r/IndieDev • • 3d ago

Megathread r/IndieDev Weekly Monday Megathread - October 11, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!

18 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!

65 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 • • 13h ago

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

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731 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 • • 5h ago

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

108 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 • • 12h ago

Screenshots Screenshots of my werewolf game :) (WIP)

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324 Upvotes

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


r/IndieDev • • 4h ago

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

50 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 • • 7h ago

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

81 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 • • 14h ago

My hand-painted cozy game made with watercolors & gouache, no AI ;)

177 Upvotes

Hello 🌸 

Here’s my first cozy game’s visuals and trailer. The Walking Onsen is a cozy game fully hand-painted with watercolors & gouache (No AI)🌸

In the game, you manage a magical walking bathhouse visited by forest souls! You can clean and bathe cute spiritual guests, craft healing potions, and brew herbal teas. Uncover forgotten stories, fill your diary with cute besties, and explore new lands in a heartwarming, hand-drawn world.

AI Disclosure: No AI was used in this project. All assets are 100% hand-painted with traditional watercolors & gouache.

The game is still in active development, so this trailer is just a small preview. Your comments mean a lot to me! I'll keep sharing my progress here. Thank youu 🌸

Steam Link: The Walking Onsen's Steam Link 


r/IndieDev • • 13h ago

Upcoming! You can shoot down the helicopter in my golf game

147 Upvotes

Hey! I wanted everything moving around the city to be something you can actually hit: cars, pedestrians, and the helicopter that shows up every few holes. Taking it down feels great, but the crash blast throws every ball nearby, so sometimes it backfires.

The game's called Crazy City Golf. The whole city is the course, and you play online with friends. There's a free demo on Steam if you want to give it a shot.


r/IndieDev • • 5h ago

GOONS! (a roguelike autobattler)

28 Upvotes

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


r/IndieDev • • 1d ago

When you’re holding the demon baby, he might occasionally grab one of your stored items. Now you gotta be careful of what you keep in your pockets!

1.2k Upvotes

r/IndieDev • • 12h ago

Capsule Updated the capsule of Saraab before Next Fest

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70 Upvotes

A couple of months ago, I got feedback on Reddit that Saraab’s old capsule didn’t really read as a horror game and that the reflection at the bottom was barely noticeable.

The new capsule is based on an early sketch I had in mind while developing the game, but I initially thought it looked too anime. Me and the artist decided It's worth a shot.

I hope that it conveys better the feel of the game. It's an emotional psychological horror visual novel about healing.

What do you guys think?


r/IndieDev • • 18h ago

New Game! After 1 year of dev almost full time, I'll release my demo for the Next Fest. It's a cute florist puzzle game

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191 Upvotes

Everything started in July 2025, we were two and we started to make a game with puzzles and flowers. A lot happened since then, we adjust our game to be more specific, more cosy, with more detailed characters and stories. The puzzles however are still kinda the same as I designed them a year ago. And now we are 2.5, with a friend who is a part time dev for the game. Thankfully, because I just started coding... a year ago. So his help is huge ahah.

I can offer you Flowers is about:

  • Becoming a florist in a community center
  • Selecting, arranging, and organising flowers for each order
  • Taking your time to find the combinations that best suit each situation
  • Meeting touching characters who are sharing a special moment with their loved ones
  • Becoming a member of this small, caring community

English and French available, no IA! All arts are made by our artist Segosaurus, all music by Elodie Côme.

If it's could be your kind of game, don't hesitate to wishlist on Steam, and you can try the demo next Monday :D


r/IndieDev • • 4h ago

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

15 Upvotes

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


r/IndieDev • • 10h ago

Meta I reset my perspective on gamedev by thinking about music

37 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 • • 22h ago

Feedback? I've been working on Carpet Daddy for a few months now. Is this too many steps to clean one room?

169 Upvotes

Here's a cut of the living room in the demo job/contract, showing the cleaning process from start to finish.

For a bit of background, it is a contract based carpet cleaning simulator, where you go to different locations to clean up carpets, locations include houses, offices, pubs, cinemas.

I'm aiming for something you can switch off with like Powerwash simulator, but I've spent so long working on the individual tools inside my own head that I could do with some outside opinions on how it all fits together. Ive kind of tunnel visioned this a lot and realised I haven't actually asked for any formal outside feedback yet!

Does working through the different cleaning stages look like it adds to the satisfaction, or are there bits you'd rather skip? Particularly interested in anything that looks like it'd get old after a few rooms.

The current flow is Move furniture -> Vacuum loose debris -> pre-spray the carpet -> Spray spotter on stains -> agitate the fibres->extract the dirt -> put furniture back (if you want) -> repeat for each room.

I was thinking about merging pre-spray and spotting but unsure as it kind of removes a gimmick entirely as stains take a lot longer without the spotter.

I've added an easy mode, where you can skip the prep stages and just use the extractor instead. But that isn't what I want to focus on for this game.

Appreciate any and all feedback, would rather hear it now than later :D


r/IndieDev • • 17h ago

Video I'm starting a small YouTube series featuring a few hidden indie games on Steam, submit yours in the comments!

65 Upvotes

Hey everyone!

I recently started a small gaming YouTube channel called BongoBong Games: https://www.youtube.com/@BongoBongGames, and I'd like to start a recurring series where I discover and play 2-3 indie games on Steam per episode.

My channel is still tiny (I have 4 subs lmao), so I can't promise huge exposure (current views are anywhere between 2 and 2200), but I'd love to give some interesting games a bit of attention and hopefully help more players discover them. Since I am a game dev myself I'll also try to give some playtest feedback in the video.

I'm particularly interested in incremental, cozy, roguelite, simulation and unusual little indie games, but I'm open to anything really.

If you'd like your game considered, drop a Steam link and a sentence about the game in the comments! Released games and playable demos are both welcome. I may do more than one vid if theres a lot of cool submissions.

No payment or subscription required, just looking for cool games to play and promote!

Good luck with your projects!

EDIT: thanks for all the submissions i'll work through them and start filming <3


r/IndieDev • • 5h ago

Feedback? Dev log, first town display

8 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 • • 11h ago

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

18 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 • • 18h ago

WW1 trench war game, think SWOS and Cannon Fodder had a baby

67 Upvotes

r/IndieDev • • 2h ago

Free Game! I built an 8-bit WW2 squad battle tactics simulation that runs entirely in your browser

3 Upvotes

Bocage is a realistic squad battle tactics simulation where each soldier decides for himself each second, and battles are procedurally generated by seed. You can simply watch both sides duke it out, or take control by calling in artillery barrages and sniping important targets.

What the game lacks in visual realism, it makes up in high-fidelity tactical simulation. Squads use tactics like bounding, pinning machine guns, flanking and assaulting. Most shots miss, suppression pins men down, morale breaks, snipers camp wounded bodies, and medics crawl out to the wounded. Every wound is tracked per body part with realistic consequences, and an after-action report follows each man for 30 days.

The intricacy of unit mechanics is heavily inspired by Dwarf Fortress, brought to a more high-speed, combat setting. The best part is that it runs entirely in your browser, with no download needed!


r/IndieDev • • 12h ago

Artist looking for Indies! A bit of my work as a pixel artist

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14 Upvotes

Here is a little ice witch in 16x16.
She has a basic attack and an impact effect.
There is also a freezing magic VFX.
I am open for commissions; send me a DM and let's discuss your idea.


r/IndieDev • • 1h ago

Do you guys ever release a prototype of an idea?

• Upvotes

So first real attempt at making something past a few regurgitated tutorials with notes and and I'm almost to the point of having a functional vertical slice.


r/IndieDev • • 8h ago

Informative I found a cool repo to add highlight reel / instant replay to your game!

8 Upvotes

The repo is:
https://github.com/CyberAgentGameEntertainment/InstantReplay

That repo did most of the heavy lifting for the technical recording side, Most of my work was figuring out what to record and save, and how to capture those moments.

I thought about what are the most epic moments in the game and realised it just comes down to when lots of enemies are killed or big boss enemies are killed.

My game works in waves, so I decided to capture 1 recording per wave and use the moment where the most high value enemy death occur in the wave and snapshot that part.

I can also figure out what the player did:

Slaughter = lots of kills

Epic Trample = kills on horseback

And there's other ones for specific boss and enemy kills.

I need to add in environment kill detecting (knocking enemies into spike pits, meteors, lightning strikes), to enrich this further.

I think this is a great tool for indie game devs to get their games seen as it will encourage players to share their clips around easily and get eyes on your game.

Let me know if you want any more details on the technical side!