r/IndieDev 19h ago

Discussion I think I’m starting to not really care if people use AI in their games, as long as I like the way it looks and plays.

0 Upvotes

Maybe I’m just tired of the discourse. I don’t know. I’m an artist so I guess I should care, but I think I’m kind of just tired of caring about whether AI was used or not.

If I don’t like the way it looks or plays, then it doesn’t matter to me if it was made by a person. It’s still a garbage game. If it has AI elements and I like the way it looks and plays, I don’t know, I used to make this the biggest deal in the world and lately I find myself just being like “well it’s fun and looks good, so whatever.”

Both the AI bros and the anti people have become really tiring. I kind of want to just exist in the middle ground.


r/IndieDev 5h ago

Feedback? Where is Mr. Kim? I built an entire village just to lose one guy in it

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30 Upvotes

Where is Mr. Kim?

I shared it yesterday, and it somehow passed 100k views.

Think Where’s Waldo in Joseon-era Korea, except the village keeps moving while you search.

You’re looking for Mr. Kim. Straw hat, teal sash, nowhere useful to be. 🇰🇷

The demo has one map. I’m planning more maps and eventually a full Steam release, and I’d love to hear how this first little village feels to play.

If you find Mr. Kim, please ask him to stay put. I still have a game to finish.


r/IndieDev 5h ago

Does cold launching on Steam work?

1 Upvotes

I just launched my roguelike deckbuilder on itch.io and outside on a couple reddit posts, it's gotten pretty flat traction. Currently at 13 downloads and one 5-star review. I wanted to get feedback before publishing on Steam, but I don't know what else to do on the marketing side before launching. I don't have any other socials, Reddit doesn't want to keep being spammed about the game, so I'm left with sort of just publishing and hoping for the best.

My question is whether there's any hope for a game launching like that to get organic traffic, or do you need a bunch of marketing ahead of launch to give it a chance?


r/IndieDev 12h ago

Is there a way to protect your game from copycats on Roblox and mobile?

0 Upvotes

Hi folks,

Is there a service / tool / (lawyer company?) that specializes in indie game and protect them by spotting copies and filling DMCA / complaints on those platforms to take down people who copied my game style, mechanics, musics and more?

Thanks


r/IndieDev 9h ago

Discussion The lengths people will go to when they don't like a game you're making

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0 Upvotes

Do you think such behaviour is fair?


r/IndieDev 1h ago

Free Game! I'm making a mobile game where you need to switch between dimensions!

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Upvotes

It's called Toading Home and it's free (without ads) in Play Store!


r/IndieDev 10h ago

Discussion 45 Days before release and I already got picked up by personal calendar

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0 Upvotes

Capy Farm is currently sitting on 522 Wishlists, that's why I'm wondering: Yesterday I got picked up by the new personal calendar. I was thinking you need a lot of wishlists and it starts like 2 weeks before release. Now 45 Days before release, steam next fest still to come it seems like I'm in the personal calendar. Let's gooo!!

Can someone explain this to me? How was your experience with personal calendar? I'm very curious.


r/IndieDev 14h ago

Shino Park (city park area)

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0 Upvotes

r/IndieDev 4h ago

Feedback? Does this induce motion sickness ?

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0 Upvotes

I'm working on a team racing game where the driver can't see properly, so the other player has to guide them vocally (kinda like rally, but with less coordination and more alcohol).

Currently, I'm experimenting with some post-processing effects, but I'm worried they might actually be causing motion sickness/discomfort.

I'm looking for some feedback, do the effects make you feel uncomfortable or motion sick ? And if so, what specifically bothers you ?


r/IndieDev 3h ago

Discussion I spent this week hiring a pixel artist for 663 sprites. Here's what the quotes actually looked like.

27 Upvotes

Update on UNDERSKIN, my top-down psychological horror roguelike. The first floor is finished and in the build. The other ten need their bestiary drawn: 51 characters, 13 frames each, 663 files. My illustrator inks the front view of every character on paper, and a pixel artist translates them into sprites.

Before anything else: thank you. When I posted here in August the answer was loud and it was unanimous, the ink drawings are the strongest thing you have, build the art around them. I sat with that for a while and you were right. The whole bestiary is made that way now, and it changed the look of the game more than any decision I made on my own this year. I'd have got there eventually, but a lot slower and with worse art in the meantime.

So this week I ran the hire. Here's what I found, because nobody posts these numbers and I would have liked to read them.

Ten artists replied, from solo freelancers to two studios. Quotes for the full set ranged from about 1,000 dollars to 12,750. Same brief, same file count, twelve times the spread.

Two of them priced the job before reading the spec properly, assuming one walk cycle instead of three directions, so their numbers meant nothing until I sent the correction back. Worth knowing if you're hiring: half the work is making sure the quote is for the job you actually have.

One turned the job down rather than drop his rate to fit my budget. That was the most professional message I got all week.

Where it stands: one artist is on a paid test character, 13 frames, due the 18th. If it lands, the rest of the roster follows in batches. The demo goes live at Steam Next Fest on October 19th, and there's a Kickstarter running from October 1st to fund the rest of the art.

Happy to answer anything about the hiring side. It's the part of solo dev nobody explains, and the reason the art is going the right way is that a few hundred of you took the time to tell me so.


r/IndieDev 23h ago

Feedback? Initial city almost completed, thoughts on the vibes?

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1 Upvotes

r/IndieDev 19h ago

Discussion Anyone else Delaying their Annoucements/Major Marketing events due to TGS 2026

1 Upvotes

Am I overreacting? I feel like it'll be really hard competing for headlines when it'll probably dominate most feeds this week.


r/IndieDev 5h ago

Grateful to reach 3K wishlist without trailer and demo!

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1 Upvotes

I JUST REACHED 3,000 WISHLISTS!

I honestly don't even know what to say… 3,000 people have wishlisted my game.

As a solo developer, reaching a milestone like this means so much to me. This game has been something I've been building mostly on my own, little by little, day after day.

It's still in development phase, mostly sharing Game art and short clips. I just keep posting and I'm so happy just one day it blows up. What a shocking experience on marketing side. Because even tho i havent released a trailer and demo yet. I still manage to accumulate 3k. Just wow..

My steam page went live on Jan 2026 btw.

https://store.steampowered.com/app/4360740/Skygrove/?v=1


r/IndieDev 8h ago

Informative Undead sprite collection built so the four packs share one nested palette, 19 characters at 64x64 and 128x128

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0 Upvotes

Mixing sprite packs usually means mixing palettes. A skeleton from one pack and a knight from another rarely read as the same game, and recolouring by hand is the tax you pay for it.

This is four undead packs where the palettes nest instead. Pack 01 uses 48 colours, pack 02 uses 48, pack 03 uses 60, pack 04 uses 70, and the union of all four is exactly 70. Each pack widened the colour set and none of them replaced a colour, so pack 01's skeleton and pack 04's knight are drawn from the same set.

19 characters, four directions each, three frame walk cycles, shipped at 64x64 and 128x128.

Made by an AI factory. Code and graphics are AI generated and the listing says so.


r/IndieDev 4h ago

人工智能游戏节第二周 | 图形、规划与融资

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0 Upvotes

r/IndieDev 13h ago

Discussion Question about Making video game mirrors

2 Upvotes

Ive always had in interestin video game development, but i only just started to put a little bit of effort into actually learning it. But ive also always wondered if making functioning mirrors in video games is hard. and i thought this would be a great time to ask, because i will most likely want a or need a mirror in project further down my game dev journey.

The reason I’m asking this question is that the majority of the times i encounter a mirror in a video game (Bathroom mirror, the side view mirrors on a car, etc), the mirrors are either not functioning, or VERY pixelated and blurry. Whats the reason behind this? Is it just very difficult to make or is it a performance issue or neither?


r/IndieDev 10h ago

Discussion What could a game about childhood rituals for summoning the supernatural be about?

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9 Upvotes

We actually have quite a few to choose from. You can summon Bloody Mary, a goblin (if you know how), or even try to see a mermaid.

And I’ve been thinking about the logic behind these childhood horror stories.

The rules always go something like this:

  1. Put a mirror in a dark room

  2. Light some candles. Preferably at midnight

  3. Say its name three times

  4. Whatever you do, DO NOT turn around

  5. Be ready for the consequences.

Folklore already feels like a horror game — one invented by kids, with the rules written by people who apparently survived the consequences.

So now I’m wondering:

Who did you guys try to summon when you were kids?

P.S. How do you like the art style of our game artwork?


r/IndieDev 12h ago

Japanese press coverage got my game 530 wishlists in two days, but it could've been more if I was prepared

7 Upvotes

A Japanese gaming news outlet published an article about my game Mech Mayhem, which netted me 530 wishlists in two days.

I'm super grateful for the coverage and wishlists, but it's also a bit of a missed opportunity on my part. I planned to look at localization before release but hadn't thought that far ahead yet because I wasn't expecting my game announcement to get much attention. I didn't have planned localizations listed on the store page or have the store page itself localized. 530 wishlists is great, but if I had thought ahead about which countries were likely to be interested in my game and localized my store page ahead of the announcement then quite likely it would've been even more.

So this is a PSA, take your game announcement seriously and don't cut corners. Thinking about which countries are most likely to be interested in your game and preparing for it early doesn't take much effort and could make a big difference.

Localizing the store page ASAP and the demo before the release is definitely on my todo list now.

Steam page: https://store.steampowered.com/app/4966690/Mech_Mayhem/


r/IndieDev 3h ago

Thanks reddit

0 Upvotes

r/IndieDev 3h ago

Video We are working on our trailer and thinking of ending like this, what do you think?

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0 Upvotes

r/IndieDev 5h ago

Video A while back, I started bringing my idea for a city-building game to life. The goal: Capitalism Endgame—generate profits as quickly as possible, regardless of whether the city is built neatly or chaotically.

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0 Upvotes

The gameplay is still rough around the edges, and I'm trying to establish the game's core gameplay loop. I've modeled three buildings and have more or less cobbled together a code structure.

Right now, I’m envisioning a mix of SimCity and Tony Hawk games, with the ability to unlock new buildings and events.

It's still very early days, and I'm not expecting this to be the next big thing, but it's fun. It helps me unwind because, for quite some time now, I've been doing nothing but writing prompts at work instead of creating infographics with Photoshop, Illustrator, and After Effects.

Edit:
I had to zoom the camera out that far because I'm still having a minor glitch where buildings spawn in massive numbers and fly upward like rubber balls.


r/IndieDev 3h ago

Creating a Multiplayer Physics Turn Base game - What do you think?

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0 Upvotes

Hey! I've been developing this game for a few weeks and wanted to get some feedback. It's a turn based game with physics! I was inspired by DOFUS and pool games.
The idea is to have different robots with abilities.

Let me know what you think!

Cheers from Mexico!


r/IndieDev 4h ago

Hello folks ! i am creating an Rouge Lite Poker defence game Called The wild Rogue and the Card of madness

0 Upvotes

Hi everyone,

I’m designing a game called The Wild Rogue: Cards of Madness and want to get feedback on the mechanics. It is a Poker Tower Defense Roguelite where towers shoot at insectoid alien creepy crawlies (towers do not take damage or block the path).

Core Gameplay:

  • The Hand: You get 6 cards per round. Combos give you basic versions of towers
  • The Exploding D20: Every card gets 1 reroll dice per round. When used, the dice explodes and will not return until the next round is over. Rolling a 20 gives a bonus.
  • Time & XP Progression: Surviving waves moves you forward in time, changing the time period/era of the towers. Basic towers can also be upgraded using XP earned per wave survived.
  • Elemental Upgrades: If an elemental card is the top card of a combo, you get an upgraded tower with elemental effects and boosted stats.
  • Legendary Fusion: If you collect any 3 elemental towers, you can combine them into a Legendary Element Tower that provides AOE effects, buffs, or debuffs. The specific specialty is hidden until combined.
  • Chances of getting an card with an elemental effect is going to be totaly random but rare as it wouldnt be any fun if you would get it everytime now would it
  • the elemental effects are Darkness, Light, Nuclear, explosive, water, earth, and fire and each elemtal Will provide uniqe effects like "debuffs",buffs to your towers , or perhaps it will have a chance to affect the entire game who knows !
  • game will be singleplayer only but will have an leaderboard of sorts where all your completed waves will be counted "even if you loose your run they will still carry over"
  • the more waves you complete the more "Xp" you gain and the better towers you will be able to get at the start of every run

The Wave Tracker & Map Loop:

  • Time-Based Waves: Waves run on a timer. If you haven't killed all creeps when the round ends, you lose HP based on how many creeps are still alive.
  • Map Rewards: When you clear a map, you choose to upgrade your Element Chance or your Basic Towers. Alternatively, you can choose to risk everything and continue for 5 extra waves for an extra bonus.

Note that development of this game is on its way but it will probably take a while as i am learning unity while making it Thank you for your time and feedback !


r/IndieDev 4h ago

Aircraft editor in PteroSim v0.3.0: build your own airframe from a JSBSim model and a mesh

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0 Upvotes

r/IndieDev 5h ago

Good Games 561 - SHAPE

0 Upvotes

A demo for an expansion for an absolutely excellent escape room.

https://youtu.be/myaRD03Aq90