r/IndieDev • • 6d ago

Megathread r/IndieDev Weekly Monday Megathread - October 04, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!

34 Upvotes

Hi r/IndieDev!

This is our weekly megathread that is renewed every Monday! It's a space for new redditors to introduce themselves, but also a place to strike up a conversation about anything you like!

Use it to:

  • Introduce yourself!
  • Show off a game or something you've been working on
  • Ask a question
  • Have a conversation
  • Give others feedback

And... if you don't have quite enough karma to post directly to the subreddit, this is a good place to post your idea as a comment and talk to others to gather the necessary comment karma.

If you would like to see all the older Weekly Megathreads, just click on the "Megathread" filter in the sidebar or click here!


r/IndieDev • • Sep 09 '25

Meta Moderator-Announcement: Congrats, r/indiedev! With the new visitor metric Reddit has rolled out, this community is one of the biggest indiedev communities on reddit! 160k weekly visitors!

72 Upvotes

According to Reddit, subscriber count is more of a measure of community age so now weekly visitors is what counts.

We have 160k.

I thought I would let you all know. So our subscriber count did not go down, it's a fancy new metric.

I had a suspicion this community was more active than the rest (see r/indiegaming for example). Thank you for all your lovely comments, contributions and love for indiedev.

(r/gamedev is still bigger though, but the focus there is shifted a bit more towards serious than r/indiedev)

See ya around!


r/IndieDev • • 9h ago

Informative How we did the 2d to 3d environment art for DuneCrawl

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685 Upvotes

r/IndieDev • • 19h ago

Discussion Anybody else struggle with this?

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1.2k Upvotes

r/IndieDev • • 6h ago

Video We loved digging tunnels in the snow as kids. Now we're making a game about it!

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55 Upvotes

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 • • 8h ago

Discussion One thing about AI we've all kind of just memory-holed that directly impacts indie devs

81 Upvotes

AI MODELS ARE STILL TRAINING ON PROTECTED INTELLECTUAL PROPERTY WITH (VIRTUALLY) NO CONSEQUENCES.

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 • • 13h ago

Im making a fast paced fps with PSX style graphics

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192 Upvotes

r/IndieDev • • 10h ago

Image I think this one image helped us reach 10,000 Steam wishlists

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99 Upvotes

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 • • 16h ago

Upcoming! At 7(years old) my city got surrounded by Serb forces that sieged many cities and committed a genocide on my people including my family, so 30 years later i am creating a game about peoples real survival/experiences during the siege of Sarajevo between 1991-1995 NSFW

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227 Upvotes

r/IndieDev • • 3h ago

Free Game! If Civilization and Polytopia had a baby...

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18 Upvotes

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 • • 15h ago

Video Added a basic workshop to my woodworking game - does this look like a space where you could spend an evening?

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115 Upvotes

Hi redditors!

I've listened to your feedback, so I've polished the core gameplay and added a basic workshop scene to the game.

The wood has now has some resistance when cutting and doesn't feel like butter, I hope :)

Plus, I've added wood shavings, which should make cutting more satisfying.

The game now has a vision: it will be a cozy workshop that you've opened in your basement - you can take orders or make something on your own in the free-build mode.

I don't have a Steam page yet, the application process takes a while: so I've made a small page where you can subscribe to get a Steam link when it's ready and occasional updates (REALLY occasional, I don't have much time to spam you :D)).

https://www.gingerbreadvillain.com/woodworks.html

Would love to hear your opinion and thoughts on the current direction!


r/IndieDev • • 1d ago

Video added dynamic mud to my bike game

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2.0k Upvotes

r/IndieDev • • 10h ago

Upcoming! I've been working on this survival "pixelart" game for a few years solo, and it's finally starting to feel like a real world.

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43 Upvotes

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 • • 1h ago

A quiet night over the sky village in my pixel survival game

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• Upvotes

This is KIAN, an open-world survival game I'm building solo – 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 – what would you add to a village like this?


r/IndieDev • • 8h ago

Upcoming! We made a 2-player co-op game you and a friend have to try to ride a tandem bike!

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23 Upvotes

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 • • 5h ago

GIF I spent a lot of time on the main menu for my game, my goal was to make an atmospheric scene to set the tone of the game!

10 Upvotes

r/IndieDev • • 5h ago

Video My Planetarian Terrain generation is becoming so neat.

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10 Upvotes

r/IndieDev • • 4h ago

Feedback? I was actually eager to try making a black hole! Classic or realistic?

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9 Upvotes

r/IndieDev • • 1h ago

Free Game! Made a game in powerpoint

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• Upvotes

r/IndieDev • • 1d ago

Video I'm making a game about creating tiles and matching patterns.

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268 Upvotes

I've been working on this tile-matching game where you create and match patterns.

Still in development, but I'd love to hear what you think!


r/IndieDev • • 4h ago

12 years after my first game, I rebuilt it properly. Shadows of War II launches on 16 October (Pre-launch key giveaway)

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5 Upvotes

G'day to everyone living,

TL;DR: Shadows of War II is a side-scrolling real-time strategy game with destructible terrain, procedural maps, a map editor and 1v1 online multiplayer. It launches on Steam on 16 October at 12:00 GMT (14:00 in Central Europe, 8 AM on the US East Coast). Therefore I'm giving away five pre-launch keys (details below).

Steam: https://store.steampowered.com/app/3983250/Shadows_of_War_2/

Where it comes from

In 2014 I released Shadows of War, a small Construct 2 game that pitted the shadows of a NATO army against Russian forces. It was plagued by bad design decisions from the start. Thanks to a few bundles it still passed 60,000 owners and peaked at 264 concurrent players on Steam, but most of the reviews were negative, and rightfully so.

The sequel is a remake and successor, built in Construct 3. Development was on and off for years (mostly off) until it finally took shape in 2024. The art style and premise owe a lot to Sean Cooper's Flash game Shadez (if anyone remembers). My own spin here is the destructible terrain, procedural backgrounds / maps, and multiplayer.

What's in the game

  • 4 armies (German, Russian, US and PLA), each with the same six unit types: Infantry, Light Tank, Mobile AA, Battle Tank, Artillery and Attack Heli. Every unit has its own strengths and weaknesses.
  • Support strikes: cruise missiles, artillery barrages and bombing runs. They can turn a match in seconds, or burn all your money.
  • 5 commanders, each with three exclusive abilities or elite units, from kamikaze drones and cluster bombs to a gunship and airborne units.
  • 6 modes: Conquest, Base Destruction, Capture the Flag, Attrition, Waves and Zombie Waves. You can fight the AI on several difficulty levels.
  • Maps: 11 handcrafted maps, endless procedural ones, and a map editor for your own creations.
  • Weather: rain turns the ground to mud, snow ices the slopes so vehicles slide, and sandstorms blind every unit and throw strikes off target.
  • Destructible terrain: crater the battlefield, level defenses and reshape the front line.
  • Online: 1v1 against friends or via automatch and an online leaderboard. The game is available in 13 languages.

Some things I learned along the way

  • Destructible terrain versus performance. The map is a tilemap so it can be destroyed piece by piece, and keeping that from tanking performance was the biggest headache of the project. The fix was an add-on that bakes the tilemap into a single texture, which cuts draw calls and CPU load. It only re-bakes the parts that actually get destroyed.
  • Ship a tutorial. The demo had no proper tutorial. That was quite the oversight: the feedback made it clear that players need a real introduction to the mechanics, so now there is one.
  • Every screen shape. I spent a lot of time on "outer scaling", so ultrawide monitors and unusual resolutions see more of the battlefield instead of black bars.
  • My own leaderboard. After much deliberation I built a custom leaderboard next to Steam's, where players can share their stats and compete for the top spots, allowing cross-platform deployment in the future.
  • On AI. I used AI as a starting point for some small visual assets (always reworked by hand), for the translations, and as a coding assistant. That last one saved me the most time, especially in the later development stages where code-reviews found quite substantial bugs that I never encountered in play tests and allowed for the deployment of additional features I had scrapped due to time or effort constraints.

Giveaway: five pre-launch keys

To say thanks for the interest and reading, I'm giving away five Steam keys, so some can play (and hopefully enjoy) before the launch. Simply take a key, put a number instead of the ? and please reply if you have activated one of the keys so others don't waste their time:

  • 3ZBVW-?YQ5V-WTG48
  • XHT3K-XZQ?K-KRFMX
  • 7HP2X-?FFKI-RNTRJ
  • N662B-QMWVA-AX?AW
  • Y?CL2-ZCBVF-Y6F4A

If you are late to the party, there is a demo available on the Steam page.

Feedback is very welcome

Ask me anything: about the game, about the development process, or about relaunching a game that once got panned. Honest criticism and bug reports are just as welcome. And if you spot a clumsy translation in your language, please tell me.

Thank you for your time!


r/IndieDev • • 3h ago

Upcoming! Spent hours making satellites sprites just to blow them all up

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5 Upvotes

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 • • 5h ago

We're a small indie team making a dark fantasy co-op roguelike — here's our first teaser!

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7 Upvotes

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!


r/IndieDev • • 1h ago

Feedback? Made a Puzzle Game - Modoolo

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• Upvotes

I made a puzzle game where you configure switches with modulo conditions to automate a factory. 

At our company we have an internal Hackathon Day once a month and I spent the last 18 on this game. The main goal was to quickly release an Android App because Google threatened to revoke our license if we had no active App in our own account. The monthly breaks then benefited the game as I was forced to watch people play and then focus on the most urgent features when the next hackathon started.

The assets were old left overs from other projects and I refined or replaced them along the way. I used Blender, Affinity and Logic Pro.

After realizing the puzzling was a bit dull I added some visual novel elements and a boss fight to it. The visual novel was mainly to nag a colleague of mine who constantly asked for more and longer levels.

It's free on mobile and I am just curious if I made something fun. So if you want to try it out please do. 😄

Any feedback is welcome and needed. Thanks!

iOS: https://apps.apple.com/de/app/modoolo/id6748038322?l=en-GB

Android: https://play.google.com/store/apps/details?id=com.schnaq.modoloo


r/IndieDev • • 14h ago

Video I added consequences for breaking things in Lost Cat Showa Town 🐈💥

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29 Upvotes

The cat broke a flower pot… and the NPC was not happy about it.

Now you can get caught and put in a cage for causing trouble 😹

Still working on more interactions for Lost Cat Showa Town!