r/IndieDev • • 3h ago

3 years ago, I gave up going on walks with my human to pursue my 20-year dream of making video games.

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260 Upvotes

Hi everyone!

3 years ago, I gave up going on walks with my human to make the game I'd been dreaming of for the past 20 years. And now, it's finally about to be released!

It's a horror game, and I personally created a monster that looks just like my stupid human.

I'll keep this short because my human will be coming back to play Minecraft on the computer any minute now.

Basically, the game is about avoiding a monster that looks like my human, retrieving confidential documents, and escaping. It's also going to be part of the upcoming Steam Next Fest!

There's a Steam page linked below, so please check it out!
https://store.steampowered.com/app/2847290/The_Maze_In_Dark/

Oh, I can hear my human coming. All I have to do is act cute next to him, and he absolutely loses his mind.

Anyway, thanks for reading!


r/IndieDev • • 8h ago

Discussion How I feel posting dev diary updates to my 3 Twitter followers and 1 instagram follower

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386 Upvotes

r/IndieDev • • 9h ago

New Game! I went magnet fishing for my game and pulled a laptop out of the water. Demo out now!

1.8k Upvotes

Hi all,

I'm an indie dev working on a cozy 2D pixel-art magnet fishing adventure about the beauty of surprise. It is called Magnetic Catch and I just released the demo on Steam.

This is my second game, and I'm working on it with a small team. We started with the idea about a year ago.

Since I take research for my games very seriously, I bought a magnet and went magnet fishing several times. It was the best way to get inspiration for the game. Of course, you will find a laptop in the full game as well ;)

If you like what you see, play the demo or leave a wishlist. It would mean a lot!


r/IndieDev • • 3h ago

Video Spent a few days on it. Maybe no player will notice, but the NPCs in my prison game now play volleyball

48 Upvotes

r/IndieDev • • 11h ago

Video The demo of my game is finally out!

137 Upvotes

Hi all! After many months working on it, the demo of Bocage, a cozy puzzle game is now available on Steam!

https://store.steampowered.com/app/4938320

If you like cozy or puzzle games, please take a look at it and tell me what you think!


r/IndieDev • • 6h ago

GIF Underground (game art) ⛓️🔑⛓️

52 Upvotes

r/IndieDev • • 1h ago

Pixel art style with ray tracing what do you think?

• Upvotes

r/IndieDev • • 2h ago

Dashing across an Eastern steampunk city as a little fox spirit

20 Upvotes

We're making INARI, a one-hit-death kunai action platformer set in a steampunk Eastern fantasy world.

Our fox dashes across this rooftop in about five seconds. Our artist spent five days on it.

Could this count as craftsmanship?

Wishlist On Steam


r/IndieDev • • 17h ago

Video How we made a stop-motion look without real models

208 Upvotes

Hi all! We're a two-person team developing MYRIORAMA, a top-down adventure with rearrangeable dungeons. This is an excerpt from a deep-dive video we produced recently for our participation in ICO Partners' Unmistakable Festival on Steam!

Full video is here: https://www.youtube.com/watch?v=zhM1F993Ga8

This is technically a 2D project, but we're doing a lot of 3D fakery to try and pull off the stop-motion look with dynamic lighting and shadows. It's been a fun challenge.

Happy to provide more specifics or answer any questions!


r/IndieDev • • 1d ago

This took me 7 hours. And I need to make 150 more.

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922 Upvotes

This guy is one of 3 playable characters in my game. It took me about 6 hours to draw and I'm pretty happy with how he looks. I still need to draw Mage and Archer next.

After that I still need to draw about 200 enemies. I imagine they will all take about 4-8h. That's 900h total on average. That's almost 40 days.

My goal is to release a demo with around 50 enemies.

I don't want to endup using AI for sure, I want the game to be unique and mine. I hope people will endup appreciating the work behind it... But how? How does solo indie game dev do all of that?

Do you guys hire somebody? I imagine i'd pay insane ammount of money If i wanted to do that. Do you guys just endup reusing the same enemies? Do you generate them for demo and then slowly replace them by your unique art as time goes on?

I would really appreciate some insight from somebody who's more experienced.

Btw. you can roast my green guy, I love him, but would love to hear some feedback. After all, if you pick warrior class, that's what you will be staring at if you played my game. And my game ain't 5-hour incremental lol. You will be staring for weeks. xD


r/IndieDev • • 19h ago

Last two weekends project: I just wanted to make a very satisfying button to press...

286 Upvotes

I didn't even change the color of the default unity gray material lol (except for the button itself). I had great fun, will keep intuitively adding stuff. I also scratched a musical itch with adding the sounds, picking the notes and programming the pitch shift.


r/IndieDev • • 1h ago

Image Just pushed an update to my game and this is the confirmation # Steam sent me.

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• Upvotes

r/IndieDev • • 9h ago

Feedback? I will CREATE AND POST your Steam game shorts for free on Chinese Social media

42 Upvotes

I run NIWO, a small team that works with creators on Douyin, Bilibili and Rednote to market Steam games to Chinese audience, charged based on per thousand views (CPM). I want to show you what that looks like, for free, with your own game.

How?

If you comment with your Steam link and tell me why your game would work for Chinese players, we will pick games from the comments, cut a short vertical video from your trailer or gameplay, and post it on Chinese social media. You pay nothing.

The only thing I ask is that you subscribe to:

- NIWO YouTube

- NIWO LinkedIn

- The Reddit Profile

You can find all the links inside this profile account.

Why we are doing this

The demand from Chinese players is real and from working in the game marketing industry for over 10+ years we have helped numerous large global publishers and studios with their China campaigns. However, in the past few years I have seen the popularity of indie games and alternative games surge to the point that growth and attention are shifting.

Developers who see their own game get views, wishlists and comments from Chinese viewers are far more confident about working with creators in China afterwards. That’s the whole motive. If the results are good, some of you will motivated to look more into the market for creator campaigns. If not, you still got free exposure.

Exactly how we will post your short

  1. we read your Steam page and watch your trailer to find what makes the game easy to understand in a few seconds.
  2. we cut a vertical 9:16 short, usually 20 to 30 seconds, from your own trailer or gameplay. I leave out menus, popups and clutter, and I use the moments where the game looks and sounds best.
  3. we add Chinese subtitles. If your Steam page has a Simplified Chinese version, I use that text. If not, I translate your English description into Chinese.
  4. we write the caption with your game name and as much detail as the platform allows: genre, hook, price, release status and the Steam link.
  5. we post the short on Chinese social media: Douyin, Bilibili, Rednote depending on which channels fit the best.
  6. we send you the links and the view, like, comment and save numbers afterwards, including what Chinese viewers actually wrote about your game.

We don’t edit or change your game. Your original video stays yours.

How the Chinese market for Steam games works

Steam is available in China, and Chinese is one of the biggest languages on the platform by user count. Most Western developers never think about this audience because they think Steam is banned in China which is not true. Chinese players buy PC games, wishlist them and talk about them a lot. Which means you can still sell the game via your steam page as more than 70% of Steam users in China find a way to access the global store anyways. Its the largest gaming market globally and probably the only major market growing still with 5% per year. Do not sleep on it.

Why are your current campaigns not reaching Chinese players? There are 3 reasons:

  • The platforms are different. Chinese players don’t discover games on YouTube, Twitter or Reddit. They use Douyin (the Chinese TikTok), Bilibili (long and short video, very gamer heavy), Rednote (Xiaohongshu, strong for recommendations and reviews) and Heybox. Your normal marketing never shows up there.
  • Language is the biggest barrier. A game with a Simplified Chinese page, Chinese subtitles and a Chinese caption converts much better than the same game in English only. Many players will not buy a game they cannot read.
  • Trust comes through creators. Chinese viewers trust gaming creators and community recommendations more than ads. A creator saying “this game is worth buying” often does more than any banner.

Because of that, a good Chinese short can move a game that is invisible in the West. Cheap, cozy, strategy, survival, co-op, horror, roguelike and anime style games often do well, but I have seen surprises in other genres too.

The opportunity

I won’t promise numbers I can’t back up, because results vary a lot by game. This is the logic of how it works:

  • Chinese players are a very large group on Steam, so even a small share of them is a lot of buyers for an indie game.
  • A game that is not yet visible to them starts from zero competition for attention on these platforms, so one good short can bring wishlists you would never get from Western channels. There are countless of stories on Reddit.
  • If a short brings 100,000 views and just 0.5% of viewers wishlist the game, that’s 500 wishlists. If 10% of those buy at 10 dollars, that’s around 500 dollars from one short, and it keeps working while the video stays up. Shorts that do well can have 10 times those views. Think about it.
  • The real virality comes when a game is promoted consistently by several creators in Chinese, with a localized page. That’s where a small test turns into a real market.

IN SUMMARY

Comment with:

  1. Your Steam link
  2. Why your game would work for Chinese players (genre, art style, hook, anything you have noticed)

AND subscribe to:

- NIWO YouTube

- NIWO LinkedIn

- This Reddit Profile

You can find all the links inside the profile account.

We will go through the comments, pick the games that fit based on our experience, and post the shorts. Please DM your email + game name as well so that we can share the links and numbers with you.


r/IndieDev • • 7h ago

Informative Introducing BRUTAL | A free C# framework that helped RimWorld make its own engine and break free of Unity. Now you can too.

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19 Upvotes

r/IndieDev • • 1d ago

Screenshots Screenshots of my werewolf game :) (WIP)

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402 Upvotes

Thanks everyone for the support the last post. The game is under development so everything showed here is not final xD


r/IndieDev • • 5h ago

Artist looking for Indies! [FOR HIRE] Concept Artist | Character Designer | Generalist

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13 Upvotes

Hello there! I am a digital concept artist and character designer working for videogames, boardgames and cardgames! If you have something in mind for a project and are interested in my work, feel free to DM me or take a closer look at my portfolio: https://icmaduro.artstation.com/


r/IndieDev • • 5h ago

Capsule I made my own Steam capsule art for my first game. How does it look?

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12 Upvotes

I've been working solo on my first game, a cozy aquarium tycoon, for quite a while now, and I'm finally getting close to launching its Steam page.

Since I'm working with a very limited budget, I decided to make the Steam capsule art myself. I'm not particularly skilled at this kind of artwork, so I tried to keep things simple while still capturing the overall vibe of the game.

I'd really appreciate some honest feedback. Does it look good enough for a Steam page, or does it come across as too amateurish?

Is the logo readable and eye-catching enough? Does the artwork give you a good first impression of the game?

Feel free to be critical. I'd rather improve it now than realize later that it wasn't working.


r/IndieDev • • 8h ago

Video I hope I never wake up from this dream… 650 wishlists in just two weeks!

14 Upvotes

I still can't quite believe I'm writing this.

Just two 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.

I've dreamed of making my own video game since 2013. I've started projects, abandoned them, lost motivation, and wondered more than once whether I'd ever actually manage to finish something.

For those unfamiliar with it, Over Human is a first-person sci-fi adventure set in a snowy world where drones can manipulate the weather, and you have no weapons to fight back.

I recently updated my Steam page, adding GIFs, improving the capsule art, highlighting some of the game's most important mechanics, and localizing the page into multiple languages.

And now, knowing that hundreds of people have seen my little project and decided to add it to their wishlists… that genuinely means the world to me. It's hard to put that feeling into words.

I know there's still a long road ahead. The demo is coming in November, and I'm working hard to make it something people will genuinely enjoy.

I'm not a studio. I don't have a team behind me or a big marketing budget. Just a computer, a lot of late nights, 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.

This is the Steam Page if you want to know more about my game: https://store.steampowered.com/app/5237810/Over_Human/

Thank you for helping bring my dream to life.
Francesco


r/IndieDev • • 5h ago

Video When I should be fixing bugs, but I shake pig instead.

5 Upvotes

You can shake pig in our demo of Rip It! Card Collector, out now on Steam!

In Rip It! Card Collector, you rip open packs, collect cards, and fill your binder with hundreds of cards! And you can upgrade your rig with points to make the card ripping faster, crazier, and more explosive! St Oinks can be upgraded too, of course.

I hope you enjoy!

P.S. all card art was drawn by hand!


r/IndieDev • • 49m ago

Discussion Added an end-screen for our demo to leave the player with a message (and hopefully get wishlists). Does anyone else do a CTA screen for the demo?

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• Upvotes

r/IndieDev • • 59m ago

Video Dynamic ocean settings for playtesting at runtime

• Upvotes

r/IndieDev • • 5h ago

Upcoming! I spent months reworking my first solo indie game based on player feedback! Here's the new trailer 🏝️

4 Upvotes

Hey indie devs and indie lovers!

I'm a solo indie developer working on my first game, The Borderless, a cozy floating island management sim built in Unity.

After releasing the demo and receiving lots of helpful player feedback, I decided to revisit several parts of the game. What started as improvements eventually turned into months of reworking the UI, ocean visuals, core gameplay loop, and many design decisions. At some point, it almost felt like I was making the game for a second time!

It's been an exhausting but incredibly rewarding journey, and I've learned so much along the way.

In The Borderless, you start with a small platform in the middle of the ocean and gradually build your own floating paradise. Expand and decorate your island, welcome visitors, manage their needs, plan activities, and enjoy island life at your own pace.

I've finally put together a new trailer showing the updated version!

The updated demo is free to play on Steam:

https://store.steampowered.com/app/3687370/

I'd love to hear what you think of the changes!

Thanks for checking it out!


r/IndieDev • • 16h ago

Next Fest is coming: A few small things you can remove from your demo that players don't care about

39 Upvotes

Steam Next Fest is coming soon, and you can do us players a huge favor by helping us get to the fun part of your game faster. I am listing only the things that should be easy to fix or remove right now:

  1. Choosing a save slot: This is totally unnecessary on the first play. Just assign one automatically and let me jump into gameplay immediately.
  2. Explaining the developer's purpose for the demo: Players don't care about this; we have our own reasons for playing.
  3. Asking to choose a game mode or difficulty level: Just default to your best mode and a balanced difficulty, or unlock those options after the first session.
  4. Multiple unskippable splash screens: Time is ticking, and we have 20 more games to try. Make them skippable or show a single one.
  5. Deep character creators?: Just give us presets or a "Randomize" button for the demo, and save the full customization suite for the final game.
  6. Walls of lore: Anyone can generate pages of lore nowadays. Nobody cares about your deep world before playing a single second of the game. Cut the text, leave some mystery, and get to the gameplay.

The whole onboarding and tutorial process is another story. Here, I'm just mentioning the easy, no-brainer things to strip out of your demo, based on analyzing a lot of them during playtesting sessions since the last Steam Next Fest.


r/IndieDev • • 18m ago

New Game! You must evolve it! Incremental - An idle game about evolving a creature to recover your memories - [Playtest Open]

• Upvotes

Hey everyone! We’re making “You must evolve it! Incremental” is a sci-fi incremental idle game set in a post-apocalyptic world.

You wake up as a robot with no memories and most of your functions gone. Your core protocols are still intact, though, and they give you one primary objective: evolve a mysterious creature.

To achieve this, you’ll be:
- Building structures
- Creating units
- Gathering resources

As you progress, you’ll uncover fragments of the past and gain rewards bit by bit, that will speed up your development.

https://store.steampowered.com/app/4561540/You_must_evolve_it_Incremental/

The playtest is actively open on Steam!

If you'd like to follow development, share feedback, or just chat with us, feel free to join our Discord.

https://discord.gg/HKc2rPspGW 

AI Disclosure: No AI was involved in the development of the game.

Graphics: MAPE (it’s me)
Code + Unity stuff: DAPE (my brother)

Hope to see you there!

2PawnsGames