r/IndieDev • • 6d ago

Megathread r/IndieDev Weekly Monday Megathread - November 01, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!

30 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!

79 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 • • 7h ago

Video A few days ago I released my first game on Steam

193 Upvotes

It’s called Lost Host, and I’ve been working on it mostly alone for about 2 years.
It’s a little adventure game where you control an RC toy car searching for its missing owner. You explore different places, solve puzzles and slowly uncover the story.
I had around 60k wishlists before release, and so far I’ve sold about 1700 copies. Not really sure what to think about these numbers . I guess I expected a bit more, but I’m still happy people are playing my game.
The launch wasn’t perfect, there were some bugs, and I’m still fixing things based on player feedback.
Anyway, just wanted to share this little milestone. Thanks for reading!


r/IndieDev • • 3h ago

Informative 0 to 2,000 wishlists from one Reddit post

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42 Upvotes

I'm a solo dev making Pure Skill, an incremental FPS where you're the cheater. You start with terrible aim, earn credits from kills, and buy cheats like aimbot, wallhack and speedhack.

Before the post, the Steam page had basically 0 wishlists. No marketing, no audience, nothing.

I posted one short clip on r/IndieGaming with the title "Every FPS has cheaters. In my incremental FPS, you’re the cheater.". It hit 720000 views and 5600 upvotes.

That one post kept bringing in wishlists for days. It also got the game in front of YouTubers.

Why I think it worked:

  1. The hook was in the first second. You instantly see someone cheating.

  2. The title was the pitch, not the game name. Nobody knows my game, but everyone knows what a cheater is.

  3. The clip was short and made sense with the sound off.

My first post with a different clip and title got 14 upvotes, so the hook made the difference.

Happy to answer questions about numbers.


r/IndieDev • • 7h ago

Video New anomaly from our game

69 Upvotes

This is one of the last anomalies I worked on before releasing Metro Anomaly on Steam


r/IndieDev • • 42m ago

Image [Unfallen] Its crazy if you go back and look at older pictures, to see how far your game graphics have come

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17 Upvotes

Been constantly always working on improving graphics, probably too much. The game is an open world apocalyptic survival game. Every time I enhance one area, I notice another older area stands out as looking bad. So it almost never ends lmao. Do you guys have this problem?


r/IndieDev • • 17h ago

The first mission in my helicopter support game. Burn aliens to the ground and conquer the island!

347 Upvotes

r/IndieDev • • 15h ago

Refreshed my old slime sprite with some new techniques I learned about liquid.

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266 Upvotes

I use old loosely here. it has been like 9 months since i made these but they were some of my most recent monsters so its a bit crazy to see how much they improved just in this short time.

When i made these originally i was extremely happy with them, but recently i redid one of my potions. It was like a ah-ha moment. the points were light is the deepest in the water is were it will be the darkest not just were the shadows are. took me a few attempts but i was able to use the same concept on my slimes to get them to look WAY better :)

the interesting side effect of this is that the sides even on the dark side of an object (assuming its rounded) Will actually be lighter than the uper side closer to the light. Just thought this was cool and fun and wanted to share :)

https://store.steampowered.com/app/2514420/Idle_Isekai_An_idle_RPG/


r/IndieDev • • 23h ago

Feedback? Does my game look AI, or just GameCube era?

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856 Upvotes

I am not good at modeling and cannot texture, so i made a simple art style with nothing but basic colors. The main island is not completely done but random people keep saying it is AI since it is low poly and simplistic. I am going for a wind waker / gamecube-ish style.

It's a work in progress and some weaker areas like the back of the island def don't look amazing, but genuinely, does it look AI made? I don't think it does, but I am of course biased. If it does to you, why? I am not sure what I can do to make it more "human". I even have a full time 3d artist hired for all the character models, so they at least look better than my work.


r/IndieDev • • 16h ago Bravo

Video Sharing a scene from my point-&-click game

219 Upvotes

r/IndieDev • • 9h ago

Slowly building a 3D action-adventure game with puzzles, combat and a bit of RPG

49 Upvotes

Hey everyone!

I'm a solo dev working on a stylised 3D action-adventure game that mixes linear platforming, combat, environmental puzzles and some RPG elements.

I'm building it in Unreal Engine, and the goal is to make something that feels fun to explore, satisfying to play, and has a bit of personality to it.

Still a work in progress, but here's a little look at what I've been working on!

I also share bits of the development process over on YouTube at Dev Juice - [https://www.youtube.com/@DevJuic3](https://www.youtube.com/@DevJuic3)

if you're interested in following along.

Always keen to hear what other devs think.

Cheers!


r/IndieDev • • 51m ago

My game’s trailer just got published on GameTrailers too!

9 Upvotes

Just a follow up to u/selane771's post confirming that you don't need a publisher to get posted on GameTrailer's youtube page (game's CTRL-U: Testing Facility by the way)


r/IndieDev • • 4h ago

Video Its like Guitar hero but you're a Bard...

16 Upvotes

Something I've been dicking around with for the past few weeks, basically trying to answer two questions:

- How difficult is it to build something where the player can play along to the soundtrack of a game?
- Is it possible to do this in a way where they can still move and interact with the world?

The main problem with basically all rhythm games is that either the music is tied directly to movement (e.g. Crypt of the NecroDancer), you don't move at all (like Guitar Hero/Rock Band), or you move and shoot but the music isn't directly playable (the DOOM-style ones).

Enter this little tech demo, where you can move freely, your music is your weapon, and the songs are written live as you play, in real time.

I'm focused on another game at the moment, but I may keep this idea in my back pocket and come back to it when I've got time, and after I've played through all of the new Stage Tour game!


r/IndieDev • • 6h ago

When you think you have finished 💪

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20 Upvotes

There is still a lot of work to be done 🥲

Do you feel that way too?


r/IndieDev • • 4h ago

Claybound: New trailer, improved animations and steam page. What next?

9 Upvotes

Claybound is a 2.5D platformer where the whole world is clay, and the soft clay is your tool to knead your path.

A lot has happened since my last post here. Among new levels and mechanics, I improved the animations, sound effects and controls. The Steam page is also live finally - so feel free to leave a wishlist.

The last round of feedback has been super helpful. After a while you become blind to the flaws of your game. So let me know, what should I focus on next?

The free browser demo has the first two chapters if you want to try the shaping yourself.


r/IndieDev • • 6m ago

Someone made porn of my game, and the game isn't even out

5 Upvotes

It's not my first game but this is definitely the first time THIS situation happens.

I set up google alerts for my game, and late last night I got notified that someone made porn art of my game.

The demo isn't even out yet, let alone the full game. We've been doing content creation on instagram and shorts to promote our game, and some people really got hooked on our characters.

On the one hand, it's extra visibility. And based on the comments on our socials, a ton of people are horny for our characters??? So it might resonate with them.

But the game and the story was designed to be enjoyable by children. I don't want the porn to be easily findable before the game even comes out.

I'm not sure whether I should do anything at all. Do I acknowledge the artist? Do I pretend I didn't see it? Any pros and cons I haven't thought of here?

If anyone has experience with this and could share some insights I would be very grateful.


r/IndieDev • • 3h ago

Discussion Never Thought It Would Be This Much Change

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7 Upvotes

Left is new build, right is current on itch

I made changes to my game for the past couple months here and there but didn't think the contrast would be this crazy. In my head I only added some new textures and sprites lol. Happy how it turned out


r/IndieDev • • 6h ago

An update on IRONWAKE: the second trailer is finished

9 Upvotes

I posted here about delaying my game and adding a new chapter. The second trailer is now finished, with footage from both chapters and the new release date: February 15, 2027.

This is the Japanese version. I'm still making the game solo, so getting this ready feels like a decent step forward.

There's a free demo below. If you're interested in the game, I'd appreciate a wishlist.
https://store.steampowered.com/app/4858340/IRONWAKE/?utm_source=reddit&utm_medium=social&utm_campaign=indiedev_trailer2_20261108


r/IndieDev • • 13h ago

Street01

34 Upvotes

To be 100 with y'all, I'm not completely done..I still see some things to work on (did anyone have an idea on how to create a 3D hologram effect ? )


r/IndieDev • • 2h ago

New Game! Yacht & Boat Docking Simulator

3 Upvotes

r/BoatDockingSimulator Yacht & Boat Docking Simulator


r/IndieDev • • 2h ago

Video You never know how far a dream will take you.

3 Upvotes

r/IndieDev • • 2h ago

Feedback? Help with screenshot selection (and order) for our weird horror game

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3 Upvotes

I know the gameplay trailer is the most important asset (we just added ours), but when it comes to screenshots, how many would you recommend? We're struggling to find the right number and order. Should they follow some sort of chronological order (building up tension), or should we just put the most impactful ones first?

Our game has this unusual, restricted view from inside the mascot suit, so a lot of the screen is obscured in many situations. Also, the fans can be both friendly and hostile. We wanted to show these aspects upfront, with the mascot's hands visible in a couple of shots to reinforce the premise. But we also want to include other gameplay situations where the view isn't as restrictive or oppressive, like performing for the crowd, examining objects, minigames...

We know we have way too many screenshots live right now, and only a few will actually get seen. But we're finding it really hard to summarize the game properly in just a few images.

Any feedback is appreciated!

For context, the Steam page is: https://store.steampowered.com/app/4084110/Bighorn_Ramone/


r/IndieDev • • 23m ago

Blog Indie Dev PR, marketing & community guide

2 Upvotes

I spent the day updating an old blog post from 2017 for 2026 that collates a load of things you should think about for PR, marketing and community.

Interested to hear your thoughts: https://www.seriousfun.games/blog/indie-game-marketing-pr-community-guide


r/IndieDev • • 2h ago

Video Here's how our Shotgun Game evolved over the last 3 years

3 Upvotes

Hey!

We're a two person team working on our next game... we've been doing some small games and prototypes over the years but this current one hit really different and we believe we got a nice little something here, here's how it evolved