Indie & Dev World

Jeux indépendants originaux et coulisses du développement.

▲ 328 r/Argaming+3 crossposts

Mountain Home: mi juego artístico sobre belleza, miedo y soledad. ¡Primer playtest abierto!

Mountain Home es un pequeño proyecto artístico en 2D que llevo desarrollando desde hace varios años en mi tiempo libre. El juego está inspirado en la poesía japonesa, la estética budista y la figura del monje y poeta medieval Saigyō, quien abandonó la guerra para dedicarse a los viajes y a la búsqueda de la paz interior.

En la historia, un monje despierta en una cabaña de montaña y descubre que el valle al pie de la montaña está maldito. La gente ha desaparecido y la tierra ahora está habitada por espíritus y demonios. Mientras viaja por estos lugares, el protagonista realiza rituales, ayuda a las almas errantes e intenta comprender la causa de la catástrofe.

Una de las mecánicas principales está relacionada con la poesía. Al explorar el mundo, el monje observa pequeños momentos de belleza la luna creciente, las nubes sobre las cumbres, los cerezos en flor y compone poemas japoneses de cinco versos. Estos poemas le ayudan a conservar la calma interior y a resistir el miedo y la desesperación.
https://store.steampowered.com/app/3101120/Mountain_Home/

u/breakyouridea — 2 hours ago
▲ 115 r/unity+1 crossposts

New Physics-based Combat Paradigm Showcased (Mouse and Keyboard)

This is a SLOW-MOTION CLIP (50% SPEED) | Technical Alpha Trailer Here

Moving the Mouse Cursor directly controls the sword. This is not VR

In this video, there are 0 animations. Its pure physical interaction and every collision is unique. You can re-direct your move at any time.

The Math
Rather than using standard vector math to apply physical forces to weapons, I'm using Aerospace Control Theory to simulate the sword's motion. The sword's stiffness is governed by a Multi-Modal Harmonic Oscillator, allowing the sword to vibrate at multiple natural frequencies simultaneously. This allows for very organic, tactile interactions that emulate the stiffness of materials.

This gets rid of the "dead", "damp" "sloshy" feeling of collisions in standard VR games, and altogether circumvents the "Drunken Puppet" feeling of non-VR physics-based combat games. Here, the elastic recoil makes the sword feel truly alive as it actively bites back into the opposing weapon. It feels incredibly snappy, fluid, and responsive. This brings us much closer to modelling how energy reverberates and dissipates through objects in video games.

I've written 3 blogs about the Technology and Design Philosophy of this game on the HyperMad interactive Blog.

The Magic:
I'm using Unity's built-in Physics but I'm only using AddForce() and AddTorque() to control the sword. My formulas simply tell Unity exactly when, where, and how much force to apply. I'm Using Unity as the engine and my Bloodfall Harmonic Resonance Model as the driver. The Math is so precise that it stabilizes the sword without adding drag, friction, or joints to stop the sword from overshooting. The sword is essentially a super advanced alien spacecraft that can fly better than any man-made object to date.

I never manually change the momentum, speed, or location, or use joints. Physics are always acting on the sword - not only during impact. I don't even use OnCollision callback when the weapons clash, as nothing specific happens in that moment. This is a continuous, non-abstract simulation.

From a gameplay perspective, this means PC gamers will finally experience Speed, Precision, and Physics in a single PC game. I can confidently say this is the Holy Grail of Melee combat.

The Technical Alpha is currently accepting play-testers on Steam. The game is called BLOODFALL (Recently Featured by IGN and viral on Twitter). You will be able to test the Physics and controls while progressing through a defensive gauntlet. Full combat System to be showcased in a subsequent official free demo on Steam, when its ready.

u/willo-wisper — 2 hours ago
▲ 95 r/4Xgaming+2 crossposts

After years of development, we're proud to announce that Atre: Dominance Wars is releasing on June 8th! Thank you for all the love and support so far - we wouldn't be here without you guys!

youtube.com
u/PrissyGoddess1975 — 2 hours ago
▲ 120 r/IndieDev+1 crossposts

I added the most important feature to my open-world multiplayer turtle explorer game( ͡° ͜ʖ ͡°)

u/Welovespace21 — 3 hours ago
▲ 353 r/IndieDevelopers+5 crossposts

The game recreates battles of the Napoleonic era: you command infantry, cavalry, and artillery, while the campaigns are inspired by real events starting from 1796. There’s a strong emphasis on historical authenticity, with key formations available such as line, column, and square.

As you progress, your troops gain experience, allowing you to customize your army and better handle more challenging battles. The game uses the Unity 6 engine, combining detailed 3D graphics with a clear and convenient battlefield view.

There is no multiplayer - the game is entirely focused on a single-player experience. Everything depends on your tactical decisions and your ability to command an army in intense battles.
https://store.steampowered.com/app/4202430/Veterans_Napoleonic_Wars/

u/ThighHighlander — 6 hours ago

Is making an online game a contribution to loneliness of others people?

For the last few days I've been considering making a simple online game which is based on communication between people by texting.

But at the same time, I've been thinking about the impact that technology have on us - they make us lonely, isolate us, social skills are degrading and people live their lives in smartphones, in front of screens, not making genuine connections with others in real life. At least, this is something I've noticed in myself. When I think about all the effects, it makes me sad. And when I'm thinking about my hypothetical game, I ask myself: "Am I really going to connect different people around the globe or will the game become for someone just another reason to not talk to people in real life and will make them more glued to their phones?".

This is the ethic dilemma I'm currently in and honestly not sure what to do. I want to connect people, but at the same time these connections will be surface-level and will never replace those from IRL. Maybe I'm projecting myself, since I was doing exactly this for a long time (texting to people online whom I met in an online game, but didn't have real friends IRL).

I'm stuck. At the end of the day, I just want people to be happy and the world to become a happier place.

reddit.com
u/MiamiPalms86 — 3 hours ago

Changed the direction of our female character designs

We felt that some of our older female character designs looked a bit rough and didn’t quite fit the art direction we were aiming for.

So we tried shifting the style a little. We pushed the silhouettes, posture, and overall personality more than before.

The top-left image is closer to the older direction, while the others show the newer direction we’re testing.

Does this feel stronger?

If you’d like to check it, I’ll leave the Steam link here. Thanks a lot!

Black Ledger - The Antique Mafia

u/Background_Cow_6701 — 8 hours ago

Should culturally specific indie games translate their titles globally?

We’re a Brazilian indie studio making a roguelite deckbuilder auto-shooter inspired by the Brazilian “cangaço” (a historical movement from the backlands of northeastern Brazil).

Our game used to be called “A Cat in the Cangaço” and “Um Gato no Cangaço” at Portuguese, but we’re now considering simplifying the branding to just:

“Gato Cangaço”

The problem is: most international players have absolutely no idea what “cangaço” means.

So now we’re debating the localization strategy for the title itself.

Here are the options we’re considering:

1. Keep “Gato Cangaço” globally, but localize a subtitle depending on language:

  • Gato Cangaço: The Price of a Blessing
  • Gato Cangaço: El Precio de una Bendición
  • Gato Cangaço: Цена Благословения
  • Gato Cangaço:祝福的代价

2. Keep only “Gato Cangaço” in every language, no subtitle.

3.Fully localize the title depending on language:

  • A Cat in the Cangaço
  • A Cat in the Backlands
  • Um Gato no Cangaço etc.

One thing we noticed is that fully translating the title seems clearer, but also removes a lot of the game’s identity and uniqueness.

At the same time, keeping “Gato Cangaço” untouched may hurt discoverability or readability internationally.

What would you personally prefer as a player?

Would an untranslated title make you more curious, or less likely to click?

(And if you’re curious about the project itself, our Steam page is here.)

u/irlanbragi — 3 hours ago

2d hands in a 3d first person plane

New to game development like really new. I have an idea but I’m struggling to figure out a way to get the hands to work and was wondering if anyone could gives some pointers. I want 2d characters hands in a 3d first person plane

reddit.com
u/NeighborhoodSudden88 — 3 hours ago

What types of characters do you look for in a fighting game?

I don't mean the type, as far as Zoners, Grapplers, or that kind of thing.

I mean, for the characters themselves, what are the archetypes that attract you?

Obviously it's a very subjective thing, and it'll be different for everyone. But I'm curious what your first thought is.

The reason I'm asking, is because I'm planning to try and make a fighting game. I have a few ideas for the roster, based on what I know I, and my friends like, and look for. But I'm curious about what you think on the matter.

reddit.com
u/Phoenix03563 — 2 hours ago
▲ 7 r/TradeRush+5 crossposts

TradeRush is free on iOS: download the full game here

Feel the thrill of day trading without any of the risk!

The Reddit Game is just a taste. The full TradeRush experience unlocks:

  • Daily challenges shared among all players each day
  • Competitive leaderboards
  • XP tiers and in-game rewards
  • Archive mode to play any past Daily chart

Free to download, free to play. No real money involved.

App Store Link: https://apps.apple.com/us/app/traderush-daily-trading-game/id6759069573

u/nbsuraiya — 4 hours ago
▲ 77 r/indiegames+1 crossposts

We got laid off. So we made a game where you quit your terrible job and build a furniture empire instead.

Hey Reddit,

our new project called "Chop Chop Inc." is a game about getting fired by your former boss and building your own furniture empire from scratch. It is weird, a bit chaotic, and very much about turning a bad situation into something bigger!

If that sounds like your kind of game, feel free to check out our Steam page, wishlist it and/or play the Demo :)

-> Steam-URL: https://store.steampowered.com/app/4369130/?utm_source=reddit&utm_campaign=DemoReveal

u/NullRefEntertainment — 5 hours ago
▲ 21 r/GooglePlayDeveloper+3 crossposts

I built LaunchShots — a free in-browser App Store screenshot maker because every alternative is paywalled

Hey r/SideProject 👋

I'm an indie dev and every time I shipped an app I'd lose a weekend resizing screenshots, translating captions by hand, and re-exporting per device size. The Mac apps that automate this either cost $30/month or watermark the export until you upgrade.

So I built the tool I actually wanted: https://launchshots.app

What it does:

  • 8 device frames (iPhone 15 Pro, Pixel 9, Galaxy S24, etc.)
  • 19 languages with one-click Google Translate
  • Templates for common categories (fitness, finance, food, etc.)
  • Drag-to-zoom callouts you can move anywhere
  • Annotations (arrows, "NEW" badges, labels) — drag, rotate, recolor
  • Image stickers for logos/mascots
  • Multi-screen with reorder + duplicate
  • Export single PNG or full ZIP (every screen × every language)

It's a single HTML file. Everything runs client-side — your screenshots never leave your browser. No login, no watermark, no analytics, no tracking.

Open to all feedback — especially from folks who've actually shipped to the App Store. What did your screenshot workflow look like before? What's missing here?

u/Significant_Job_9999 — 6 hours ago
▲ 13 r/gameDevPromotion+12 crossposts

Devlog 1: Raudra Cosmos- Anime-Style Multiplayer TCG/RPG Mobile Game

Hey y'all, For the last 3 months, I’ve been developing Raudra Cosmos: an Anime/ Mythology-inspired Multiplayer Card Battler TCG/ RPG!

Its a AFK Heroes/ Deck Heroes/ Eredan Arena type of Card Battler Game (Teams).

⚔️ Collect 250+ Gods and Build your Teams to Eradicate Evil!
🎴 Find the Best Builds for your Gods - Match Equipment and Runes..
🌌 Wage War against The Outer Corruptor!
👥 Team up in Multiplayer Guild Gameplay and Co-op with Friends to Reclaim the Holy Lands!

If you want to follow along the Development Journey, Please Join the Raudra Cosmos Discord Server in my comment down below.

You can also check out the Full Devlog Video on Youtube in my comment down below.

(Some images have been generated using AI as placeholders. Most will be replaced once Funding comes in.)

Would love your Feedback, Thoughts and Insights! What looks Good? What Looks Bad? Any Feature Suggestions would be Great! :)

u/RaudraColossal — 7 hours ago
▲ 5 r/gamedevscreens+1 crossposts

Before the Tee: A top down golf course management sim/tycoon we have been building

Hey everyone. Before the Tee is a top down golf course management sim/tycoon that we've been developing for a while. Our steam page just launched so we thought we would introduce it here.

Game flow: Upon launch, users will be able to select a basic clubhouse and simple plot of land. You will then build your course by sculpting challenging holes with any resources you have. As your revenue increases from successful course management, you can purchase upgrades to your course whether it be to your clubhouse, faster lawn mowers, or more golf carts. Nicer plots of land (Desert, Coastal, Residential, etc) will become available to expand your track. All of this will take place while dealing with special events such as hosting a professional tournament, or adversity like golfers driving over the greens or into lakes. If anyone is interested in the game and alpha testing, please join the discord below

Discord: https://discord.gg/sqwuXexqH6

Steam page: https://store.steampowered.com/app/4730580/Before_the_Tee/

Disclaimer: Gen AI was used to make some art and visuals

u/Panarin_ — 2 hours ago

do you start with the hard part first or do you start anyway and figure it out later ?

am working on a game , and there is some parts on the game that am still not sure how they will work , every time i think of a way either it become complicated or wont work or it wont be like the way i want it to be

now it become a while and i have nothing done on my game , i start very few scripts then nothing , i just keep thinking of how to make the hard part and that make me do nothing

i though that i should start working on the easy part and just figure it out later , the only problem that that think that am not sure how to make is the core system of my game and it what the whole game work around it , and again i keep thinking that i should figure it out first and make it work then i should work o the rest of the game

dose anyone happen to have same issue ? what did you do ?

reddit.com
u/Hisagi10 — 6 hours ago
▲ 60 r/gamedev

Influencers can’t save a game with no momentum

Reading posts of devs who struggle to gain traction and consider spending a lot of money on marketing to save it, I feel a common misconception is to think that influencers or aggressive marketing can turn things around and save your game.

If you struggle to gain traction on your own, chances are that the game is simply not appealing enough, and even if a popular influencer ends up playing it, it will not magically make everyone buy it.

An interesting recent case is Gorilla Showdown, a new multiplayer game that was part of the Zlan, one the most watched game competition in France, it gathers millions of viewers over 3 days. Interestingly, this game was the only non-popular game showcased (others were stuff like AoE or Worms), I assume the developers had some kind of agreement with the organizers of the Zlan to have their game among the roster. The game didn't manage to gain traction on its own before the event, and despite being watched by millions of viewers, in only gained 40 followers and has the same review count.

It's also something I experienced with one game I released and that flopped, I kept thinking 'I just need one popular guy to play it and it will be fine!', I got lucky and one youtuber with 17m suscribers played it, the video had a million views but it didn't change anything sales wise. After that I made another game that managed to gain traction on its own, and with this one the influencers did have a large impact on the sales.

Influencers are a multiplier, if your game can get traction on its own, they will make it snowball, but if it doesn't, it's like multiplying 0. So if you're hesitating to X thousands on marketing to try to save your game, it may be better to invest that money in the developement of the next game instead.

reddit.com
u/SnooAdvice5696 — 7 hours ago
▲ 46 r/VisionPro+2 crossposts

Animal Chain in Blockworks

One month to release on the AppStore

u/ElasticSea — 5 hours ago