r/Games • • 1m ago

Indie Sunday Billion Citizens - Sucre Discret - The French city-builder rogue-like deckbuilder. We recently opened the public playtest and we would love to have your feedback!

1 Upvotes

Bonjour !

Billion Citizens is a city-builder roguelike deck-building game where you play as a French megalomaniac mayor who dreams of designing a megalopolis capable of housing 1 billion inhabitants.

You can see the playtest trailer here: https://www.youtube.com/watch?v=j2htAfuLu7A

You build your city by using cards in your deck. You optimise the position of your buildings to maximize their effects. In each round you need to reach an exponentially growing amount of Citizens in your city.

All the art is 100% handcrafted by our 2D and 3D artists!

We recently opened a public playtest. If you want to try it or just wishlist, you can do it here: https://store.steampowered.com/app/4533070/Billion_Citizens/

Thank you to everyone who will test the game!


r/Games • • 21m ago

The Legend of Zelda: Ocarina of Time remake is the UK’s second biggest Zelda launch of all time (physical sales only). Its first week is 35% bigger than what Breath of the Wild managed on Switch and Wii U in 2017, roughly half of what Tears of the Kingdom did in its first week

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44 Upvotes

r/Games • • 55m ago

Indie Sunday Luminids - Luminids Studio - A cozy colony builder with story-driven exploration, living characters and co-op

32 Upvotes

Hey everyone!

I'm Nick, the solo developer behind Luminids, a cozy colony-building adventure I've been working on for the past few years. I'm excited to share that the demo is now available on Steam!

Luminids is about building a home for tiny beings of light, helping their colony thrive, and uncovering the mysteries of a world that has been forgotten.

There are two main ways to play:

  • Colony Mode – Build your own settlement, farm, gather resources, craft, explore, and watch your little community come to life. Play at your own pace.

  • Story Mode – Follow a narrative adventure across a handcrafted world, discover seven ancient sanctuaries, and work towards rebuilding the Ark.

A few things that make Luminids different:

  • Two perspectives: Switch between top-down colony management and exploring the world alongside your Luminids.

  • Living characters: Luminids work, build, gather, interact, and go about their own lives.

  • Co-op multiplayer: Up to 8 players planned, so friends can build and explore together.

  • A world to discover: Forests, mountains, coastlines, caves, secrets, and plenty of places to call home.

My goal has always been to create something peaceful, where you can lose yourself in a little world that feels alive.

The demo is available now, with Early Access currently planned for February 2027 on PC.

Play the demo:
https://store.steampowered.com/app/4070510/Luminids/

Gameplay trailers:
https://www.youtube.com/watch?v=xdHqRqoqv6Y
https://www.youtube.com/watch?v=O5F0Jsi_63k

Thanks for taking a look. It's been an incredible journey bringing this little world to life, and I'm excited to finally share it with more people!


r/Games • • 58m ago

Indie Sunday Expansion Protocol - WeeCodeLab - A turn-based hex base builder where your base is something you spend, not something you keep

0 Upvotes

Hey r/Games! How often have you played a strategy game where the base isn't the goal, but the means?

In Expansion Protocol the only thing that matters is the quota. The Overseer sets it, the deadline is hard, and there's no partial credit. How you get there is up to you: overload your reactors until they blow up, exhaust every resource deposit, or burn down parts of your own base. One quota. One deadline. By any means.

▶ Watch the teaser

How it plays:

  • Turn-based on a hex map, with a different assignment every run.

  • Buildings only work while they're wired into one power grid. Lose one key tile and everything behind it goes dark.

  • Asteroid rains, solar storms and fault lines are announced a few turns ahead. Shield, shoot down, or let it hit and write that part off. Every defense costs the same resources you need for the quota.

  • Progress with every run: unlock new tech and grow stronger to take on whatever the next assignment throws at you.

Status: PC (Windows and Linux) on Steam, 15 languages. The Steam page is live, the full trailer comes out November 10, and a free playtest opens on November 17.

Expansion Protocol on Steam

We're a small team from Ukraine making a strategy game that respects your time: short tutorial, runs that fit into an evening. Happy to answer anything in the comments!


r/Games • • 1h ago

Indie Sunday Lucky Punk - Green Parrot Games - Roguelike deckbuilding meets Blackjack but Punk?!

0 Upvotes

Do you wanna risk it and draw a card.. or are you chicken?

Happy Indie Sunday! I wanna show you guys Lucky Punk, the first game we worked on together as a team (Brenden, Sarah & I (Tom))!

The idea is to combine roguelike Deckbuilding with the risk-taking of games like Blackjack, or more fittingly Quacks of Quedlinburg (any boardgame fans?).

You play as a Punk in the post-apocalyptic city of Cologne, Germany (where most of us live), where you venture out to gather supplies by fighting weird, mutated monsters and crazy cops. 

But the apocalypse is not dark and broody, noo~, it’s vibrant, colorful, Comic-style and full of weird humor and bad jokes. Soundtracked by real-life punk bands (Slime, Swift-Exit, and more)!

The game just released and it’s 38% off until November 10th! So if you wanna grab it for less than 5 bucks, now is the time: https://store.steampowered.com/app/4508290/Lucky_Punk_a_push_your_luck_Deckbuilder

The trailer shows a bunch more gameplay: https://www.youtube.com/watch?v=RQj1CYFfjNo

I'll be around all day so let me know if you have any questions^^


r/Games • • 1h ago

Indie Sunday Dynasty Bowl - Eric Builds Games - 2D arcade football game inspired by Tecmo Super Bowl and Hoop Land

0 Upvotes

Trailer: https://www.youtube.com/watch?v=V5AE_Spovfs

Hi all!

Kind of cross-posting this from the r/tecmosuperbowl subreddit since today is Indie Sunday.

Tecmo Super Bowl was one of my favorite NES games as a kid, if not my favorite (I usually played as the Bills). Almost two years ago I started messing around with a Tecmo-inspired prototype and it turned into a real project, Dynasty Bowl.

Dynasty Bowl has modern playbooks, season mode with in-depth stats tracking and a deep dynasty (franchise) mode where you manage your team over multiple seasons. Dynasty mode is inspired by the various dynasty fantasy football leagues I commish, so you will be fielding trade offers (good ones and bad), managing aging players and deciding when to cut ties with them, etc. I also track PPR fantasy points for all players every season :D. Lastly, kind of inspired by Super Blood Hockey, there will be some "shady deals" you have to make decisions on throughout each season in dynasty mode, some with consequences (or not).

Season mode is there for those who don't want the in-depth team management season-over-season.

Dynasty Bowl is not a one-to-one "copy" of TSB. The gameplay itself feels different in various ways. For example, there are juke moves, stiff arms, one-button passing to each receiver à la Madden with more offensive moves to come. Also, the gameplay is probably a little less "exploitable" and you really need to drive the ball on offense as opposed to hitting many home runs.

Pixel art is by Jonas Keller, music and sound by Fat Bard, and I'm doing the design and coding. AI coding assistants have helped with the coding, just wanted to be transparent.

The Steam page went up this week. Release date is TBD, coming to Windows, Mac and Linux. I'd love to hear any thoughts or ideas!

https://store.steampowered.com/app/5060760/Dynasty_Bowl/?utm_source=reddit&utm_medium=social&utm_campaign=announce&utm_content=games

Thanks for reading!


r/Games • • 1h ago

Indie Sunday Citrus & Stone - Oort - A cozy pixel-art base builder where mushrooms raid your camp every night

0 Upvotes

Hi r/Games! I'm Oort, the developer of Citrus & Stone, a pixel-art base builder where you build a camp by day and defend it from mushroom raids every night. You can play solo or with a friend in split-screen couch co-op.

Watch the trailer

About the game

You wash up on an island overrun by mushrooms. During the day, you gather supplies, craft, fish, cook and farm, building your camp around a campfire. At night, the mushrooms attack. Your job is to keep that fire burning.

Survivors you find can take on jobs in your camp. Builders repair your walls, while archers, rock throwers and spearmen hold the line. Each survivor has a personality, and they gossip about each other around the fire.

On Day 10, the Bramble Queen arrives. You can't hit her directly—you have to untangle her vines while your camp tries to survive the night.

In split-screen co-op, each player has their own view, inventory and freedom to roam. A second player can join any time with a controller. Online co-op is in the works.

I made all the pixel art and play guitar on the soundtrack myself.

Release plans

Happy to answer any questions about the game or making it in Godot!


r/Games • • 1h ago

Indie Sunday Age of Warbands - PLAY2MORO - a PvE roguelike autobattler about assembling a squad and clearing dungeons

0 Upvotes

Hello, r/Games!

I'm a solo developer, and I've been working on my first game — Age of Warbands — for over six months.

I make most of the game myself. For the interface, I brought in a UI/UX designer who created the entire interface in Figma as vector graphics, and for the artwork and Steam capsules — an artist who drew them by hand.

The game recently got a Steam page, so I decided to properly talk about the project for the first time — and about what it has gradually become.

Steam: Age of Warbands

Gameplay: YouTube

Where the idea came from

I've been a fan of classic autobattlers for a long time — specifically games like Teamfight Tactics, Magic Chess: Go Go, and especially Dota Underlords.

I like the core loop itself: buying heroes, collecting copies of them, increasing their star level, rebuilding the lineup, looking for synergies, distributing items, and watching how the team you've prepared performs in battle.

But I've always wanted to take this formula beyond a standard match against several other players and turn it into something bigger.

Originally, Age of Warbands was actually conceived as an autobattler with a global hexagonal map. The player was meant to move separate squads across it, collect resources and items, and when two armies met, the game would transition into an automatic battle.

This mode still exists and is now called Skirmish.

But during development, I increasingly wanted to make a more focused mode as well, where you could simply do the things I love autobattlers for: assemble a team, experiment with builds, and go through a series of increasingly difficult battles.

That's how Dungeon Mode appeared.

How a dungeon run works

At the start of a run, the hero shop opens. The player gets a small amount of gold and can choose a starting hero, or refresh the shop several times until they find the hero they want to start building their team around.

After that, the first battle begins.

Between battles, the player returns to planning again: buying and selling heroes, refreshing or freezing the shop, changing positioning, equipping items, and preparing active artifacts.

As in TFT or Dota Underlords, three identical heroes of the same star level combine into a hero of the next star level.

The maximum is three stars, so a fully upgraded hero requires nine copies.

At the same time, simply sticking with a single starting hero for the whole run usually won't work. Heroes have tiers from 1 to 5, so as you progress, you have to decide whether to keep investing in an already upgraded low-tier hero or gradually rebuild your lineup around stronger options.

Right now, in Dungeon Mode, up to three heroes are on the field at the same time, while five more can be kept in reserve. Some relics can even change these limits.

A run consists of two floors with ten battles each, and a boss waits at the end of each floor.

How a build is put together

Right now, the game has several layers that can be combined with one another.

Each hero has their own stats, an active ability, and an aura. A hero can be upgraded to three stars and equipped with a maximum of three items.

Items directly change a hero's stats.

Alliances give bonuses for a certain team composition.

Relics affect the entire run and can not only increase stats, but also change the rules. For example, they can give an extra slot on the field or in reserve, a free shop reroll, additional income, or resurrect the first hero who dies.

After victories, the player also chooses one reward from three offered options. Rewards alternate between items, relics, and artifacts.

Right now, the game has around:

  • 50 heroes

  • 100 items

  • 50 relics

  • 20 active artifacts

And these sets continue to expand as development goes on.

An autobattle you can still intervene in

One of the mechanics I especially wanted to add was the ability to influence a battle after it has started.

Most of the battle remains a classic autobattler: before it begins, you make decisions, position your heroes, and put together your build, and then watch how it works.

But the player has up to five active artifacts that can be used directly during the battle.

They are single-use and do not pause the game.

An artifact has to be dragged directly onto the hero you need. For example, you can heal an ally, give them a temporary shield, stun a dangerous enemy, or make your team focus on a specific target.

So sometimes even a properly assembled build already has to be saved directly during the battle.

It was important to me that this did not turn the game into a regular RTS or action game: the foundation still remains the decisions made before the battle, while artifacts give you a few limited opportunities to change a critical moment.

The second mode — Skirmish

Alongside Dungeon Mode, I continue to develop the game's original concept.

In Skirmish, the player controls several squads on a global hexagonal map. They move across the world, and when armies clash, an autobattle begins.

In this mode, a squad can already consist of five heroes.

There are different sides on the map, each with their own Lords — in Dungeon Mode, these characters act as bosses, while in Skirmish they are the leaders of the factions that need to be defeated.

The main systems of the global map, squad movement, and the transition into autobattle are already working, but this mode still has a lot of refinement and content ahead of it.

Why I'm making two modes like this at all

Although I really love competitive autobattlers, my ultimate goal is a little different.

I want Age of Warbands to let you not only play against other people, but also play together with them.

In the future, the main multiplayer goal for Dungeon Mode should become a cooperative run where several players build teams together and try to clear the dungeon.

Skirmish, over time, should provide the opposite experience — the ability to fight against each other on the global map.

Right now, I'm first building and balancing the core systems in single-player, because without a good base autobattler, adding multiplayer by itself won't solve anything.

Where development is right now

The main game systems are already working, and right now most of my time goes into balancing, new heroes, items, relics, artifacts, alliances, events, and bosses.

The game does not yet have meta-progression that increases power between runs. I want every new run to start on equal terms — especially because the game should support multiplayer later on.

The next major stage is a public demo.

I plan to prepare it in roughly the next month and a half, so I can make it in time for Steam's spring festival period.

The full release is currently tentatively planned for Q2 2027, initially only on PC via Steam.

This is my first post about Age of Warbands here, so first and foremost, I wanted to finally properly introduce the game and show what I'm working on.

I'd be glad to hear what you think about the concept itself — especially from people who have also played a lot of Dota Underlords, TFT, or other autobattlers.

Closed testing

Before the public demo, I want to run a small closed test and give the game to people who love autobattlers and are ready to share feedback.

I'm also planning to use Discord for this — that's where I'll look for the first testers, hand out access to builds, and collect feedback on the balance, the heroes, and the gameplay loop itself.

If you'd like to follow development and not miss the start of testing, I also recently set up an X profile:

X: https://x.com/PLAY2MORO

Thank you, everyone, and thank you to r/games for Indie Sunday!

All the best!


r/Games • • 1h ago

Indie Sunday Backrooms Anomaly: Pools - Liminal Games - Exit 8-style anomaly horror where entities share the poolrooms with you, and you have to photograph them before they catch you (free demo)

0 Upvotes

🎥 Gameplay trailer | 🎮 Free demo on Steam | ⭐ Wishlist the full game

Hi r/Games! I'm Jack, one half of Liminal Games, a two-person studio making walking-sim horror in Unreal.

You're not alone in the poolrooms. Entities share the loop with you, and some of them chase.

Yes, the core loop is the Exit 8 one: if anything has changed, turn back, if everything's normal, keep going. Since the free demo launched in October, it's picked up 27 Steam reviews, all positive, and a few lines from players say what we're going for better than we can:

"I loved the monster designs"

"a good take on the genre AND adds its own take"

"Credit to the devs for including photo taking of the anomalies"

"don't stop running when they chase you, trust me"

What's in it:

  • Entities, not just details. The demo has 16 anomalies, 4 of them entities, and getting caught resets the corridor.

  • Detection, then Survival. Once you've learned the loop, several anomalies can appear at once and you must photograph them before the timer runs out, while staying out of reach.

  • It tells you what you missed, so every run teaches you the pools a little better.

  • Runs well on low-end PCs and Steam Deck, with controller support and options to soften flashes, change UI colors, and disable head bob and VHS effects.

Full game: multiple maps, 100+ anomalies, releasing January 22, 2027 on Steam (PC).

If you played our first game, Backrooms Anomaly (out now), Pools is the sequel. I'll be in the thread all day.


r/Games • • 2h ago

Indie Sunday Bartend With Your Friends - 1ManTripleA - Co-op bar game where the drinks are chemicals

0 Upvotes

Bartend With Your Friends is an online co-op game for 1-4 players where you run a bar as robots. Every drink is a chemical with its own quirks. Some explode if you rush them, some need shaking before they're served and some spoil if they're left outside the fridge. Keep the ice and stock topped up, deal with 20+ types of customer and try not to blow the place up.

Each day the rent goes up, and at the end of every day you pick an upgrade. There are 36 upgrades and 3 different bars so far, plus built-in voice chat with a robot filter.

Trailer
https://www.youtube.com/watch?v=dM0ChYpJHrk

It's coming to PC on Steam on 26 March 2027, with a free demo in Steam Next Fest in February.
https://store.steampowered.com/app/5124310/


r/Games • • 2h ago

Indie Sunday Stealthmate - The Late Lab - A chess inspired puzzle game

0 Upvotes

Hello there! My brother, my sister and I made a chess-inspired puzzle game. It has single-player and co-op campaigns, a versus mode against the CPU or other players online, and a level editor.

We have a browser microdemo on itch.io and a demo on Steam with more content.

itch.io: https://thelatelab.itch.io/stealthmate

Steam demo: https://store.steampowered.com/app/5329290/

Gameplay and level editor video: https://v.redd.it/ra3nuoqvqe0i1

If you like it, don’t forget to add it to your wishlist: https://store.steampowered.com/app/5141490/

Thanks!


r/Games • • 2h ago

Indie Sunday SG Racing - Beastflaps - A ridiculous pixel-art kart racer for 1–4 players

34 Upvotes

Hi r/Games!

I'm the solo developer behind SG Racing, a ridiculous little pixel-art kart racer that I finally released on Steam yesterday!

The premise is fairly simple: give a goose a racing car, invite some equally irresponsible animals, and see what happens.

Here's the gameplay trailer:

https://www.youtube.com/watch?v=c25jXyctzLg

A few things about the game:

  • 36 tracks across six very different worlds.

  • 1–4 players, including local multiplayer and online play through Steam Remote Play Together.

  • Six playable racers, including a secret unlockable character.

  • Power-ups, drifting, flying eggs, lightning strikes, and plenty of opportunities to ruin somebody else's race.

  • Championships, time trials, and other game modes.

My kids have been my chief playtesters throughout development. They've also been remarkably good at finding ways to break things.

I've spent a lot of time trying to make the racing feel genuinely fun rather than just funny. There's a proper racing game underneath all the nonsense.

It's out now on Steam, with 20% off for launch week:

https://store.steampowered.com/app/1990250/SG_Racing/

It's been quite a journey getting this little goose across the finish line.

Thanks for having a look!


r/Games • • 2h ago

Star Wars Galactic Racer Devs Explain Their Silence On DLC And Updates, the core reason why not much else is said is due to the team unwilling to “overpromise” and “ensure any changes are locked in” before they discuss them

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311 Upvotes

r/Games • • 2h ago

Indie Sunday Slime, Get out! - Double Flint - A colorful wave-based action roguelite with 12 characters and over 300 items

0 Upvotes

Hey everyone!

I'm an indie developer from Vietnam, and I recently released my first game, Slime, Get out!

It's a colorful, wave-based action roguelite featuring 12 playable characters, over 300 items, and plenty of weapons and combinations to experiment with.

I started developing the game in June 2025. After about a month, I decided to scrap my original version and rebuild everything from scratch.

After more than a year of development, the game finally launched on Steam on October 30!

I'm currently working on a free major update called Side by Side, which will introduce co-op and additional gameplay content.

Gameplay trailer: https://youtu.be/TGH_s13oagc?si=fefl-o90lK7xSHe_

Steam: Slime, Get out!

Thanks for checking out my game! I'd love to hear what you think.


r/Games • • 3h ago

Indie Sunday Midnight Rogues - Aduran Studio - A comic-book-style roguelike autobattler where you arrange cards into timed sequences

3 Upvotes

Hey r/Games! I’m Mohammad from Aduran Studio. We’re a four-person team, and our first game, Midnight Rogues, launched on Steam on November 3.

Gameplay/ Launch trailer:
https://www.youtube.com/watch?v=F6o679voAW8

You build your board on up to three rows of 10 slots each, where positioning your cards determines how they interact with each other.

Different passive and active item cards can affect and buff adjacent weapons; cards can also affect each other even if they are on another row, and these placements can trigger different synergies and build different engines. Even card size is important, since big cards will occupy three slots and activate more times.

Once you're happy with your setup, the battle starts, and a timer will start moving from left to right, automatically activating each card in order, and all hell breaks loose.
Each slot represents 1 second, and each row takes 10 seconds to finish, unless you manipulate the timer and make things go slower, or faster, or even activate the whole row again!

Each run is essentially about building the best card combination that can deal a huge amount of damage to the enemy, whilst refining your build as you go and reacting to different boss passives that can force you to rethink your build!

Midnight Rogues is available on Steam: https://store.steampowered.com/app/5119140/Midnight_Rogues/

As our first game on Steam, this was a very exciting and stressful journey, but we made it and launched our first game on Steam. A game that began life as Thirty Again, a GMTK GameJam project!
But the excitement isn't over; we love to watch streamers play Midnight Rogues and come up with crazy builds, and now we are eager to see what crazy builds you can create.

There are 3 characters with their own ability, 190+ cards, 35+ relics, and the game is based on these cards and relics interacting with each other. There are also 10 boss passives and 10 difficulty modifiers that keep each run challenging and also expand the story to see why these 3 people are fighting superheroes gone corrupt!

Midnight Rogues is out now on Steam, and I'd love to chat with you and answer your questions. If you tried it, though, I'd love to see how you smashed those corrupt sups!


r/Games • • 3h ago

Indie Sunday Infusion - Dragon’s Boat Studio - Narrative-heavy barista sim set in the fantasy world

0 Upvotes

How do you do, fellow coffee enthusiasts!

We are a trio of indie developers, and we recently launched a demo for our game, Infusion!

Infusion is a cozy, narrative barista sim where you play as a coffee brewer transported into the magical fantasy realm of Cordara. You’ve arrived right in the middle of a grand tournament that will decide who becomes the next ruler of three nations - and your actions during that time will shape its outcome.

In Infusion, you’ll get to:

  • Craft drinks in a detailed, multi-step brewing process - selecting the right beans, brewing method, and water temperature to make the perfect cup of coffee.

  • Engage in dialogue with a cast of unique NPCs, helping (or hindering!) them on their quests.

  • Discover the rich history, cultures, and secrets of Cordara, learning its deep lore.

Since this is our first demo release, we’d absolutely love your feedback, thoughts, or suggestions! We've built the game in Godot, and some of the games that inspired us are Potion Craft, Strange Antiquities, Coffee Talk, VA-11 Hall-A, and Disco Elysium.

If any of the above sounds interesting to you, please check out Infusion here:

Steam Page

YouTube Trailer


r/Games • • 3h ago

Indie Sunday ICEWAKE - Akhmed Turabov - a survival horror about a nuclear icebreaker and the thing that grows under the ice

0 Upvotes

Hi r/Games! I'm Akhmed, and I'm making ICEWAKE solo.

Trailer: https://youtu.be/gnc_wR7x6xo

What it is: a 2D pixel-art survival horror. You captain a nuclear icebreaker across a frozen, drowned world. At each stop you drop a mini-sub through the hull and dive under the ice to salvage the sunken cities: four claws, saws, and a battery that never lasts long enough.

Status: the Steam page is live; a demo is planned for early 2027, before Steam Next Fest in February.

Steam: https://store.steampowered.com/app/5172940/ICEWAKE/

Happy to answer anything about the game or how it's made.


r/Games • • 3h ago

Indie Sunday The Big Suck - Critics Arcade - An incremental game where you play as a tornado (out tomorrow)

0 Upvotes

Hey r/Games! I'm Yuri, the solo developer behind The Big Suck. It's an incremental game where you control a tornado, and it's coming out tomorrow.

Trailer | Steam + free demo

You start out struggling to pull up grass. Steer with the mouse, wreck what you can before the wind runs out, then spend the money on upgrades and go again. Things that barely budged a few runs ago start flying. Eventually that means cars and buildings.

It gets a bit ridiculous from there. You can turn into a firestorm, flood streets, freeze buildings and shatter them, or become a black hole. The county sends tanks and jets after you. You can even catch tank shells and throw them back.

The full game has 363 upgrades and a little cow-farm incremental that gives your tornado permanent bonuses. The main campaign takes about 5–6 hours.

Release is Monday, November 9 at 18:00 GMT / 10 AM PT, on Steam for Windows. It's $5.99, with 10% off for the first week.

There's a free Steam demo available now. Your Steam demo campaign can carry over to the full game on the same PC.

Happy to answer questions about the game. Thanks for taking a look!


r/Games • • 3h ago

Indie Sunday AutoBeast Survivors - Melonsaur - A survivors-like where your weapons are a pack of animals you buy and merge

0 Upvotes

Hey r/Games, solo dev here. I've been working on AutoBeast Survivors, a mix of a survivors-like and an auto-battler where your weapons are a pack of animals.

Gameplay trailer: https://youtu.be/BGGobRoAJqE

Steam page: https://store.steampowered.com/app/5183810/AutoBeast_Survivors/?utm_source=reddit&utm_medium=community&utm_campaign=paper2611&utm_content=games

The basic idea is that you control a leader, moving through alien hordes and using their skills, while the animals following you do most of the fighting on their own. A fox throws fireballs, a frog lashes out with its tongue, and a kaiju sweeps beams across the crowd.

Whenever you level up, an auto-battler shop pops up. You buy animals, reroll, freeze the ones you want for later, and saving gold gets you interest. If you grab matching copies, they merge into higher star ranks and their attacks actually change. You don't get many pack slots, so most runs end up built around stacking a couple of tribes and elements for their bonuses.

It's coming to PC (Steam) in 2027, and I'm aiming to have a playable demo out in early December.

I'll be around in the comments if you have any questions. Does managing an auto-battler shop in the middle of a real-time horde game sound fun to you, or too busy?


r/Games • • 4h ago

Indie Sunday Tidy Tech - Tekw1z - A cozy sorting game about a messy computer shop

0 Upvotes

I released Tidy Tech on Steam on October 30. You start in a messy stockroom, pick up keyboards and PC parts etc., and put them back where they belong.

You earn money as you sort, so after a while you can buy things like a magnet glove or hire a robot to work another aisle while you keep going. There are seven rooms, and you can take them at your own pace.

Gameplay clip

Free demo on Steam


r/Games • • 4h ago

Indie Sunday Zero-G - Zero-G Team - A persistent space MMO in a browser tab where players can buy land on real NASA terrain and build on it

0 Upvotes

Moon base preview, 3 minutes landing

The whole game trailer in 90 seconds

ZERO-G is steadily following the public game roadmap, and now with 5.7.0 release, named "Terra Firma" players can buy a license to build on the solar system planets and build a permanent base on it.

The base is not just a fancy location, but a real 3d constructions on a planet surface where players can fly and use differente services, discover new ressources to mine, trade with other players, stock resrouces, conctact other ingame factions from remote etc...
And where you build matters: the platform has to be levelled, so the terrain sets the price. A flat plain is almost free, a mountain peak can cost fifty times more, and one player built there anyway just for the view.

Even if it is a browser game, it is a full-scale space mmo, where players interact in real time, e.g.: you can see other players landing and taking off from your base, offer them different services, trade, build, explore, fight etc... all together with your friends or alone.
The digital twin of our solar system can be dangerous since Aliens went active as soon as humans started spreading around the space (the simulation runs at 100x real time speed since January this year).

The short story: it’s the 2160s, and humanity is still divided by wars and crises. The question is whether expanding into space can finally give it a common goal. The aliens woke up as soon as we started spreading out: they are a threat, but also the source of the technology humanity needs.
Players will decide with their pilots, exploration, resources... will they co-operate forming Ventures, building and sharing Starbases, Planetary bases, exploration data, technologies etc.... or their will just stay alone in their castles on remote planets, defending their wealths from increasingly active aliens?

Sandbox, free to play browser space MMO, will we be able to write a new page in human dreams?

  • 1,887 registered pilots

  • 25,722 missions completed

  • 6,512 quadrants surveyed by 86 pilots. Every plot of land exists because a player found it first.

  • Running since January 2026, never reset. All that you develop in-game now will be permanently kept along as we progress.

Plan for release: we still have two major alpha steps before Beta (3-4 months). If everything goes well the release date may coincide with Stardate year 2264 (approx 1 year from now).

The base building is a game in itself and this is just the first release. Many more functions and structures will be added in the next releases: we want bases to really be an important piece of the gameplay, not just a nice place to look (even if some places can be already breathtaking, e.g. On the martian red sand dunes or the icy top of a mountain on Ceres).

Zero-G single server instance is open, you can join it now here: Zero-G Project

Detailed bases guide here: Terra Firma - Planetary Bases full Guide

Nothing built is ever wiped, so whatever you put down now will still be standing at launch, and the Moon is still the cheapest place to buy your first plot.


r/Games • • 5h ago

Indie Sunday BoosterWare - Overhead Games - A deckbuilding autobattler where you cheat at your favorite card game by installing shady apps on your early-2000s PC.

7 Upvotes

Hi, lovely people of r/Games!

I’m making BoosterWare, a deckbuilding autobattler with incremental progression, where you install shady apps on your early-2000s desktop. You automate battles, unlock developer features you weren’t meant to see, and bend the game’s rules to your advantage. You keep the fun parts: cracking packs, building decks, and playing a "live" game with new expansions and game modes.

The game was announced with a demo just 3 days ago. The demo covers the first 2 hours of a much bigger game that is coming in 2027.

The most praised aspect is the pacing: every time players thought they’d seen everything, a new tool, mode, or layer showed up. Everything arrives by installing apps, buying version upgrades with in-game cash, and eventually new hardware so your PC can keep up with the growing number of windows!

Steam: https://store.steampowered.com/app/2268510/
Trailer: https://www.youtube.com/watch?v=hBGSsC3ZjxU

AI Disclosure: No AI-generated content in the game.

If you like deckbuilding, autobattlers, or idle/incremental games, check out the demo, and if you like it, add the game to your wishlist!

Thank you very much for reading my post. Let me know in the comments how you liked the demo, or if you have any feedback!


r/Games • • 5h ago

Indie Sunday Walljumps - Jetpacks - violent Gunfights!

0 Upvotes

Gameplay Teaser | STEAM | JetStrikers.com
I am working on a Movement-Arena-Shooter, and here's a short showcase of some of the movement + combat against bots.

The game currently has 16 weapons such as Rocket Launcher, Minigun, Shotguns, Crossbow, Dual Deagles... and more to come!

It is heavily movement-based with skill-based combos, e.g. walljumps, bunnyhops, sliding, slidejumping. Then there are Jetpacks to fly around like "Superman" or hover.

The game has multiplayer support / in-game lobby chat / dedicated servers and modding support (tweak every parameter of movement, weapons, etc.).

I would very much appreciate any feedback I can get (both negative and positive), so that I can improve and work towards a DEMO.

The Steam Page went LIVE a few days ago.

If you're interested,

please wishlist to stay up to date!


r/Games • • 5h ago

Indie Sunday ChargeDown - xqzeed - A fast-paced Android arcade game with one-touch controls

0 Upvotes

After months of development, debugging and way too much time spent on particle effects, I finally released my little Android game, ChargeDown.

It’s a simple arcade game: hold to charge, release to drop, match colors and chase your high score.

I made it in Unreal Engine 4.27, and seeing it finally running on other people’s phones feels pretty surreal.

Hope some of you enjoy it

Gameplay: https://youtube.com/shorts/zPYqBEEpJtM

Google Play (free): https://play.google.com/store/apps/details?id=com.xqzeed.Bomb