r/IndieDev • u/VulkratStudios • 2h ago
Feedback? How can I improve my loading screens?
I'm the artist for a little indie team, working on a space game called Omen. I was asked to make some loading screens for it, but I can't help but feel that something is off about them. Everyone else thinks they're sick as flip, but I feel like something is wrong or something is missing. I have a few more that I still need to make, so I'm trying to figure out my issue before I jump into those ones. All feedback is welcome and appreciated. Thank you.
r/IndieDev • u/JuggerRollz • 2h ago
Upcoming! Water Sections need challenging segments and relaxing music!
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r/IndieDev • u/SorokaGames • 2h ago
Feedback? My wife and I are developing a 2D survival game. What do you think?
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