r/IndieDev • • 21h ago

Why do I even bother?

0 Upvotes

Really, why?

r/DestroyMyGame destroyed my game and my confidence. It’s ok I asked for it.

There are so many of us making games and every day I see posts about amazing projects. (The terrible ones make me feel a little better about myself though)

AI slop is everywhere. But these developers don't seem to know much about game feel, juice, art direction or yellowish pictures yet.

It's not really about the money.
Despite what my future marketing campaign might tell you, I didn't quit my job, I don't have six kids to feed and I haven't spent 20 years making my dream game.
I have a stable job. I make decent money and having a bestselling game would mean dealing with taxes I don't understand.

No. I know exactly why I keep going. It's for my 8 OG wishlisters.
One of them will suggest a feature and I'll immediately implementing it because I'll convince myself it's the one thing stopping my game from selling.
Another will leave a negative review that will haunt me for the rest of my life.
And the other will never buy my game. But that's okay. I'd do anything for those 8 people.


r/IndieDev • • 10h ago

I spent over 30 hours piecing together our new trailer. What do you think?

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0 Upvotes

Square force is a chaotic multiplayer FPS that pits you and up to 11 friends against relentless hordes of unforgettable enemies.
Elemental weapons, hundreds of skills and abilities, endless chaos, and an absolute random mess of fun. check out the free demo on Steam.


r/IndieDev • • 18h ago

Feedback? Can you tell what my game is about just by looking at its Steam capsule?

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0 Upvotes

I'm currently working on the Steam capsule for my game, and I'd love some honest feedback: Can you tell what kind of game it is just by looking at the capsule?

I'm also curious whether you find it visually appealing and if it would make you want to click on it.

Any feedback is appreciated!


r/IndieDev • • 20h ago

Feedback? My friend built a real robot pineapple, so I made a bullet hell boss fight about him. Here's the trailer

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0 Upvotes

Pineapple Boss Fight is a bullet hell with just one boss. You fight Andi in four phases. He's a mechatronic pineapple that actually exists, my friend built him for a YouTube video. Between the phases you rewire him in small minigames. You reprogram him, measure his circuits, escape a cable maze and delete his evil memory. The whole look is photo collage. Boss, hands and cork board are all real photos.

It's free and runs in the browser. A run takes about 5 minutes.

This is my first real trailer so I'd love some feedback on it:

Does the cold open hook you or should the title come first?

Can you read the headlines at this speed?

Was there a moment that made you want to play?

Link is in the first comment.


r/IndieDev • • 17h ago

Feedback? I released my first indie RPG on Steam, built entirely with C# and WPF

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0 Upvotes

Hey everyone!

I'm a solo developer, and earlier this year I released Dustline, a small post-apocalyptic text-based RPG on Steam.

It features exploration, turn-based combat, loot, character progression, and a wasteland setting.

As a .NET developer, I decided to build the game using C# and WPF instead of a traditional game engine. It was a challenging but rewarding experience.

I've also been improving the game since release, adding localizations and creating a new trailer.

Here's a look at the project!

Steam: https://store.steampowered.com/app/4626470/Dustline/


r/IndieDev • • 17h ago

I just updated my Steam page and noticed a huge increase in wishlists

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22 Upvotes

I'm the solo developer behind Over Human, a first-person sci-fi adventure set in a frozen world where drones have the ability to control the weather, unleashing tornadoes, thunderstorms, and other environmental threats. The catch? You have no weapons to defend yourself.

A few days ago, I spent some time reworking my Steam page, updating the screenshots, visuals, and the way the game is presented. Since making those changes, I've seen a noticeable boost in wishlists, which I really wasn't expecting!

I can't explain how happy this makes me. Making my own video game has been a dream of mine since 2013, and I've poured countless hours of my free time into bringing this project to life, completely on my own. Knowing that there are people out there who are genuinely interested in playing something I've created is honestly an incredible feeling.

I'm also getting ready to release the first playable demo this November, which makes everything even more exciting! ❤️

If you have a moment, I'd really appreciate your thoughts on the updated Steam page. I'm always looking for ways to improve it!

https://store.steampowered.com/app/5237810/Over_Human/

Francesco


r/IndieDev • • 8h ago

Screenshots My game CLOG & ORDER has reached 20 Steam wishlists. Thank you!

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4 Upvotes

I'm making CLOG & ORDER, and it has reached 20 wishlists on Steam!

Thanks to everyone who's added it. If you're interested, you can wishlist the game here:

https://store.steampowered.com/app/5226450/CLOG__ORDER/


r/IndieDev • • 23h ago

Postmortem How we made an extra $13,200 (a 7% revenue boost) selling Steam keys on 3rd-party stores

0 Upvotes

As indie devs, it's easy to just put your game out there and pray for organic sales on Steam. While Steam will always be the big part of the pie, we found that actively selling keys on third-party stores is totally worth the effort. Over five years for our game Northend Tower Defense, we made an extra $13,205 USD outside of Steam.

Here is the exact breakdown of how we did it, ranked from worst to best performing stores:

  • Sonkwo: This Chinese PC gaming digital store made us $786 USD. It works well because some Chinese players don't have international payment options and prefer using local methods like Alipay to buy games. They actually emailed us first to set up a campaign because they saw potential for our game in China.
  • Gamersky: This is a major Chinese gaming website and our publisher, which made us $5,349 USD. They sell keys on their own digital store at a 30% discount from the full Steam price, taking their percentage on each sale. It's a great plus from regular Steam sales, and we do nothing but send them the keys.
  • Fanatical: This UK-based store was our absolute best performer, making us $7,069 USD. They are famous for bundles where your game might sell for $1 or less, but the high volume of bundle sales completely makes up for the low price point. We did four bundles with them over five years, and they recently asked for 2,500 keys to do a bundle for our newer game, Deepstone Rift.
  • Humble Store: We currently just have a standard store page here and have only made three sales so far, but we are actively trying to get into a Humble Bundle soon to push those numbers up.

The grand total came to $13,205 USD, which added almost 7% to what Steam made us after all the cuts. After calculating a 15% tax and splitting the remainder in half with my co-founder, it added an extra $5,600 USD to my personal net profit.

If you think Steam is the only way to make money from your games, you are totally wrong. It is not a hard thing to do just reach out to these stores, try to give them keys, and get some extra sales because it absolutely adds up.

Note: if you want more details video you can check my channel from my profile.

Heads up guys!

The game isn't permanently discounted by 30% or more because continuous sales go against Steam ToS. We only feature these higher discounts during specific monthly events, so keep an eye out for the next sale!


r/IndieDev • • 21h ago

New Game! AI Crimes - A Programmer Web Game For Spotting AI Code Problems

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0 Upvotes

Hello r/IndieDev !

I'm a programmer who has been forced to use AI every day, and increasingly grow frustrated every time it injects subtle problems into my code.

I've been documenting every issue over the last few months and decided to turn them into a game.

Your job is to read the code snippet and determine what it did wrong. It's completely free to play with a keyword judge. Upgrading is only for serious programmers who want to challenge themselves against a Claude-judge.

Stop letting AI commit code crimes! (pun intended)


r/IndieDev • • 20h ago

Video My first showcasing video of the game I’m working

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2 Upvotes

Early look at my isometric cold survival game made in Godot

Right now you can loot craft build a campfire and fish while managing hunger thirst and temperature

One thing that is my own is that the whole game runs through the backpack so there are no hotkeys and you equip drink and use everything straight from your pack in real time

Inspired by Project Zomboid but built from the ground up with my own UI and style and i am still pushing the look more my own

I would love feedback on the UI the art style and what you would want to see next

Ps the on screen text is just me telling myself how things should work and the audio is placeholder


r/IndieDev • • 23h ago

Discussion LOOKING FOR STEAM CURATORS WHO ACTUALLY PLAY BEFORE THEY REVIEW

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191 Upvotes

A while ago, we changed some of our female character designs after receiving feedback from Reddit.

Since then, several Steam curators have marked Black Ledger as "Not Recommended" with comments focused almost entirely on “woke,” “feminist,” or culture-war arguments.

The demo wasn’t even live when those recommendations were posted. But it is now.

-
We’re not asking anyone to blindly support us or leave a positive review. We just want Black Ledger to be judged for the game itself.

If you’re a Steam curator, we could really use your help:
please try the demo and leave your honest opinion, positive or negative.

That alone would mean a lot to our small team.


r/IndieDev • • 17h ago

Image Npcs artworks for my werewolf game:)

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926 Upvotes

r/IndieDev • • 17h ago

Artist looking for Indies! [For Hire] Music Composer

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0 Upvotes

Hi, I’m Julian and I’m available for work. I mainly compose orchestral music but am open to other genres as well. Here’s a complete playlist of all my demo reels to get a bigger range of my work.

If you’re interested in working together or have any questions, the best way to get a hold of me is through one of the three methods below. Thanks for listening!

Contact
Email: [composerjulianf@gmail.com](mailto:composerjulianf@gmail.com)
Discord: composerjf
Website: https://julianfungmusic.com


r/IndieDev • • 17h ago

Feedback? Got feedback on my old trailer that the game's premise wasn't clear. Is this new trailer better?

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0 Upvotes

I shared footage of Hopshot: Arenas earlier, and the feedback on the old trailer was that people couldn't tell what the gameplay or objective was. So, I rebuilt the trailer around the run loop.

Before reading the description below, what do you think the player is trying to do? Where does the trailer lose you?

The actual game is a single-player aerial arena roguelike: fly as a bunny through robot battalions, clear arenas, earn carrots and buy upgrades before the next battle. Arena ten is a giant robot-snake boss. Nothing carries over to a new run.

If you want to check whether it feels as good as it looks, the free demo is here: https://woollyone.itch.io/hopshot-arenas

Windows, Linux and macOS downloads, plus an (experimental) desktop WebGPU preview. I'm especially interested in first-session flight and targeting feedback. Thanks in advance!


r/IndieDev • • 19h ago

I want to lower the entry price of solo and small teams (market is around 30%)

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0 Upvotes

r/IndieDev • • 16h ago

Feedback? Indie developers, please don't overlook Mac gamers

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0 Upvotes

r/IndieDev • • 23h ago

Feedback? Rate my steam page on 1 to 10

0 Upvotes

r/IndieDev • • 16h ago

Animal petting in my game (WIP)

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14 Upvotes

One of the most requested features for my game was the ability to pet animals , so I decided to add it for every animal with a unique animation. I used the level sequencer entirely for animating the character , composition etc, the animations themselves are quite janky as I’m not very good at animating (yet)

One little detail I really like is the character is closer and more comfortable with domesticated animals like sheep and cow while with the deer they’re a bit more weary!

My main idea is to add a sort of ‘affinity’ system where the more you pet wild animals , the more comfortable and closer the petting is , what do you think?

Game is called Arcadian Days, still in BETA on steam ☺️


r/IndieDev • • 2h ago

Feedback? DeltaV's Steam demo is live. One fuel reserve has to cover the entire fleet.

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0 Upvotes

I put the free demo for DeltaV Orbital Strategy on Steam today. The video is from the game.

It's a turn-based strategy game set across the Solar System. Every ship spends from one shared delta-v reserve, so a cheap move for one ship can still be a bad move for the fleet. Planets and moons keep moving, and you can check a transfer's cost and arrival turn before ordering it.

I've kept combat deterministic and all orders visible. The tension comes from trying to hold access to fuel while making the other factions spend theirs.

The demo is a guided tutorial, available on Windows and macOS:

https://store.steampowered.com/app/5070120/

I'm the developer and use Codex to help with code and writing. I'd be interested in hearing which parts of the tutorial need a better explanation, especially the shared fuel reserve.


r/IndieDev • • 13h ago

Is this a good visual style for the genre? And which one is the most suited?

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67 Upvotes

(NOT made with AI!)

Hello there,

what do you think of these visual styles for a medieval city builder/management game? Which of them would you find more appealing?


r/IndieDev • • 14h ago

Feedback? A or B? Which logo looks better to you?

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5 Upvotes

I'm redesigning my game's logo and can't decide between these two versions.

Which one do you prefer, A or B? Any feedback is appreciated!


r/IndieDev • • 19h ago

Video Modern gaming needs new ideas. So this is how you reload in my game.

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549 Upvotes

Play Deeper Still free demo on Steam: https://store.steampowered.com/app/2484890/Deeper_Still/


r/IndieDev • • 12h ago

Discussion Porting a game to console is basically rebuilding parts of it. Here’s why.

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0 Upvotes

A PC game can look and run perfectly, then struggle on consoles even when the hardware seems powerful enough.

Lighting systems may rely on features the target platform doesn't support. Draw calls can tank performance. Character rigs may be too expensive, and upgrading the engine can break physics that already worked.

That’s what makes game porting interesting: the goal isn't just to make the game run somewhere else. It's to preserve the original experience while changing the technology underneath it.

A good example is Poppy Playtime: Chapter 2, which had to be adapted for PlayStation and Xbox, including changes to lighting, geometry, rendering and physics.

What do you think is the hardest part of porting a game: performance optimization, platform-specific bugs, or keeping the original visual feel?


r/IndieDev • • 14h ago

Upcoming! Is this imbalanced or nah?

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0 Upvotes

I was testing out ideas for possible late game mages you can summon in my game but there aren’t any late game areas yet so this is the result… Do I keep this? I still feel like he might be too OP even for late game, also the visuals might be a bit distracting with more than one.


r/IndieDev • • 23h ago

Feedback? Looking for feedback on AtlasDraw, a Windows whiteboard I'm building for sketches and diagrams

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1 Upvotes