r/IndieDev • • 2d 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!

19 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!

66 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

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!

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524 Upvotes

r/IndieDev • • 17h ago

Image Npcs artworks for my werewolf game:)

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898 Upvotes

r/IndieDev • • 20h ago

Upcoming! The game’s been seven years in the making. It’s finally coming out on 29 October.

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1.4k Upvotes

Hey everyone🥰

Big day for Claymatic Games. We’d love to share our release date trailer for Knuckle Creek. Seven years in the making, and it’s now time to let it loose like a flung fish.

It’s a party brawler for up to eight players. Customisable characters, slapstick chaos, chickens being thrown. That sort of thing.

We’ve settled on $5.99 / £4.79 / €5.79. Pricing’s been a long discussion, but we wanted it to be easy to pick up and get your mates involved.

We’re excited, relieved and a bit terrified. Here’s the trailer and actually it's a 'sing-a-long' trailer. Seven years and this is how we’ve chosen to tell people. Anyway we would really love to know what you think.


r/IndieDev • • 12h ago

New Game! After years of dreaming, I'm finally making the game of my heart - a shamanic action-platformer rooted in Siberian culture

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287 Upvotes

I'm Eugene, an indie game developer, and for a very long time I've had one big dream: to make an atmospheric game that shows the world the culture of Siberia. This week I finally released the Steam page for it.

The game is called Cradle of Winter.

Here's my short pitch:

Cradle of Winter is an atmospheric action-platformer about a young shaman walking through a world where humans, spirits and ancient legends intertwine. Explore an endless northern taiga, fight dark spirits and demons, craft amulets, and master the power of the shaman drum.

You play as Iniro Kotsen, a young hunter chosen by the spirits to walk the shaman's path. The Mother Goddess has been cast out of the sky, the World Tree is shaken, and the old order is breaking - creatures that existed only in legend are now pouring into the land. To restore balance, Iniro must find the ancient Cradle.

What I really want to capture is the culture of the Khanty and Mansi peoples - not as exotic decoration, but as something alive: rituals, myths, the drum, the songs, the everyday spiritual world of the North. Siberia is rarely shown in games the way it actually is. Cradle of Winter is my attempt to fix that.

A bit of backstory:

Production took me about a year, after another year of preparation. And I did it while raising two kids.

I'll be honest. I'm a pretty risk-averse person. I like my safe space. But this time something felt different. I was raising two kids, and every night after they fell asleep I sat down to build a world out of forest, spirits and old songs. And one thought kept coming back: now or never. In Siberia they say the taiga doesn't wait - you either move with it or it buries you. So I moved. I still can't fully believe it.

That's my story

Steam page Cradle of Winter


r/IndieDev • • 15h ago

Video 60FPS full scale city destruction, starring definitely NOT Godzilla

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351 Upvotes

This is a POC I've been slowly digging away at.

Full scale city destruction, 60FPS, thousands if not millions of physics objects with accurate, load bearing destruction of the skyscrapers.

No plans to turn this into a real game just yet, but it's fun to see what is possible on modern hardware.


r/IndieDev • • 18h ago

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

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515 Upvotes

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


r/IndieDev • • 22h ago

Feedback? Our 3D artist made a chicken.

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664 Upvotes

We added chicken to our co-op tandem biking rage game Tandem Together!

Right now it just gets in the way of your bike. Should it drop explosive eggs? Chase you down? Any fun ideas?


r/IndieDev • • 19h ago

Video Spent the week on it, but the sea finally reaches the shore. Waves climb the beach, the sand turns wet, and fish swim below.

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320 Upvotes

Farm & Feast - We are a two-person indie team making a peaceful farming and restaurant management game. Our farm sits right by the sea, so we wanted the water to feel alive. In the video I show the sea shader step by step, from an empty scene to how it looks in the game now.


r/IndieDev • • 4h ago

Feedback? I've spent 4 years working on this game but I'm losing motivation ...

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17 Upvotes

I've been working on this game for 4+ years now, on my own, in my free time. I've spent countless hours developing it, but getting very little feedback (a few friends only) along the way has made it hard to stay motivated. In the last few months I started to feel burned out, no motivation at all...so I decided to release the first 2 levels on mobile and see what people think. I'd appreciate any feedback, even if it's negative. Shoot! 😄

https://play.google.com/store/apps/details?id=com.SoloDev.TempleSiegeTD


r/IndieDev • • 4h ago

Feedback? I finally made a loading screen for my game

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19 Upvotes

Demo for the game is also available on Steam!

Project TITAN Demo

This is my first game ever releasing on Steam, so I'd appreciate any feedback!


r/IndieDev • • 13h ago

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

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64 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 • • 1h ago

Feedback? Prototyping fishing mini-game for my Pocket Cat Desktop

• Upvotes

Not sure if I should add timings logic for catching or just leave it as simple as it could be 🤔

It's a cozy game, so my initial plan was to make everything to be kinda relaxing.

The game will have multiple mini-games, not sure about this one particularly. Maybe I need to add at least a little bit challenge here?


r/IndieDev • • 2h ago

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

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7 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 • • 4h ago

Working on the punch animation for my game, any suggestions?

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11 Upvotes

I've been working on my game for a few months now, I was wondering what you guys thought about the punching animation, I'm new to the space so any advice would be greatly appreciated!


r/IndieDev • • 6h ago

Feedback? Hey! WDYT?

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13 Upvotes

r/IndieDev • • 17h ago

Feedback? Would you play a naval combat arena game?

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87 Upvotes

Would you prefer to control and upgrade a single ship, or control an entire fleet (RTS style)?

Would you prefer more realism (ammo limits) or arcade (power ups, perks)

Why would you NOT play based on this video?


r/IndieDev • • 4h ago

Lifelong sailor and web developer, bringing it all together to make a 1:1 scale earth long distance "blue water" sailing game

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8 Upvotes

Some high level notes:

  • Built the first version a year ago, probably 4-5 months of development but it was all 2D using google maps.
  • Got into 3D in the last year, starting working with threejs and began modeling sailboats, slowly incorporating the game I built last year with these new components
  • More about the game now... 1:1 Earth with semi realtime weather
  • Multiplayer
  • Web based (a few reasons for this)
  • Persistent physics even offline
  • My goal is a game where you decide to sail very long distances and only need 10-15 minutes to check in on your boat periodically throughout your trip. But also be able to enjoy life aboard whenever you have more time
  • Working boat equipment, swap, fix, upgrade... Everything from solar, electronics, water maker, battery systems...
  • Think of it more as a ocean long distance voyage and management sim, not a sailing physics sim. I don't care for lines (ropes) physics, having the boat interact with every single wave, etc. Its more about boat management and decision making.
  • Various boat models and types, all realistic to ocean going blue water cruising
  • Survival is a part of it, but not manual survival, provisioning and automatic consumption is more the angle I am after. With cooking and storing meals for enhanced benefits.
  • Full world economy, shops, trading, gig jobs, careers, but also non financial reasons to travel
  • Racing, mostly long distance
  • I will cut corners of simulated realism to preserve immersion in the areas I want immersion in, like boat management etc. However, I will ensure there are enjoyable experiences like making a pot of coffee etc.
  • Current status:
    • Live multiplayer, invite only, specific region only
    • Generating my own custom tiles and coast shapes for the 1:1 Earth, so far about 50% done with that, but a lot of work to do even when they are finished
    • One boat, basic functionality, a few pieces of equipment.
    • Working on systems and equipment, then regions and locations, then quests and jobs and careers, then more boats.
    • Constantly optimizing the world and the tech stack.

r/IndieDev • • 3h ago

Eternal Palace Sakura: Testing out a new ice attack sequence!

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6 Upvotes

Our devs are currently tweaking this new attack animation for Eternal Palace Sakura! We're testing the timing for this frost skill, from the casting circle and glowing aura to the giant ice explosion at the end. 


r/IndieDev • • 1h ago

Video We made a factory game where the ore is pixel art. Our Steam page went live today.

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• Upvotes

Pictures fall in, you smash them into pixel cubes, then build machines that sort, melt and print them for you.

Early Access planned for early 2027.

Steam: https://store.steampowered.com/app/5270820/ ❤️


r/IndieDev • • 22h 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 • • 21h ago

Video We spent 10 months making a co-op game where an asteroid is about to destroy Earth, and your only escape is to build a tower to the moon. Think Only Up, except YOU build the tower yourself!

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160 Upvotes

Hey Devs 👋,

The idea actually started after we played A Game About Digging a Hole. At some point, we thought: What if, instead of digging down, you had to build your way up? Somehow, that turned into an asteroid threatening Earth and players building a ridiculous tower all the way to the moon.

Turns out, it's actually a ton of fun! The feedback from our playtests has been amazing so far. We know it's not the most visually impressive game out there, but we genuinely believe the fun factor makes up for it.

If you're curious, here's our Steam page.

https://store.steampowered.com/app/4339680/Totally_Safe_Moon_Project/


r/IndieDev • • 12h ago

Discussion How many of you guys make games (commercial or not) while having a job?

27 Upvotes

How much time are you able to put into your games?
How do you guys manage?
Are you hoping to be able to do solo/indie game dev as a full time job?


r/IndieDev • • 17h ago

While everyone uses AI, here's how I found my 2D artist (Sound On)

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60 Upvotes

I'm making a Tower Defense Deckbuilder heavily inspired by TCGs, and we have looots of different cards.

So, I needed some great artists, and here's how I met the first one to join the team.

If you wanna take a look, there's a free demo available in case you wanna check it out!

https://store.steampowered.com/app/3256450/Cards_of_Prophecy/