Built in unity , i made every asset by myself on Blender What do you think ? #indiegame #indiedev #y2kaesthetic #gamedev#unity3d
Game category
Action & arcade
Fast movement, combat and arcade-style play.
Wishlist Demon Crisis on Steam: https://store.steampowered.com/app/5177030/Demon_Crisis/
Eric plays through the current state of the demo with a GUN4IR lightgun.
Draw a loop. Catch everything inside. 🌀
Loopix is my free .io arcade game: grow from a tiny spark into a supernova, beat 10 Guardian bosses and dive through black holes to new worlds.
Play in your browser 👉 https://t.co/rt2AEmNUUP
#indiegame #gamedev #webgame https://t.co/f8CcHU14rR
3 weeks ago i wondered what snakes would be if it was not bounded by a 2d grid,
so i did a 3 day trial of using ai to prototype
the prototype had good reaction ratings , so i went and kept working on it for another 7 days
(only open code cheap models was used) no assets was given
i manually drew over 50 skins in asperite
me and ai was co developing , while it worked on detailed document of instructions and manual playtest reviews i was busy doing skins, manual SDK implementation ,
manual testing , code reviewing , iterating over optimization methods and so forth
I went silent for a while about any updates purely because i found people trying to 1shot a clone of the first showcase, to upload it using frontier models
but now i made it live and published
shocking part came to seeing daily players for a 10day developed game
including 13 experimental game modes , 4 global leaderboards
crazygames basic launch shows average daily players of roughly 270 people
playgama shows average of 33 daily players
in comparison my main game that i manually did over a course of 2years rakes in roughly 20 daily players
ai was used on this game purely because
1)my main game dont use ai and i still do monthly updates on new skills, polish and balancing 2)then i am also working on another game for the last 2 months
Juggling concepts while juggling a busy workload can become near impossible for a 1 man army
the snakes game might get more continued updates after 1month metric analysis
that will determine if i go forth to build the online multiplayer mode
if you want to try it
https://playgama.com/game/snakes-in-space
No comments)
The free demo on Steam!
https://t.co/5CcNPmAnRq
#PillowVsChickens #indiedev #gamedev #shmup #gaming #indiegames #unity3d https://t.co/xrHLY7aLCQ
Hey! This is Cragnarok, a physics-based destruction hero shooter with Norse heroes. Walls, towers and the ground break apart, so every fight changes the map. The movement is fast, fun and agile, you are the hero and an unstoppable force.
You can play the wave campaign solo or in co-op, PvP with friends, or defend a castle in the war mode against a whole army or minigames with your friends.
The open beta is now finally out and free for now (Windows): https://cragnarok.gebes.io
Discord: https://discord.gg/rPGPrzWk3m
I'd love to hear what you think
Hey everyone, I’ve been working on my game, Vector Void, in Godot. It’s a neon-style arcade shooter where you fight waves of enemies, unlock new ships, and survive as long as possible.
I’d love to hear your thoughts and feedback on the game.
We started with procedural catacombs and train building. Now we're adding more depth with different builds, new mechanics and some fancy effects
Hi! Solo dev here. The idea is a survivors-like where you can't back off. The camera keeps climbing, a wall of fog rises behind you, and everything the warlord sends down the mountain is in between. You can dodge and circle all you like, you just can't retreat and reset a fight.
WASD to move, mouse to aim (you fire on your own), Space for special ability per class. Every level up you pick one of three traits: fire, frost, meteors, illusions, extra arrows. They stack in some silly ways. There's a boss at the top.
It's a demo and runs take about 10 minutes. I'd love to know whether the core game loop was interesting.

I got tired of never being able to play slither-style games in the same match as friends, so I made one where you pick a server by name ("meet me in Cold Pizza") and invite links drop people straight into your room. Powerups, bots at three skill levels, backgrounds that change as you level up, and a headshot sound that I'm way too proud of.
Free, no account, works on phones. Would love to hear what feels off.

Thalia is a fast paced roguelike action game. You as Thalia has been summoned to this ancient place where death is not the end, it is only the beginning. Fight hoards of enemies, giant bosses and improve in an infinite mechanic where death only makes you stronger!
Hello. In my game Core Of Havoc status effects not only modify numbers and show visuals, but there are gameplay interaction added to each of them.
For example, when you shock an enemy, not only it increases the crit chance and multi against them, but also when you crit a shocked enemy, lightning arcs are emitted to nearby enemies with damage proportional from the base hit.
So it's totally possible to use shock as a way to clear packs. You just need to combine a weapon that applies shock with another one with high chance or even guaranteed crits.
If you're interested to learn more about the game, you can check how the affixes works in this video: https://www.youtube.com/watch?v=RSOAo0r6i-8
And of course, if you like the game, you can wishlist it on the Steam page (Release in early 2027) https://store.steampowered.com/app/4223480/Core_Of_Havoc/
I made a free bullet hell MMO inspired by Realm of the Mad God.
Play instantly as a guest, no sign-up or download
Works on phone and desktop
6 classes, permadeath, dungeons, a shared vault
No disconnect deaths: if your connection drops, your character freezes and can't be hit until you're back
It's still early, so I'd love feedback and bug reports. Thanks!

I'm currently working with my team on a co-op PvE horde extraction game, inspired by Killing Floor, built in HDRP and Unity 6.
We also just dropped a Devlog: https://www.youtube.com/watch?v=wpkPQXL5OLw (for anyone interested) :)
You're a white blood cell fighting disease in my game, We Will Die For You. Here's a sneak peek.
Full gameplay trailer: Monday, Oct 5 at 10 a.m. Central.
Wishlist on Steam: https://t.co/hmZc2uoxvC
#indiegame #gamedev https://t.co/EHw4auRH9z
Miss Fabulous wins the crown! 🧟♀️
She ate all the other contestants.
So technically… she was the only contestant left. 💀
I am working on my game ( OUTPOSTERS) second boss. What do you think about her?
İf anyone interested free demo is on steam: OUTPOSTERS STEAM
Game Title: Cragnarok
Playable Link: https://cragnarok.gebes.io/
Platform: Windows (PC)
Description:
Cragnarok is a fast arena shooter with Norse heroes in a fully destructible voxel world. Walls, towers and the ground itself break apart, so every fight changes the map. You pick a hero, grab weapons like the Thunder Repeater, Blunderbuss or Gungnir, and fight your way through waves of enemies and bosses.
You can play the campaign solo or in co-op with friends, jump into PvP matches, or defend a castle together in the war mode. The first levels teach the game step by step, so you can just start playing without reading anything.
The open beta just went live. You need a free account to play (no email confirmation), and the launcher keeps the game up to date.
I'd really like to hear what you think: how the first minutes feel, how shooting and movement feel, and anything that's confusing or broken. There's a bug report page on the website and a Discord: https://discord.gg/rPGPrzWk3m
Free to Play Status:
- [x] Free to play
- [ ] Demo/Key available
- [ ] Paid
Involvement: I'm the developer. It's my own project, and I made the game.
(Had to delete and reupload this post because of reddit video preview not working)
Hi all — I'm Ardis, I lead the team and direct the art on Extracto Proviso, a first-person factory game in UE5. Posted an intro elsewhere on Sunday and realised I'd listed features instead of explaining what the game actually is. Second try.
You're an android with two problems.
You're a lone android sent to a planet you know nothing about, equipped with a harvester and the ability to build a hub. From there it's automation all the way: biomass to ores, ores to buildings, buildings to technologies you were never told about.
The humans want deliveries. Every quota comes with a timer and a patience meter that slides from green to red. Let it hit red and they send troops — survivable early if you're quick, but they hit harder every time, and harder the deeper into the game you are.
The planet doesn't want you either. Once your factory starts polluting, the aliens fight back. Their nests are everywhere, and just being near one drains your stamina — running, jumping, jetpack, all of it. So you clear nests not just to fight, but to make the world walkable. When a nest breaks, eggs drop. Raise one and it becomes a companion that fights beside you, levels up with every win, and can be stationed in a nest of your own to guard the base.
The factory in between is the calm part: grid-snapped building, endless floor panels, and floating islands you can ramp up to and build on — where you may find rarer ores. Warp gates and drones move what you mine, so you're not running belts across the sky. Build ramps up to the islands, floors between them, move your whole base into the sky or just use the islands as supply. Do what you want. It's your problem now.
Where it's at: Free demo on Steam, Steam Next Fest Oct 19, Early Access Nov 2.
Links in the first comment. I'll be around to reply, but I'm in Europe so late comments may get a morning answer :)
Submitted my game to @Steam, hoping it can pass on first try! Play the demo with this character right now: https://t.co/JGXP2Ct9DT
Too wide? Squeeze through. 🚗⚡
New gameplay trailer for our game, Magic Car: Last Spark. Recorded & edited with help from GPT-6.1 Sol in Codex.
Play free: https://t.co/31Bj0Clm1C
Would you squeeze through or drift around? https://t.co/noEn1S1FT2
Getting into the sharing progress phase now as I'm moving towards getting a playtest up and running. If you want to follow along here's the Steam Page: https://store.steampowered.com/app/5164060/Servo_The_Wildguard/
Servo the Wildguard is a love letter to the mech gameplay in Sonic Adventure. The Zones are mini open worlds where you need to tackle objectives and get out as fast as you can.
Rack up combos, collect shards, work on clear speed.
Been building this game solo for a while - party game where one button triggers a random event every round. Last playtest, someone pressed it thinking they'd get something mild. Instead a tornado spawned and just... redistributed the entire lobby across the map.
That's basically the whole game in one sentence - 17+ random events, you never know which one's coming, last player standing wins. Rounds are short, nobody needs a tutorial, chaos does the explaining.
What's the most chaotic thing that's ever happened to your friend group in a co-op game?
We’ve been working on DiffMaze, a small indie maze game for Android and iOS.
The idea is pretty simple: you have to escape the maze while dealing with different monsters that behave differently. Some chase you, some can see you through the maze, and some give you very little room for mistakes.
The maze itself is also procedurally generated, so each run can feel different.
We’ve been trying to keep the controls simple while making the actual escape challenging. Runs are fairly short too, so you can jump back in for another attempt after dying.
We’d love to hear what you think if you give it a try, especially which part of the gameplay feels fun or frustrating.
Google Play: https://play.google.com/store/apps=com.diffmaze.diffmaze
App Store: https://apps.apple.com/app/id6804687701
We’re still actively developing it, so feedback is genuinely useful.
I always wanted to make a cute, colorful, and modern take on the 1984 arcade classic Balloon Fight, so here we are! I'm developing Bouncy Balloonist: a balloon-popping 2D Arena Platformer.
Some notable features
- Endless levels - How high will you score?
- Procedurally generated levels - No two runs will be the same!
- 100% hand-drawn, human-made 2D artwork and animations
- 4 unique environments - You just saw the first one: Midori Meadows
- Increasing difficulty - 16 levels per loop, each loop ups the ante!
Interested? The Steam page is currently in the review process, but in the meantime, you can follow my socials and join my Discord server to stay updated and be the first to wishlist! Links can be found in my bio.
Kitty and Puppy are safe. Getting Fishy home is going to take a little more work.
Robot Wants Fishy is the toughest, most hardcore of the four original Robot Wants games: a metroidvania with six interconnected levels, dry caverns, and underwater passages. New abilities will get you past old dead ends, but having the right upgrade is only half the job. You still have to make the jumps, survive the fights, and work out where to go next.
I rebuilt Mike Hommel’s 2010 Flash game as an independent browser remaster with his permission, preserving the original design, artwork, and music.
My challenge: forget the leaderboard on your first attempt. Can you make it all the way to Fishy? Once you have rescued him, come back and see how much time you can shave off your run.
If you played Kitty or Puppy, I would love to hear how this one compares.

Over the past few months, I’ve been working on ZEPDROP whenever I could find time between my other projects.
The motivation was pretty simple: I wanted an experience similar to batle royale that I could play on my Mac. That became a browser-based, single-player battle royale with its own low-poly style.
You drop from a zeppelin, loot weapons, and try to outlast 89 bots as the safe zone shrinks. The island also has vehicles, different biomes, and three bosses with their own locations, minions, and medallions. No building mechanics.
I used AI throughout development. The assets are a mix of purchased packs made by human artists, AI-generated assets, and custom work. It isn’t an entirely AI-generated game.
It’s still in development, and there are definitely rough edges. Bot behavior, combat feel, vehicle handling, and performance have all needed plenty of iteration.
I hope I’ve managed to capture some of the experience I was looking for. If you give it a try, I’d love to hear what works, what doesn’t, and what you’d change. Bugs, confusing moments, and suggestions are all welcome.
Play: https://catchy.games/game/zepdrop/
Free to play in your browser. Desktop, keyboard and mouse required.

Hi all,
I am developing a game for fun using my own custom game engine (C++ and OpenGL).
I have been working on this game (and the engine) for 4 years now. I'm a French software engineer working for an American company, so this project is not a full-time job. I can only work on it during my free time after work or on weekends.
I am not doing this for money, I just want people to play my game and enjoy it when it's ready. I think I still have about one year of development left to get a fully playable game that I can share. The engine and performances are now in a very good state.
What I really need to know from you guys is if it is worth finalizing. I am the only one who has ever tested the game, so I don't know if it's genuinely fun or if the graphics are good enough for people to enjoy.
I'm asking myself this because nowadays, with generative AI, it feels like anyone can create something similar very easily (game engines, pixel art, sound design, etc.). Every time I sit down to work on itafter work, I wonder if it's worth continuing.
I've made a short YouTube video with some gameplay. Everything is a work in progress, but I would love to know if what I did is worth pursing:
https://www.youtube.com/watch?v=ayDA0eYGTPc
- Engine: Custom-built with C++ and OpenGL
- Pixel art: Made with Piskel
- Sound design: Made with sfxr.me
- Music: Creative Commons & AI placeholders
Captured on: AMD Ryzen 5 7640U, AMD Radeon 760M, 16 GB RAM
Disclaimer: All AI content (music only—NO code, sound effects, or pixel art are AI-generated) consists of PLACEHOLDERS only and will be replaced by music made by humans. For now, I cannot afford to hire a composer, so I am using AI temporarily.
Thanks to anyone who takes the time to watch the video. If even just one person watches it and gives feedback, it will mean the world to me.

Hey everyone! After a long stretch of work I finally released my game, Powder & Penance, on itch.io.
It's a top-down pixel-art action game. You're a convict thrown clear when your prison wagon is attacked on the road to the Abbey, and you fight your way through orchards, swamps, tallow works and a cathedral full of things made of wax.
What's in it:
- Melee and black-powder weapons (swords, greataxes, flintlocks, a blunderbuss) that you have to reload by hand
- Five bosses, most with a second phase
- Shrines to rest at, healing phials, and a "guttered candle" that holds everything you had when you died
- Powder kegs that blow up enemies (and you)
It's built with Phaser 3 and TypeScript and packaged with Electron for Windows, Mac and Linux.
I'd really love feedback, especially on how the combat feels and whether the bosses are fair or frustrating. Brutal honesty welcome.
Some gameplays: https://imgur.com/a/0w62pxi
https://imgur.com/a/Q2Bfoq7
https://imgur.com/a/iHMO2Ep
Play it on itch!
Thanks for looking!
2 mediaDARK VECTOR Part 7 is here! 🧟♂️🎮
The development continues!
I'm building my own zombie apocalypse FPS in Unity and documenting the progress along the way. In this episode, I continue improving Dark Vector, adding and working on more features while pushing the game closer to the vision I have for it.
This project is also part of my journey as an indie game developer — learning, experimenting, solving problems, and building something of my own.
📅 September 2026 🎮 DARK VECTOR — Zombie Apocalypse FPS 🛠️ Built with Unity 👨💻 Developer: Christoosabi
If you're interested in Unity game development, indie games, zombie FPS games, game devlogs, solo development, and watching a game being built from scratch, follow the journey.
💬 What feature would you want to see in Dark Vector?
👍 Like the video 💬 Comment your ideas 🔔 Subscribe for the next part
#DarkVector #GameDev #Unity #IndieGameDev #ZombieFPS #GameDevelopment #Devlog #Christoosabi #IndieGame #FPSGame #Unity3D #GameDev2026
3 mediaAs we were getting ready press publish demo on steam, we stumbled upon some old screenshots. When you work so much and you are consumed by it, you can often forgot what was there in the beginning.
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