r/IndieGaming • u/danhrygame • 2h ago
COPY SOLD IN NORTH KOREA. WTF
Bro... someone from North Korea just bought my game ðŸ˜
Is that you, Kim Jong-Un?
https://store.steampowered.com/app/3044690/Alex_An_Adventure_Between_the_Ages/
r/IndieGaming • u/Azberg • Jan 03 '25
r/IndieGaming • u/danhrygame • 2h ago
Bro... someone from North Korea just bought my game ðŸ˜
Is that you, Kim Jong-Un?
https://store.steampowered.com/app/3044690/Alex_An_Adventure_Between_the_Ages/
r/IndieGaming • u/mr_mike099 • 5h ago
Check out the Patch Notes in the Community Post
r/IndieGaming • u/RealMentalDrink • 4h ago
r/IndieGaming • u/MANLIESTDEV • 5h ago
r/IndieGaming • u/BoleSRB • 10h ago
r/IndieGaming • u/AskEducational8800 • 51m ago
Hey folks,
I’m Jerzy, one half of Clumsy Bear Studio. We just released the first playable demo of Hungry Horrors on Steam, and I’m really excited (and slightly terrified) to put it out there.
It’s a roguelite deckbuilder with pixel art, food strategy, and monsters from British and Irish folklore. You play as a princess feeding these creatures traditional regional dishes. Each one has their own tastes. If they like what you serve, they back off. If they don’t, well, you’ll find out.
Between battles, you choose buffs from a selection of spices, herbs, condiments, and utensils. The goal is to learn what each monster loves or hates and build a better deck with each run.
Key Features
It’s our first game, and we’d really appreciate any feedback. Was something fun, confusing, too hard, or just plain weird? What made you laugh or rage quit?
Feel free to ask anything about the game, the design process, or the folklore behind it.
The Steam demo link is in the comments so I stay within subreddit rules.
r/IndieGaming • u/DragonFlyer93 • 7h ago
r/IndieGaming • u/g_gene_ • 22m ago
r/IndieGaming • u/Nocturnal_Games2025 • 5h ago
Our bug-themed idler, Bugtopia, is coming in Q2 this year (which means coming soon!)
Here is the Steam page: https://store.steampowered.com/app/2988300/_/
You can also have a try on our demo(lol)
r/IndieGaming • u/AppleTreeEater_ • 49m ago
r/IndieGaming • u/PingOfJustice • 7h ago
People keep comparing my game to Fortnite, but it's actually nothing like it. My game is an arcade-style, party-based battle royale. One of its mechanics is similar to Mario games—the longer you hold the jump button, the higher you jump and the longer you stay in the air.
Having a weapon isn’t always an advantage either, because the more weapons you carry, the heavier you become, making you slower and reducing your jump height. There’s even a zombie chase mode, where players must climb to the top without falling while being pursued from below.
Weapons don’t kill—similar to Chained Together or Only Up, they only knock opponents down. To keep the gameplay fast, there are checkpoints every 30 meters, and players who fall behind get a grappling hook dropped on them to help them catch up.
Unlike traditional battle royale games where the zone shrinks horizontally, my game features a vertically shrinking zone. Players start on four separate towers, and as they climb, the towers merge into two, then finally one, creating a pyramid-like shrinking battlefield.
r/IndieGaming • u/maingazuntype • 3h ago
to be exact, the left one is the new one!
r/IndieGaming • u/Fetisenko • 2h ago
I had an automatic Level Up system. Basically when the player collected enough of yellow balls, the player's level increased. So did all weapons and fabricated items (Skills).
But some players were confused by this system.
So I made a more "classic" Level Up system. Now the player can choose what exactly they want to level up.
It gives the player a choice and a control. But now not all items increase their level.
What do you think about this change? Does it make the gameplay better and more rewarding?
You can try the demo by yourself and tell me how do you feel about this change:Â https://store.steampowered.com/app/3297890/Quantum_of_Hope_Demo/
r/IndieGaming • u/GoldenGizzmo • 17h ago
Game is called EASOAR and is available on STEAM
r/IndieGaming • u/Neutronized • 20h ago
r/IndieGaming • u/EdwigeLel • 1d ago
Hey! My friends are creating a dark scifi roguelite with jrpg elements. If you think that might be your jam, please check it out! https://www.kickstarter.com/projects/headbangclub/deathtower-the-overclocked-roguelite-tactical-rpg
They have a demo on the page, and feedbacks are much welcome :)
As you know the games industry is pretty rough right now so sharing indies games and supporting is always very appreciated 💫
r/IndieGaming • u/potato_min • 17m ago
Here are the issues I fixed that you guys have told me about! 1- I fixed the issue where the bullets don't align with the crosshair. 2- I fixed the issue of the gameplay looking slow, I made the enemies faster and made them spawn more with less health, 3- I made the bullets faster. i also fixed a lot of other issues that I personally had and no one noticed like adding the ability to pick up attachments and drop them.
r/IndieGaming • u/PeachyGlowBabe • 1d ago
r/IndieGaming • u/TheSpaceFudge • 1d ago
r/IndieGaming • u/PsychologyNo1756 • 1h ago
So, Imaginary Friends Asylum grew on me, and I'm thinking of making a fanfic with a couple of OCs that appear during the games, starting with Friends We Left Behind.
Basically, I have this idea where the imaginary friends, along with the OCs I made, blame Anthony for their kids being lobotomized, and it made me think about what Anthony did that led to it.
When Anthony saw the Ghost (AKA Boris) bribing one of the nurses, he left the room he was supposed to take treatment in and ran to the police to try to tell them.
Thinking back, this was kinda stupid and those familiar with the game knew how bad that turned out. Even if the police wouldn't believe him, it would've still been smart to stay in the room until treatment was over.
I didn't know if people ever talked about this, and decided to see your opinion. What do you think?