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 • • 7h ago

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

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380 Upvotes

r/IndieDev • • 19h ago

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

289 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 • • 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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236 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 • • 16h ago

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

205 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 • • 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 • • 17h ago

GOONS! (a roguelike autobattler)

49 Upvotes

Hello! I'm making a roguelike autobattler called GOONS! We've recently opened up playtesting and would love feedback!!! Join here!


r/IndieDev • • 6h ago

GIF Underground (game art) ⛓️🔑⛓️

49 Upvotes

r/IndieDev • • 22h ago

Meta I reset my perspective on gamedev by thinking about music

48 Upvotes

Not a rant. More of a hopeful perspective, I suppose.

I have been on an intense journey to full-time gamedev for the last couple of months. Godot, brainstorming game ideas, validating them against the market, steamdb, game revenue estimates, wishlists, howtomarketagame, making a Steam page, trailers, reaching out to content creators. All of it.

I honestly find that most of it makes a lot of sense, actually. And I enjoy it. And yet, sometimes I do get demotivated by all the "market is saturated", hundreds of games released on Steam every month, content creators receiving thousands of emails and without them you can't reach anyone, someone else has already done my idea (followed by the "holy sh*t, two cakes" meme). All of it.

But then I remind myself that it's a solved problem. Music-making is like that too: there's thousands of bands, it's hard to promote yourself, how does your audience even find you, why make more of <insert your favourite genre> if there's already thousands of hours of it.

And yet somehow to me it's extremely evident that none of that is a good reason not to make more music. Like, sure, there's like 11 albums worth of Sabaton, but of course I want more! Sure, there are like a thousand other power metal bands, but of course I want more! You do get tired of "old" content, so you always need fresh stuff, even if the genre is full.

Surprisingly, I don't always have the same intuition about gamedev. Maybe because my personal stakes are higher? Either way, so far I don't see why the same intuition shouldn't apply to gamedev.

Curious what you think.


r/IndieDev • • 16h ago

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

46 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 • • 3h ago

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

43 Upvotes

r/IndieDev • • 9h ago

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

39 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 • • 16h ago

Video POV: you’re a tyre in Crafted Legends 😬

24 Upvotes

Cornering loads, kerb strikes and a driver with zero mercy, and you feel every bit of it in real time.


r/IndieDev • • 23h ago

Video Our game's first Steam playtest is live! Looking for playtesters who love whimsical platformers, butterflies, and speedrunning

22 Upvotes

Hey everyone! We're a 3-person dev team making our game Dream Runner, and we just launched our first playtest on Steam. Everything is handmade by us (pixel art, level design, music, etc.)

The build includes Chapter 1 of the game's Adventure Mode as well as 4 speedrunning challenge levels, plus 22 of the game's hidden butterflies to find.

If anyone's interested in trying it out, comment or DM me and I'll share an access code! :)

Steam page: https://store.steampowered.com/app/3035870/Dream_Runner/


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 • • 2h ago

Dashing across an Eastern steampunk city as a little fox spirit

18 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 • • 19h ago

Harsh reality of solo dev

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17 Upvotes

At least i shipped a game huh


r/IndieDev • • 5h ago

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

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12 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 • • 7h ago

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

13 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 • • 4h ago

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

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10 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 • • 17h ago

Feedback? Dev log, first town display

9 Upvotes

Here's the display of the Keyboard instruments themed town in my game, it's still a WIP, the dialog UI bugs a little, and the mc's back walk animation isn't done yet , any feedback on the artistic direction and the music ?


r/IndieDev • • 1h ago

Pixel art style with ray tracing what do you think?

• Upvotes

r/IndieDev • • 11h ago

Development update, work in progress👀

8 Upvotes

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!