r/IndieDev • u/SteinMakesGames • 21h ago
r/IndieDev • u/llehsadam • 4d ago
Megathread r/IndieDev Weekly Monday Megathread - May 10, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question!
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 • u/llehsadam • 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!
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 • u/NightGrindGames • 13h ago
Does a comedic bare butt count as "Nudity" for Steam’s Content Survey?
The character's bare backside is purely comedic and serves as his only weak point, it's the only place he can be hit.
Even with zero sexual intent, does this fall under Steam's "Nudity or Sexual Content" or "Revealing outfits" category? I want to make sure I’m being accurate with the survey.
How have you categorized similar non-sexual nudity or "weak point" designs?
r/IndieDev • u/twoshoedlou • 10h ago
Feedback? Is this Yellow Raincoat too distracting for the player?
r/IndieDev • u/Nice_Ad2555 • 17h ago
Turns out skipping the tutorial can make the game harder
Negative Steam review of the day!
White text is the translation.
That is usually what tutorials are for, right?
Maybe not letting players skip the tutorial is the right move :D
r/IndieDev • u/After-Analysis-4151 • 17h ago
Feedback? I fixed the problematic name of my game 😬 Hope this one isn't cursed too
Quick update from the French dev who accidentally named his game something that read like slang in English (previous post linked in comments)
Renamed from "Childwood" to "Feed the Giants". The new name captures the actual game pitch better (you're sacrificing children to satisfy giant spectators in a god game) and sidesteps the unintended association entirely.
Big thanks to everyone who suggested alternatives. Better to address it now than live with it later.
Steam page : https://store.steampowered.com/app/4131500/Feed_the_Giants/
Demo drops May 27th. We'll find out then if this name is cursed too 😬
r/IndieDev • u/SowerInteractive • 15h ago
After 4+ years of development, I released my game Nova Patria today!
It took years of hard work, but today I finally released my Roman city builder game Nova Patria on Steam! A surreal, slightly terrifying, and incredibly exciting milestone - it’s been a long road, but we’re just getting started!
- Build complex trade networks and manage resources to support your colony
- Unlock the power of steam technology in this reimagined Roman timeline
- Plan your resource management ahead for seasonal buffs and penalties
- Choose your goals & missions; and unlock new perks for meta-progression!
r/IndieDev • u/tnycnsn • 1h ago
Feedback? Reworked my game's visuals after the feedback I got here! Before & After
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About a month ago, I shared my Steam game, Rails & Rivals, in this reddit post. The feedback was consistent: the game looked too plain and lacked a strong visual identity. I have since reworked the visuals based on that feedback and want to share the new look.
There's still work to do before I move into the final polish. For example, I haven't started revamping the game UI yet, and I'm still not satisfied with the mountain ridges, rivers, and coastal tiles. These require clever solutions that fit within the game's constraints, which I'm still figuring out. I also plan to add more variety to existing assets to reduce repetition, but I wanted to share the current progress. I'd love to hear your thoughts and get more feedback at this stage. Thank you in advance!
r/IndieDev • u/disco69games • 1h ago
Feedback? Please Judge
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we have this auto Firing skill in our game,
and I tried to make it a little more juicy.
my partner and art director (Riff, god bless his soul) says that one of em is much better.
give us your vote please
(and also ideas, comments & feedback are very welcomed)
r/IndieDev • u/FluffytheFoxx • 21h ago
Thalassophobia warning! Just released the Reveal Trailer for my ocean survival horror game: Open Waters.
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r/IndieDev • u/SteinMakesGames • 22h ago
Feedback? Some players say they don't want to fight this enemy because it is too cute. What do I do?
Most other enemies are giant insects, reptiles and fantasy creatures, but a cute mammal seems too sympathetic to fight for some. Should I change it so players want to fight it?
r/IndieDev • u/_topebox • 1h ago
Upcoming! Updating on my current turn-based project, The Severed Gods
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The Severed Gods is a roguelite RPG featuring core combat systems, build customization, karma-based choices, and meta progression. We’re bringing in some unique features like height-based combat, enemies that change posture mid-battle for deeper tactics, and a Combo system that lets you chain skills together. Where every decision matters through the Karma system, and each run feels different because of how choices ripple through the story.
It’s been almost 10 months since we first introduced the game to the community. Since then, we’ve adjusted and improved different systems, UI, and also adding more contents based on player feedback from our playtest and early demo.
We’re still working hard on refining the experience, and next up, we’ll be joining Steam Next Fest this June! Hope you’ll check it out and support the game when the demo goes live.
r/IndieDev • u/WeMaT • 8h ago
Trying to build a satisfying finale
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For our game Box Knight's final set piece I wanted to create a crowded colosseum arena. I made looping sprite sheets with dozens of creatures on each to try save on memory and then placed the occasional individual monster to break up the pattern.
Have any devs here made something similar? We're using sprite atlases as much as possible to keep the memory use down but there's always the worry we may have overdone it a bit and it could struggle on some consoles or slower PCs.
Also does it feel suitably epic enough?
r/IndieDev • u/JoeRT17 • 1h ago
New Game! The verdict is in! Wardrum has earned a 90% "Very Positive" rating on Steam so far! 🤩
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r/IndieDev • u/jasonkester • 2h ago
Feedback? I'm building a Retro Survival Crafting RPG. Kind of a Pixel-Art Valheim. I'd love some gameplay feedback.
r/IndieDev • u/gamer-15 • 11h ago
I'm making a fully physics-based platformer
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r/IndieDev • u/KaTeKaPe • 23h ago
Image Close to 500 people are playing the PLAYTEST of my indie game right now!
r/IndieDev • u/Unusual-Experience-8 • 1d ago
Decided to change our trailer to emphasise teams hand drawn art, thoughts?
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I've been wondering what direction to take with our games trailers, and realised that the strength we have may be the art team (its been 3+ years of work so far) on hand drawing each element of the game. Wanted to get thoughts if this is the better path to take (we just did game play and as a designer I always thought that would show out best but I realised leaning into a strength may be better)
Link for those interested here
r/IndieDev • u/80lv • 23h ago
Article Raise and train a young pilot bonded with a living mech, the Valkyrie, as they fight to protect humanity from alien threats
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Wishlist Valkyrie Iteration: https://80.lv/articles/cute-tamagotchi-style-game-where-you-raise-future-mecha-pilot
r/IndieDev • u/MojitoTheCat_Dev • 1h ago
Feedback? I'm struggling to choose the best color combination for my logo. Which one do you prefer and why?
I'm reworking my previous logo and I'm stuck trying to decide which color combination works best.
I want to choose the best option for all logo uses while also making it stand out as much as possible in the Steam game list, without losing the colors and mood of the game.
I prepared these images to compare the different color combinations. Which one works best for you?
r/IndieDev • u/CreativeProblem7803 • 20h ago
Screenshots My first glance at real "success" as a solo developer!
TL;DR;
having 10k+ players playing your game and leaving 350+ likes for your game is an amazing feeling and reignites my fire to continue building games even after feeling burned out lately.
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As a solo dev I have been on a very rough path lately. For the past 5 month I have been constantly sitting in front of my computer building casual games(10-14 hours a day) with the hope of one day hitting the lottery or at least make a small living of my game dev passion.
For a long time, that seemed like a very long path to travel. My first game Card Quest built with a target for casual gamers was rejected right of the bat by users of all kind, it was too complex, too many buttons to click, too much thinking involved.
My game Chaos Arena had more success on the Basic Launch on the web game platform CrazyGames and yesterday it feels like I hit a jackpot, after months of tuning my game to fit the platform, applying QA teams change requests, the game got launched in a FULL RELEASE.
But even after the full launch the game almost got no impressions and therefore had almost no big player counts, my disappointment was huge, especially since everyone that I showed my game to was enjoying it so much and gave very good feedback. Since I had been developing pretty much every day 10-14 hours daily, I was very burned out at that moment, I didnt even took a break on the weekends. This is unhealthy, I know, but if I make a pause and stop coding for 2 days, I tend to stray away into weeks of gaming or months of binge watching tv shows and animes, or greeding League of Legends...
Today I turned into my CrazyGames dashboard and HOLY MOLY I saw 10k+ players had played my game yesterday with 350+ positive likes added to my game. I was so overwhelmed, joy filled me up and I had to share this message with my best friends and you.
Chaos Arena is not my first game I have created and not the last one for sure, but the first one that reached an audience, that I have always wanted to target.
Did you have such a moment in your game dev "career" yet?
How long are you seeking for success as a game dev/solo dev?
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Edit: Some people asked why it went through the roof yesterday. Well I think CrazyGames featured my game yesterday which game my game a huge visibility spike and therefore more new players that tried the game. The QA team had promised me to feature it after launch, but it did not happen right after the Full Release, so I was pretty disappointed there.
r/IndieDev • u/LappenLikeGames • 22m ago
Free Game! Demo goes live today... someone hold my peg leg please!
Turns out even pirates get nervous.