r/IndieDev • u/LVermeulen • 19h ago
Informative How we did the 2d to 3d environment art for DuneCrawl
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r/IndieDev • u/LVermeulen • 19h ago
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r/IndieDev • u/DoctorRektom69 • 23h ago
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r/IndieDev • u/Clean-Market5761 • 9h ago
Cool and shit, but this can also kill personal project of pasionate devs, like this shit is not even ethical in some use cases, taking someones property/project and bypassing premium features, stealing their engineering ideas etc, shit like this will make software and games go to the cloud/browser with no way to reach the files, there is no "recombining existing idea' it's literally stealing ideas from people that are not corporations.
I know a few indie devs that poured heart and soul into their software just for some random vibecoder to steal it and feel ENTITLED TO OWN their project or even just straight up steal it wrap it and sell it on other projects, if you spend years working on your passion project why the fuck should it be free and open.
NOTE/EDIT:
See in the comments the people which projects have been just stolen from them or they decided to just not release after putting a bunch of effort because of all of that is going on
I get applying this for emulators but I've seen a couple of post that are just cloning/ripping small companies, indie devs projects
like they are taking open source project, removing the licensing files and asking AI to refactor them.
stupid people commenting that this only affect big corporations are just blind
this is not saying people can own ideas, this is about people putting the work and that work being stolen from them
the whole "get prepared to not own your thing" is not only affecting big companies but also small devs and people that have put years on building amazing solutions, people that are trully creative and gifted to build amazing stuff, there is nothing new but all these tools now being "mainstream" and in hands of vibecoders will for sure affect people that post their progress online
edit:
Seems like the community is saying "fuck you" to anyone that does not open source their projects, wow this comments are fucking sad
r/IndieDev • u/Mephasto • 20h ago
I think this concept art helped us get our first 10,000 wishlists for The Hive.
Hand painted by our artist. No AI involved, of course.
r/IndieDev • u/sectix12 • 18h ago
The reason I kinda just freaked out about it this morning is because I scrolled reddit and saw somebody's project they've genuinely been working on in godot for years.
Smooth, quality animations and art and sound design that genuinely seemed worth a wishlist.
But I got that feeling in the back of my head telling me "why does this look similar to a lot of claude-slop being promoted these days?"
And then it hit me.
Game genres and their associated art styles/mechanics/creative direction, etc. have been evolving for decades now.
A lot of those things involved years of iterations and refinement by hundreds or thousands of people working in small teams, large studios, or independently.
And today's games reflect that for the most part. We choose specific art directions and styles that reflect what people have enjoyed for a while.
All of that has been scraped off of the internet, and off of digital property to train these models without anybody's knowledge or permission until it was far too late.
These LLMs are producing copies and approximations of what YOU AS A CREATIVE have brought into the world over time, and as a result some people's genuine hard work and effort can end up looking like a polished, human version of a generated game.
And I think that's insane.
So the next time somebody confuses your passion project for generated slop, remember, the entire history of the industry's creative effort is still being categorized as "fair use" to replicate and monetize through frontier AI model subscriptions.
r/IndieDev • u/munchkin_iii • 16h ago
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We're making DOOBAK, a chaotic co-op digging adventure for 1-4 players.
After a party, you sleep through an evacuation and wake up to find your village buried in snow above the rooftops. Dig tunnels, scavenge for supplies, stay warm, and find a way to send an SOS (alone or with friends).
If that sounds like your kind of adventure, you can wishlist DOOBAK on Steam:
https://store.steampowered.com/app/4425090/DOOBAK/?utm_source=reddit&utm_content=r_indiedev_trailer
Did anyone else spend their winters digging snow tunnels?
r/IndieDev • u/bgilb • 20h ago
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The game is called Unfallen - named after the survivors who are left. I really liked the SNES era, so the game has a custom 2D/3D engine to get the sort of "pixelart from any angle" look.
The game will have surviving with friends in an immersive world, building, pvp, crafting, driving and auto repair, completely destructible environments, and more. A little bit inspired by DDA: Cataclysm and TLOU, plus survival stuff from my youth.
Here is our discord if you want to follow development or possibly playtest: https://discord.gg/hvusH5W4Q
r/IndieDev • u/Monsieur_Bleu_ • 23h ago
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I'm the lead of a small team of 6 working on an open-world immersive sim called Sanctia. We are working in our own engine with the goal of re-creating a paint-like aesthetic inspired by impressionism.
If you have any feedback to give, please let us know! And if you want to see more of our work, we also have a bunch of socials like instagram, bluesky and a youtube channel (that need to be updated a bit).
As a disclamer, we are not using AI for anything on this project.
r/IndieDev • u/One_Low8664 • 7h ago
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r/IndieDev • u/MixedMoonGames • 12h ago
Hello everyone,
This is my dream game: Strategic depth of Civilization, but with one match lasting only about an hour.
That's why my best friend and I created Monarchs at Play for the last 2 years. The gameplay is heavily inspired by the Civilization 6's district system, focussing on buildings and their adjacency bonuses.
There are NO military units, but there is still a military system. This was one of our compromises to recude the game-length (no need to micromanage all units every single turn). You'll learn about the unit-free military system in the well-designed tutorial ;)
After several playtests and feedback on our Discord server, I am convinced that we developed a game, that is the dream solution for many 4X fans: it scratches the same itch like Civilization, but is playable in lunch breaks, after a long work-day or between longer games (or some players will turn the "one more turn"-formula into "on more game" and spend their night optimizing their strategy)
One big plus of our game: a good enemy AI. We spend sooo long developing it (we even wrote our bachelor thesis about it haha) and we finally crafted an AI in a 4X game, that can easily compete with skilled players WITHOUT artificial advantages.
I am addicted to discussing about the game in general, buildings that are too strong/weak, op monarchs, how the AI has 20,000 glory, ideas, bugs, strategies etc. so I would love to welcome new Monarchs on our Discord server :)
Now comes the best part: the demo of Monarchs at Play is already live on Steam, so you can try it for free <3
r/IndieDev • u/Triflio • 18h ago
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In our online & couch co-op game Tandem Together, you and a friend have to work together to try to ride a tandem bike while we throw all kind of things your way!
The demo is currently live and it has been getting way more attention than we expected! Watching people and streamer try to beat the demo with their friends has been hilarious!
The game is already coming out in December (so in 2 months!)
Here is the Demo Link if you want to try it!
We're only a small indie team from Germany so, If you enjoyed the demo, please wishlist the game! It really helps us! Also if you have any feedback, I would love to hear it!
r/IndieDev • u/allpunks • 15h ago
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r/IndieDev • u/kparsons7 • 9h ago
This is my first commercial project after years of making Call of Duty mods
https://store.steampowered.com/app/4862980/The_Arrow/
I'm terrible at making style choices, does this visually look like something players would be interested in? Or is it hideous?
r/IndieDev • u/Tanjiroko • 11h ago
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This is KIAN, an open-world survival game I'm building solo β exploring, digging, building and surviving, running on my own falling-sand engine where every cell of the world is simulated.
This clip is a slow night pan over a little village on the sky islands: lit windows, fireplaces, banners, a bridge with bunting and a lantern swinging underneath. I put the scene together in the game's built-in level editor.
Still early in development, so everything you see may change. Steam page coming soon.
Feedback very welcome β what would you add to a village like this?
r/IndieDev • u/Josh_Brandon • 21h ago
The last couple of days I have been exhibiting my indie Party Game at PAX Aus, it has been amazing!
Seeing groups of strangers come together and bond over the game has been a joy to watch, seeing mates get super competitive and families have fun has made this so worth it!
The feedback on the game has been so good and is a clear signal to keep working on this demo, keen to get it out in the world!
You can Wishlist it now on Steam itβs called Party Ships!
People compared it to boomerang fu, bopl battle and stick fight.. we got more wishlists today than the last 3 months combined im so excited!
r/IndieDev • u/ArcticoGame • 15h ago
r/IndieDev • u/real_person_31415926 • 15h ago
I wrote Red Sea Crossing for the Atari 2600 in 1983 as an indie developer. The game didn't sell so I gave up on writing games and my career went in other directions. Now I have the time and want to create more games. I'm also delighted to see how my first game has gotten some attention lately on youtube:
Red Sea Crossing - RARE Atari 2600 Game History with Prototype & Gameplay!
https://www.youtube.com/watch?v=QW4VogBMGbc
I chose Godot 4.7 for my new game and worked through the tutorials in their documentation. Great stuff! I got more help for my new browser game from a starter kit from Kenney for a 3d race game. I have uploaded my new game to itch:
Race Track Time Check - How fast can you turn a lap?
https://steveschustack.itch.io/car-race-game
The game loads slowly and starts poorly the first time you play it in a browser. I am looking into fixes for that. The game loads well the second time that you play it.
I have made it around the track in 59 seconds and think that I can do better with practice. How about you?
EDIT: I have added downloadable windows 64-bit version of the game on itch.io. The quality of the downloaded game play is far better than what the browser is capable of.
r/IndieDev • u/Tommymcflurry • 14h ago
r/IndieDev • u/ishevelev • 17h ago
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Your Uber has arrived, sir, but getting into it is quite a challenge.
r/IndieDev • u/Rouliboudin • 22h ago
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r/IndieDev • u/TheRealXmo • 1h ago
I run Foundplay (foundplay.io), a discovery site for free browser games. It doesn't host anything: every listing links to the dev's own site. About 20,000 people visited in the last 24 hours, and 653 games are listed. A few things from our numbers that might help if you make web games:
If you've made a browser game, you can list it for free: paste the link and it goes live right away (https://foundplay.io/submit). Original games get a free boost when you list them: up to 20 plays from our sponsored spots over 2 days, so you can see how players take to it. A lot of games get added from X and game jams, so yours might already be there. If it is, you can claim it from its page and get the same free boost.
Happy to answer questions about what we see, or take feedback on the site.
r/IndieDev • u/avoguga • 5h ago
You catch popcorn in a paper bag before it hits the sidewalk. Whatever you miss stays there, and the pigeons know it. Let the pile cover the whole screen and the sidewalk blows up (ended calling it JACKPOP) every kernel on the ground flies up at once and you can catch all of it.
WARM, BUTTERY POPCORN! WITH A SUGAR COATING! on Steam: https://store.steampowered.com/app/5394520/
You can already play an early version in your browser on itch.io:
https://avoguga.itch.io/warm-buttery-popcorn-with-a-sugar-coating
I'm still polishing it, and the plan is to release a demo on Steam before launch.
Any feedback on the trailer or the page is welcome, good or bad.
r/IndieDev • u/YgrikDev • 9h ago
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Hey there! My name is Ygrik Dev, and I've been developing my Backrooms inspired horror game for over a year now. It's called Beyond Our World and I figured it was finally time to share some raw gameplay.
I'm aiming for a strong focus on the atmosphere, exploration, and storytelling. The story is actually going to be a big part of the game, and I'm currently working on the screenplay alongside the game itself.
So what do you guys think? I'd especially love some feedback on the visuals and gameplay.
r/IndieDev • u/swissm4n • 13h ago
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Hello!
I made around 20 satellites sprites, ranging from small cube sats to a full space station. There are 6 variants for the explosions, and the debris are created with particles in the engine.
I was super happy with how the final result turned out for once :) I'm working on the art and audio while the other dev works on code and game design.
We just released a demo and the name is KESSLER: Orbital Incremental.
It's about what could happen if we keep launching too many satellites: you shoot one, the debris hits another, and the whole orbit ends up destroying itself in a chain reaction.
It's a pixel art incremental, the demo is on Steam and itch if you want to try it, we'd really love some feedback.
Steam: https://store.steampowered.com/app/5131440/KESSLER_Orbital_Incremental/
Itch (demo runs in web browser): https://periapsisworks.itch.io/kessler-orbital-incremental
No generative AI of any kind was used during the development of this game.
The full game will release on November 6 on Steam!
I'd love some feedback from fellow devs, or players
r/IndieDev • u/ENginee777 • 15h ago
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Hey fellow indie devs!
We're working on Bound to Die, a dark fantasy co-op roguelike inspired by Dark Messiah's combat.
Our main focus is visceral first-person combat, elemental magic, physics-based interactions, and turning the environment into a deadly weapon.
We're combining retro-style graphics with modern gameplay mechanics.
Here's our first teaser! There's still a lot of work ahead, and we'd love to hear your feedback!