You can also play the director's cut of my game in your browser, on desktop or mobile:
Games in the making
Discover what people are making. Find your next game.
Explore mobile, browser and desktop games through their creators’ posts, from first prototypes to finished releases.
Newly submitted
Five seats. Hidden roles. One very fragile alliance.Recently approved community submission · Explore this post →LOOK AT MY GAME!
please :) https://t.co/3px3HaKSXw
LOOK AT MY GAME!
You’re trapped in a room. Changing the settings changes what’s around you. The Main Menu demo launches October 20. #unity #indiegame #gamedev https://t.co/tZbe8wIHiC
17 seconds of combat from our game ⚔️ #indiegame #gamedev https://t.co/x3nDYklN5J
All destructible objects have durability that decreases when they receive any impact
Trail - One line. Every tile. a new kind of line drawing logic game - feedback would be awesome - thank you
Hi folks! I've been forking and modernizing Dungeon Crawl Stone Soup for Android, and would love more folks to discover my all-time fave classic RPG.
For those not familiar with DCSS, it's a true traditional roguelike that's been played and in active opensource development for the past 30 years, and considered one of the pillars of the true roguelike genre.
And for very good reason: impeccable tactical design and huge gameplay variety! It's at once the hardest and fairest game you'll ever play, taking some players years to get their first win. Yes, there's absolutely a real investment needed, no sugar-coating that 😲, but once you're in, it's more lifetime hobby than game-of-the-moment.
I've tried to make the friendliest ASCII mobile version- free, no ads, offline, customizable UI, etc. but keeping the old school ASCII aesthetic. Other graphical version exist too, you don't have to play mine.
DCSS will continue to outlast most games on the market. In an age where platforms are crowded with AI slop games, I think we see a return to real core gameplay.
3 mediaWe're a team of two making Hostile Architect. It looks like a typical side-scroller, except you're the one designing the level, using stuff like ceiling spikes and lava pits and conveyor belts. You choose your traps, arrange everything, and then sit back and watch while a horde of heroes is unleashed to try to survive the level you built.
We've been working on this for about 10 months, not exactly secretly, but we're finally showing it off now, which is a little scary. Yesterday our trailer blew up on Instagram. But this is Reddit and you people are harsher critics. Does this look like something you'd play? Or should we throw ourselves into the lava pit?
Here's our Steam page: https://store.steampowered.com/app/4768160/Hostile_Architect/
Hey everyone,
I’m working on a small minimalist puzzle game inspired by the visual style of N++ and Thomas Was Alone.
I’ve been prototyping the core mechanics and I’d love to hear some feedback or suggestions from people who enjoy this kind of clean, abstract design.
Thanks a lot, and happy gaming!

Long Haul is a Unity driving prototype I’m building with Codex. Combat XP takes the truck from LV 3 to LV 4 and triggers Explosive Rounds II, just as the hull becomes critical. Prototype gameplay recorded with capture autopilot.
Did you notice the upgrade before reading this, or did the fight hide it?
Originally I didn't think this would be something players would really ask for, since the game is very "classic" when it comes to movement and cameras, and plays a lot like a retro RE.
Then a good chunk of the feedback from the demo kept coming back to it, so I obliged!
I was worried about doing this, because I've never really managed to get used to modern controls in survival horror games myself. Either the scheme changes things enough that I end up going back to tank controls anyway, or it feels kinda buggy and annoying in places.
So I tried to address the problems that kept coming up, and changed a couple of things about how the game is played, like removing the walking backwards motion in favour of a small U-turn.
While I was at it I also tweaked the character's movement speed.
Ultimately I'll still be developing around the tank controls, since they're the intended experience, but I'm happy with how this one turned out.
Has anyone here played a fixed camera game where the modern control option felt just right for them? Genuinely asking, I'd like to see how others solved it.
Game's name is Iris Dissolution, demo is available on Steam.
Hi everyone! I’m one of the developers behind Race of the Nine Worlds (R9W).
For a while now, our small team has been putting everything we have into building an indie racing game set in fantastic sci-fi worlds. We are heavily inspired by the high-speed games and animated series we all grew up watching back in the 2000s, and we really wanted to capture that specific energy - incredible speed, distinct pilots with real personalities, and unique character abilities that actually change how you approach the track. To make the universe feel truly alive, we even brought in voice actors to fully voice the characters.
We are still actively shaping the game and dialing in the physics and handling. We actually just dropped a massive Nox Warrior Update for our free Steam demo, which introduces a heavy new racer named Ardes and a brutal endgame track called Stratopolis, built right under an artificial sky dome.
Since we are polishing the core mechanics right now, we would love to hear what fellow indie creators think about the overall flow, pacing, and visual style. If you want to scratch that high-speed racing itch, please check out free demo and let us know your thoughts. Any feedback helps immensely!
Steam page: https://store.steampowered.com/app/3817560/Race_of_the_Nine_Worlds/

After fixing a few major bugs, I'd like to share with you my game - Unmurk.
It's a minimalistic puzzle game where you place puzzle pieces in their correct spots, however, the 3D aspect adds a unique twist that makes the task more challenging. Once the puzzle is completed, you get an animated model that you can interact with to discover hidden achievements.
Early impressions have been positive, and thanks to community feedback, the game will only get better over time. 😄
What do you think of the idea?
Ninefir: The Black Book has changed a lot since my last devlog earlier this month.
In this video, I’m showing the current state of the game in late September 2026, including new mechanics, spells, visual improvements, combat changes and many of the smaller systems I’ve been building and refining over the past few weeks.
Ninefir is a solo-developed action RPG set in an ancient world filled with creatures, magic, exploration and secrets. The project combines real-time combat, creature taming, companions, character builds, equipment, quests and hundreds of creatures and items.
The game is still in early development, so almost everything you see here is subject to change. I’m constantly experimenting, rebuilding systems and figuring out what Ninefir should become.
This is where the game stands right now.
Thanks for watching and following the journey.
3 mediaI'm working on a 3D arena fighter inspired by Smash Bros, Splatoon and 3D Mario games!
The characters are called Ploufs, and they're filled with ink. When you get hit, you lose some, and the less you have, the farther you fly. You can get it back by standing on your own colour.
Next, I want to add new weapons and more ink mechanics. I'm aiming for a free Steam demo in early 2027, and I post updates on my YouTube if you want to follow along :)
A fast-paced, puzzle-driven snake game where every floor is a new challenge. Guide your snake across increasingly difficult floors, solve the puzzle, unlock the way forward, and keep ascending.
Playable Link : https://ram-manohar.itch.io/dracosnake
Platform : PC (browser playable)
A co-op action-adventure inspired by Magicka, I might have bit more than I could chew..
CodeMonkey once recommended I should move from pvp to co-op pve and so I did.
I've first added pvp gamemodes like 1v1 and 1v1v1v1, then started working on a co-op pve campaign and it required so much work just for a few minutes of gameplay... xD
I still was able to finish the story but the campaign is pretty short..
I don't think I'll ever try to make a story campaign again.. I feel like it's just too much work for a solo dev.
Especially the level design part..
I really fked up the steam part, launched the page when I didn't have anything good to show so I've wasted the steam page, I've launched a demo when the game was not in a good state so I've wasted the steam fest... and the demo page launch.. xD
The game tutorial is extremely important, at first I made the mistake of having a text dump, people would just close it instantly, so I made it a video dump, people will close it instantly, so I removed the ability to close the window until the video was done, people would spend the entire time trying to close the window and wouldn't pay any attention to the video :))))
Then I've implemented a special mission to slowly show players how the game is played, I was introducing new mechanics slowly and letting the players familiarize themselves with it first until introducing the next one and that worked.
But I've been told it was too long..
So the tutorial is extremely important, without it people would just close the tutorial menu and walk aimlessly around for 5 minutes until they closed the game.
And also making trailers is hard I think I re-made it like 10 times.
Multiplayer is pretty hard to work with I think I will have nightmares with "null reference exception" caused by the server/client knowing something the other one does not or just ping.
Though I think all my games from now on will be co-op multiplayer cuz, it just makes the game more fun, everything is more fun with friends so I think it's worth it, I've also got pretty familiar with how to avoid some problems but i still hit a null reference exception from time to time.
I've used Unity of course and mirror networking, fizzysteamworks transport for multiplayer, blender for 3d art and animation, audacity for audio, and photoshop for icons.
Also made use of some free 3d asset packs like foliage and building to speed up the process cuz I struggle at making those, and some free icons.
Steam, no ai use, except a free spell checker to correct my grammar mistakes that I thing it might have used AI for spell check.
store.steampowered.com/app/3018340/Elementers/
The game is designed for around 4 to ~12 players.
The team has a limited amount of time to paint and clean the map, but almost every object has physics, so things can quickly turn into chaos. You can knock things over, spill buckets, throw objects around, etc.
Plot Twist: one player is the Saboteur.
His goal is to secretly waste everyone’s time, create chaos, sabotage progress, and make sure the team completes as little as possible without getting caught.
At the end of the time, everyone votes someone out until the Saboteur is found.
I recently played a very early prototype with some friends, so I wanted to share it for the first time. Do you think this kind of game could work? What would make the concept more interesting to you?
Most of what you see is still in progress: the characters, map, graphics, animations, UI and the rest will probably change.
PS: sorry I am french so language is in french
Our second devlog, where we further talk about the design of our upcoming game The Pineapple Conspiracy. A good occasion to think about impostor-like and social deduction gameplay!
We are trying to create other ways for saboteurs to play the game, apart from killing with an axe. Poisoning the food supply, an axe, pushing player down in caves or from a cliff, or drawing animals to the camp are all valid ways of eliminating other castaways or making them loose precious time.
Another thing that we're trying to do is to add a new role: the renegade, whose only goal is to escape alone with the hidden pineapple artifact. Of course, we're not the only ones that did that - board games, such as Bang!, have many roles that we can inspiration from. Stepping away from Among us gameplay is not so easy after all, but we're getting there slowly but surely - playtests don't lie!
Link to the post: https://www.newheadstudio.com/blog/pineapple_conspiracy_devlog2.html
Follow us on social media - and don't hesitate to wishlist as well, steam link is in the post!
Hi everyone, I’m sharing a first-person game in the style of P.T.
I’ve created a demo in Unity, and it’s available for free on itch.io.
You can play it in your browser, and there is also a full demo available for download.
LINK: https://tomdevok.itch.io/relapse-protocol
I’d love to hear your thoughts, as this is the first time I’ve made a game in this style.
Thanks for taking the time to read this, and I hope you enjoy it.
#exit665 #gamedev We have it now so the player can block with multiple characters, allowing for much more advanced enemy attacks
gameplay demo coming soon https://t.co/CG768BDB4X
LESS THAN A MONTH BEFORE THE FREE DEMO DROPS!!! "THE RAMEN BAR" WISHLIST ON STEAM🍜 https://t.co/g4a98AVBQG #indiedev #steam #gaming #simulator #indiegames #horrorgame https://t.co/8PZ73c0IjP
@E2aGames Alphabetto's v.1.2.0 is ready! Take advantage and play our FREE MULTILINGUAL DEMO! We're still at 0% negative reviews, but we need your wishlist! Thanks a lot https://t.co/gKJ7Ck46Bk #IndieGame #GameDev #CardGame #Steam https://t.co/qMrqJCuUpe
Sometimes finding the door is harder than finding the customer. 💀
4 people, 1 door, 0 sense of direction.
🎮 Our demo is out now! 🔥 Wishlist us on Steam!
🔗 Link in bio!
#indiegame #gamedev #Steam #indiegamedev #gaming https://t.co/a1R9ICAILB
New weapon system. Weapons can now have alternative fire modes, like the pistol's three round burst. Also makes adding weapons to NPCs much easier. Slapped a shotgun on one of the troopers. Thought it was time for some gameplay instead of modeling #GameDev #Unity3d #MadeWithUnity https://t.co/d6c59VDgm7
Gameplay of my Island Defense - Farming game. #indiegame #gamedev #game #survivalgame #fyp #gamedevelopment https://t.co/3RwvWBQQJX
We are at SERBIAN GAMES WEEK!! Play the Demo NOW! #serbiangamesweek #papersplease #indiedev #indiegame #noir https://t.co/fsLaukN2rc
The demo for Stack Order has just reached 2500 players! A huge thank you to everyone who played and gave us their feedback!
If a gritty narrative deckbuilder that plays like a graphic novel sounds like your jam, don't hesitate to check it out yourself🖍️🃏!
#indiegames #indiedev https://t.co/XMPyUHMGGT
Reason #67 to play co-op with someone unhinged: Tag who you're gonna try the demo with Sept. 28th #indiegame #coopgame #indiedev #twinhooks #ue5 https://t.co/i3aa5Mpo0q
Just a gameplay of my game, nothing else🦇 https://t.co/avR5GfwCWj
Fall is here! A real fall and it's a Partial edition! #indiegame #2dplatformer #gamedev #solodev I am dropping a demo this week! Add Partial To Wishlist: https://t.co/3PumqPY4g5 https://t.co/dXrN4hSkcg


































