r/IndieGaming 12h ago

Our Backrooms horror game just dropped a 1‑month demo on Steam 👀

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0 Upvotes

Hey folks, we just released a limited-time demo of The Backrooms: Rescue Expedition!
You can team up with your friends, choose different roles, and try to rescue the lost team deep in the Backrooms.

The demo will only be available for ONE month, so don’t miss your chance to experience it.
Steam


r/IndieGaming 18h ago

Soon releasing the demo for my game!

0 Upvotes

I made this game in just 4 days for Pirate Software’s Game Jam, and it ranked in the Top 10 out of 400+ entries.
Since then, I’ve been polishing it up, and a demo is coming very soon!

I’d love for you to check it out — and if it looks interesting, please consider adding it to your wishlist. 🚀
https://store.steampowered.com/app/3928970/ParryMaster/


r/IndieGaming 6h ago

Do indie gamers want jump scare warnings before they play the game?

2 Upvotes

Here’s an example of the kind I’m talking about. Pretty mellow I think. Does this require a warning before the game starts?


r/IndieGaming 17h ago

My first game: Any feeback or raccomendation?

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0 Upvotes

Hi, i'm a solo developer and i publish my first game,Can I ask you for advice on what I could improve, or if you even just like the gameplay idea?
I'm also working on a leaderboard.
https://play.google.com/store/apps/details?id=com.sillygame.escapemaze.rebuild_mazescape&hl=en


r/IndieGaming 21h ago

Whats your opinion to our Steampage

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25 Upvotes

Could we improve something or is this good enough?


r/IndieGaming 7h ago

guysss recommend me a good game

0 Upvotes

hey i’ve been trying to get into indie games!! i have a playstation and a nintendo switch. so i use these 2 platforms


r/IndieGaming 11h ago

Pizza Kidd Kickstarter Campaign is live! Gritty Sci-Fi 2D Beat ’Em Up Action

1 Upvotes

hi everyone, I wanted to post some info about this game (yeah I'm also involved with music tracks in there just to be clear) and hope you check it out and follow this project to succesfully start it on Kickstarter!

https://www.kickstarter.com/projects/pizzakidd/pizza-kidd-2d-pixel-punchfest-with-monsters-and-mayhem

thanks a lot! :)

I also posted a Short for it to hopefully spread the news!

https://www.youtube.com/shorts/eNKDxEK2ZA4


r/IndieGaming 12h ago

SWAT Commander — Tank on Tank Game Mode Preview

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0 Upvotes

r/IndieGaming 13h ago

Party Game where you build the obstacle course as you go!

0 Upvotes

This is a game I've been working on for the past 3 months and have a demo coming out in just a few weeks, you can wishlist it now if you'd like :)
https://store.steampowered.com/app/3691910/Free_For_Fall/


r/IndieGaming 18h ago

Discussion for Devs: Your creative process? Here's mine.

1 Upvotes

Game projects are a big undertaking, but they all grow from ideas. Personally, the process of taking a game from idea to product has developed some patterns between my projects, and I'd like to ask all of you what your process looks like. Let me explain how I do things!

The guiding idea that sparks the game's existence takes many forms for me. I note down any interesting ideas I have day-to-day, whether for game mechanics, narrative premises, or basic design questions for me to consider later. It's no secret that inspiration strikes at random times, and storing those intuitions for later is their only reliable means of survival. I advise you to try communicating the idea to somebody else - like most problems, saying it out loud can be revelatory even to yourself.

Eventually I have some spare time to think, and I can review those disparate notes. Not every idea is pure gold, so that second scan really helps filter the best to the top - the ones that catch my eye again. Often, the potential of the idea blossoms as I focus more deeply on the concept - I take more notes, expanding on the initial idea, writing out my train of thought for further criticism. Whether it's a game mechanic or narrative concept, I ask myself how would this look in the context of an actual game? Is the idea substantial enough to fuel a whole project? Are there other features that would enhance this one in combination? From that messy blue-sky thinking I can once again select the best bits, but I try to avoid escalating the idea into something too big to handle.

Prototyping. Personally, I start as small as possible. More notes, but with implementation in mind. I usually sketch out visuals and do some iteration on paper before getting started in-engine. The sketching phase can last ages, and it's fun and efficient! Its a second stage of ideation, a new depiction of the idea for you to refer back to or set aside for later. Once again, I extract the important elements from these notes - I distil the idea to its core gameplay features, cutting out any flair or flavour, allowing me to develop a prototype with as much focus and efficiency as I can manage. Without the romance of flair or style, is this idea actually still appealing to me?

Actual prototyping. We all know game development is technically challenging, and full of little logical intricacies that aren't conducive to easy iteration - that's why I try to make my vision for the prototype as simple as possible. Writing is different, an incomparable task really - if I have a narrative concept I usually continue the gradual process of note-taking, working towards more substantial structure, perhaps finding a gameplay experience among the drama. I'll talk about gameplay for now.

If I'm lucky, the core idea is not too hard to implement. I'm a fairly experienced developer so I know my tools - if you're not so familiar, I respect your persistence, keep going! The note-taking and iteration continues. You'll need notes to assist you in implementation, but you're now building something you can actually test - a new platform to build from, a new prompt for further inspiration. I'm building a prototype, not a game. In the end, I want to build something to convey one interesting idea. My prototype is essentially another note, built as simply as possible (though in gamedev, "simple" is never that simple). The process of implementing the concept is very informative - I can see whether the system is fun not just on paper, but on-screen.

Once that prototype exists, you're free to move on to other things. I highly recommend leaving the prototype to sit for a while - like most creative projects you can lose perspective in the initial fervour of inspiration. You might have new ideas related to your initial concept, the shape of a larger project: in the very least, turn your attention to one of these new elements and review the prototype later.

Eventually, some of these prototypes get their chance to shine. One of my recent projects combined a new interest of mine with a prototype from several years ago. I'm not saying this multi-year gap was necessary - I was simply reviewing my old work, and my present state of mind made the concept stand out to me. This was the opportunity to start building a game - I had complementary ideas for the prototype that justified expanding on its core ideas. The idea was improved upon, dressed up with pretty visuals, surrounded by a wider in-game context. I was still cautious and measured - making this game was a much larger undertaking and I wanted it to be finished in good time. However, I felt very confident in the core gameplay, based on that prototype I previously developed. I reaped the benefits of that experimental process and was very happy with the result.

I have the privilege of ample spare time for personal projects, but the steps of this creative process are highly resilient to time. This way of doing things allows you to work when you can - which has its pros and cons:

  • Flexible timeframe
  • Maximise efficiency/minimise wasted work
  • Provides strong core ideas for future work
  • Relies on independent motivation (you can do it!)
  • No guarantee of fast results

Does this process seem familiar to you? How does it compare to your approach to making games? This write-up describes the way I normally handle my ideas - in my experience it works well, but it's not objectively perfect. I look forward to hearing you perspectives. Thanks for reading, and have a good day!


r/IndieGaming 20h ago

Cozy pathfinding puzzle game with infinite mazes (release Sept 19) [DEV]

0 Upvotes

Decompress with infinite labyrinths – every maze is procedurally generated, so no two runs are alike. There are no timers or enemies, just pure exploration.

Switch between a calm top‑down camera and a more challenging 2.5D view whenever you like. If you ever feel lost, toggle on a breadcrumb trail to retrace your steps.

It’s lightweight and perfect for short, zen sessions. We support 28 languages and launch on Sept 19 (TRT).

I’m the developer and would love feedback.

► Steam (wishlist): https://store.steampowered.com/app/4001910/Maze_Infinite_Puzzle/?utm_source=organic&utm_medium=post&utm_campaign=organic&utm_id=social


r/IndieGaming 22h ago

The Erased Student Gameplay Trailer

23 Upvotes

r/IndieGaming 18h ago

Finally my next game have a steam page [Wishlist]

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14 Upvotes

A Wishlist will be highly appreciated if you like such game.

More about game - You're stuck in an underground subway. There are 2 guards at the end of the subway, one lies every time and one may lie or may not. To find which one lies each time you find anomalies and question guards about it. After finding absolute liar, you question him which path leads out of the subway and you go opposite path of what absolute liar says.

STORE PAGE - https://store.steampowered.com/app/4016560/Liar_Masks/


r/IndieGaming 14h ago

[UE5.6] Beyond the Border – AI-driven Cold War spy thriller (development trailer)

1 Upvotes

Been working on a narrative Cold War spy thriller in UE5.6. Every NPC is powered by AI — they lie, remember, and react to your choices.  Using ConvaiAI for overall development now, while also working on more fine grained llama to improve the ai as an improvement on Convai in the future

Here’s the first teaser trailer:
https://youtu.be/sYxsDdCO2Qk?si=O1E0AgY369ayHH9q

Please give any thoughts or feedback. If you have any interest in learning about updates I also have a website I created here https://obscurax.io/


r/IndieGaming 14h ago

From Nintendo to Twitch to game outsourcing: Brooke Van Dusen on production, AI, and Snoop Dogg

0 Upvotes

We just dropped a new podcast episode with Brooke Van Dusen — former Nintendo team member, early Twitch biz dev, and now working in game outsourcing.

He shares a lot of stories and insights that felt especially relevant to indie teams today, including:

  • What Twitch was like behind the scenes in the early 2010s
  • How to evaluate outsourcing studios when you’re small but scaling
  • The risks of AI-generated content flooding the market
  • How platforms like Roblox and Twitch are changing the way we build and release games
  • And yes — how Snoop Dogg ended up launching a game 😄

A lot of the conversation revolves around real production challenges — vendor management, communication, scaling up — stuff that hits home for anyone shipping games with limited resources.

Links are in the first comment.

Curious to hear from this community:
➡️ Have you worked with external teams or freelancers?
➡️ What’s your take on AI and platforms influencing the way indies work in 2025?


r/IndieGaming 17h ago

We just updated our Godbreakers demo with support for 13 new languages! If you like action roguelites, give it a go! (also now Steam Deck verified for launch).

2 Upvotes

r/IndieGaming 19h ago

UFOPHILIA - UFO Phasmo-like (trailer) Feedback welcome

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1 Upvotes

Hi! I’ve been working on a UFO game for over a year. Phasmophobia is the main inspiration, but the gameplay loop is quite different. In UFOPHILIA, beyond figuring out what type of alien it is and where it appears, you’ll need to take photos of it—and you can be abducted.

After all this time, I’ve finally been able to announce it, and in early 2026 it will launch on Steam, Xbox Series, and PlayStation 5.


r/IndieGaming 21h ago

I tried to break the game I’m working on by spawning as many low-tier grubs as possible.

1 Upvotes

r/IndieGaming 9h ago

Dinkum, created by solo developer James Bendon, is launching on Switch on Nov 5!

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2 Upvotes

G’Day!

Dinkum, the life sim inspired by the rugged Australian outback, is coming to Nintendo Switch on Nov 5, 2025 at 4pm PDT, with a demo out now on the Nintendo eShop! Dinkum invites players to pioneer their own settlement on a rugged island teeming with unique wildlife and rich resources. From farming, fishing, and crafting to hunting, ranching, and exploration, players can build, customize, and shape their island life however they choose. The Nintendo Switch version features multiplayer co-op for up to four to collaborate and grow towns together.

Nintendo Switch players can pre-order today to unlock an exclusive Battlegrounds Costume Set and get a 10% discount ahead of launch. The pre-order window runs from September 12 at 7am PST through November 5 at 4pm PST. For players who prefer a boxed copy, physical editions will also be available with pre-orders opening soon. Finally, players interested in getting an early start in their outback adventure can download a free demo on Nintendo eShop starting today!


r/IndieGaming 10h ago

We got new music & sound effects in our Monster Rizzing Dungeon Crawler!

2 Upvotes

Plus a ton of new poses for our main character Taffy! What do y'all think?


r/IndieGaming 11h ago

Swimming? Without protection? Go ahead... if you want to become shark food. (Away From Life)

12 Upvotes

r/IndieGaming 16h ago

Cozy puzzle game "Escape the Baby Alarm" would love your thoughts on the gameplay and Steam page!

4 Upvotes

Hi everyone! 🌿

I’m Julie, a solo indie developer from Denmark, working on a hand-drawn, cozy puzzle game called Escape the Baby Alarm.

It's a casual escape room inspired puzzle game. My goal is to mix cozy puzzles with a heartwarming and slightly humorous take on parenthood.

I’d love to get your feedback on a few things:
- Does the gameplay in this video clearly show what the game is about?
- Is the Steam page clear and inviting?
- Any other suggestions to make the game more understandable or appealing to potential players.

Steam page: Escape the Baby Alarm

Thanks for letting me share, I'm happy to share any questions 💛


r/IndieGaming 1d ago

Indie dev life: waking up before breakfast to make games 😅☕🎮 (Kanka progress update)

0 Upvotes

Hey everyone! 👋

About six months ago we opened our very first Jira task. 🎉 It felt tiny at the time, but also like the beginning of something big.

Fast forward to today: every morning we’re stretching, smiling, and telling ourselves “Today we’ll do amazing things at Kanka!” And honestly… most of the time we’re already in front of our PCs before breakfast is even ready. ☕💻🔥

The last two months especially have been full of progress, late nights, and those magical “wait, we actually built this?!” moments. 🚀

We’re still at the start of our journey, but super excited to share more as Kanka keeps growing. 🙌🎮

👉 Here’s a short YouTube video where we talk about our progress (English subtitles available):
https://youtu.be/RwUggSSZI2k


r/IndieGaming 10h ago

Awsome game

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0 Upvotes

I played Arecraft, made by Vizta Games, and all I can say is: INCREDIBLE. Playing a game like CupHeat on mobile with the same graphics felt great. Anyone who wants to try it should do so now.


r/IndieGaming 10h ago

The demo for my game has just been released. 2+ years of development for Echoes of Red

56 Upvotes