I put a lot of love into the DISTANT environment. Am I overdoing it? 🫣😄
I know, I know. But I want the game to look good no matter how high Ripples climbs, which makes a BIG difference for level design choices, right?🙃
Game category
Travel through a world, story or connected set of places.
I put a lot of love into the DISTANT environment. Am I overdoing it? 🫣😄
I know, I know. But I want the game to look good no matter how high Ripples climbs, which makes a BIG difference for level design choices, right?🙃
Be careful it’s sharp!
Working on floor 3!
#indiedev #indiegames #rpg #retro #dungeoncrawler
Been working on a top down Bloodpunk metroidvania where you play as a cyborg vampire.
Happy ScreenshotSaturday! Birdseed comes to SteamVR in just a few days, check out some shots from our cozy free-to-play birdwatching game 🐦️ 🕺
4 mediacurrent state of a star-fishing mechanic in my cozy game
you can wishlist it here: https://store.steampowered.com/app/5203320/Oosha_Loves_Stargazing/
#indie #indiedev #gamedev
Travelling through a megastructure in my indie game
I'm new here and don't know anything about how this app works, but while I figure that out here's some screenshots of my indie game 🫰
4 mediai made a game where you literally have to leave no stone unturned,
the catch is there are 1,000,000 pieces of stones and only 1 has buried treasure
#indiegame #indiedev #gaming
He Who Watches by Danga Games is OUT NOW! 👁️🏹
To celebrate the release, we have a brand new trailer featuring solo developer Bobby Vanden explaining what the game is and why it's special. Watch below!
Steam: store.steampowered.com/app/1070500/... itch: draknek.itch.io/he-who-watches
Time flies so fast. Steam Next Fest and the release date will be here before I know it. #indiegame #インディーゲーム https://t.co/7hqYZtAGPs
Game Title: Underplane
Most of the time the honest answer is "stand still" — and the app says so, with a countdown on your lock screen via a Live Activity. When you can improve your position, it gives you a walking or driving route to the intercept point and a margin you can trust. When the aircraft passes, it grades the catch on how close to directly overhead you actually stood: PERFECT at 0m, down through Good.
Catches land in a flight log and a trophy case of 14 badges, a leaderboard ranks everyone who has stood under one, and tapping any flight gives you its route context.
Nothing about the grade is decorative. It's computed from your real position against the aircraft's real track — it measures how well you positioned yourself.
You're witnessing the very first server ! septimstudio.itch.io
Playable Link: https://spacelizardgames.itch.io/gamblin-geezers
Platform: PC/Web
Hi Everyone! We are Space Lizard Games and we are developing Gamblin' Geezers, a roguelike card game built on Rummy. Your grandma has gone missing from her nursing home. Nobody there remembers where she went, and the only way to get answers out of them is to beat them at cards.
The game is free and fully playable in the browser via our itch link at the top.
The game is still in development, so a quick first impression helps a lot. What hooked you, what lost you, where you quit, what you would like more of, that kind of thing.

Hey all I just finished my dream project Starfall Drifter. It's free to play for a short time to get feedback and playtest. Let me know if you had fun and let me know if you have some feedback :)
Play here:
Hey everyone, I recently built Xetodus, a space MMO that runs entirely in your browser.
You can explore 750+ procedural star systems, fly 20+ ships, and train 17+ skills. You can also land on planets to build colonies, set up drilling operations on moons, and fight other players or take on PvE battles.
Explore the universe, work toward your next ship, or find a planet to call home.
It’s playable now: xetodus.com
No separate download required. It’s free to play, with an optional paid membership for additional features. Mobile supported also! WebGL or WebGPU support required (any modern browser).
I’d really appreciate some fresh eyes on it, especially the first few minutes. Are the flight controls clear, and do you know what to do once you’re in your ship? Feedback on what’s fun, confusing, or missing would be genuinely helpful.
Hi! I’m an Environment Artist from Ukraine, formerly at Crytek Kyiv, and this is my solo-developed psychological horror game, Locked In: The Ward. Its first gameplay reveal was recently featured by IGN.
Locked In: The Ward is a first-person psychological horror game set around the abandoned Ravenrock Research Facility. You play as a woman who has no memory of how she got there and gradually uncover the facility’s past, Project ECHO, and the mystery surrounding Subject #0012.
The game is focused on exploration, puzzles, environmental storytelling and psychological horror. Strange events become increasingly difficult to distinguish from reality — lights behave unpredictably, objects move, sounds appear where they shouldn’t, and the environment itself can change around you.
There’s no traditional combat focus. I want the tension to come from exploring the facility, solving its mysteries and never being completely sure whether what you just experienced was real.
The current reveal trailer shows an early build, and several mechanics and paranormal events I’m working on aren’t shown yet. Future trailers will reveal much more.
I’d love to hear what you think about the atmosphere and concept so far!
Gameplay Reveal Trailer: https://youtu.be/7Nr9YT6fqlQ
Steam: https://store.steampowered.com/app/5277740/Locked_In_The_Ward/

Tidyspell is a cozy first person magical cleaning game where you tidy up a whimsical home using telekinesis and spells, catch little spirits, and explore strange hidden spaces.
Hello! My girlfriend and I created a bittersweet story in which, on Halloween night, the witch Sova is visited by her lost cat, Moon. But Moon returns as a ghost and can't remember much of her life.
To help Moon remember their shared past, Sova casts a spell to print their memories. The spell goes wrong, and some of the memories are printed as stickers.
You can choose from several stickers and match them to the photos to create different versions of their memories!
Features:
⭐ 15 photos with 14 stickers to play around with
⭐ Different outcomes – each sticker leads to a different variation of a memory
⭐ Gameplay lasting from 20 to 40 minutes
⭐ One ending. Because everyone has to say goodbye someday
⭐ Everyday cat experiences, but with a spooky twist!
You can play it here: Moon Comes to Say Goodbye
Let us know what you think in the Itch.io comments or here. We value your feedback and will consider it when making future improvements to the game!
5 mediaWe’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.
After 3 years of working alone without any help from AI I finally released my game TRUDGE this month. Some players said it's too niche. , no rewards, no flashy actions. It moves slowly. The experience feels more like struggle. I keep wondering whether I should try to find niches or if I should go back and work on more familiar game ideas that people already enjoy. Is it better to stay true to what I built or to change and make things more accessible?
Available on Steam & itch․io
This is my game I solo-developed in Godot. It’s called My Beautiful Faraway, a first-person narrative walking sim with puzzles and a strong focus on exploration.
The game is complete and releases very soon, on October 13th!
https://store.steampowered.com/app/4516190/My\_Beautiful\_Faraway\_Please\_Dont\_Be\_Cruel\_To\_Me/
You find your childhood journals. Some pages are blacked out, and you don't remember those days.
Click an underlined moment and you're back there, age 7, 13 or 17. Do one thing differently, come back, and watch your present rewrite itself word by word. Your sister is fine now. Your best friend isn't.
Five people matter to you, and the game is built so >!you can't keep all five!<. There are 21,880 possible timelines and none of them saves everyone. Every jump also costs you memory: words in your journal go black, and some moments are lost for good.
Around halfway, the journal starts acting strangely. >!Lines appear that you didn't write, and there are notes in your mom's handwriting.!< There are five different explanations for what's going on, and each one leads to its own ending.
It's all text, with no build and no install. One run takes 1.5–2 hours, and seeing every ending takes 3+. It's in 12 languages.
Content note: death (including a child's), addiction and families coming apart, told quietly.
Would love to hear some feedback!

We're a small indie team from the UK working on a hand-drawn adventure game called Mithra.
What starts out as an investigation into your missing mother quickly evolves into uncovering the inner workings of an ancient secret society!
Thanks for checking it out!

Hi everyone, we’ve just released the teaser trailer for our first game: MAT-O - a short, isometric, hand-drawn narrative game that we’re currently working on.
We’re a tiny team of just three people, so it’s really exciting for us to finally start showing some of the work we’ve been putting into the game.
Teaser trailer on YouTube: https://www.youtube.com/watch?v=tHAn3VzTunU
I just finished my first game (VN)! 👻♨️
Ghost Onsen Festival is a short visual novel set in a yokai-inspired world, where you spend a day at a festival where spirits come to wash away their memories. But what happens to someone who wants to be remembered?
It's short, cozy and I enjoyed learning to make it - from just starting digital art to building the story and game.
Made for Spooktober Visual Novel Jam 2026. It’s about 25-30 mins and playable in the browser.
Would love if you checked it out and commented your thoughts ♡

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.

Hello! Me and a couple of friends of mine have made a game for the very first time! It's a horror visual novel for Spooktober's game jam, called "The Haunting of Sunset Mall", and we're very excited to share it! I have absolutely no idea how to make it gain visibility aside from submitting it to the game jam, though, which is why I'm making this post!
I am very likely going to continue making visual novels in the future, but for now, this is our first step! I really hope it looks interesting enough to give it a try! If you decide to check it out, thank you so much, and I hope you enjoy it!
Edit: OOPS I forgot to add the link lol here it is:
https://nixte24.itch.io/the-haunting-of-sunset-mall
4 mediaHi 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
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.

First, a big thank you to everyone who has already playtested Buried Worlds VR. Your answers showed me exactly where the opening lost people, and a lot of what you told me is already in the game: clearer controls, better guidance, and plenty of fixes along the way. If you took part, thank you. It genuinely made the game better.
I'm now looking for more Quest players, under the same conditions as before. Buried Worlds VR is a treasure-hunting game: metal detecting, digging and panning for gold across five real places where real treasure was found. I want to see where the opening still loses people.
- Pay: US$10 via PayPal, sent within 48 hours of your submission.
- Time: about 20 minutes playing plus a 5-minute questionnaire, any time within a week.
- Hardware: Quest 2, 3, 3S or Pro.
- Access: a free key, emailed to you after selection. Yours to keep.
- What earns the fee: play about 20 minutes, get at least $10 of finds in the game's own money, screenshot the marketplace, and answer seven questions on the site. A sentence or two each; one-word answers don't tell me anything. Stuck? Message me on Discord and I'll walk you through it. That doesn't affect payment.
- Eligibility: you must be new to Buried Worlds VR: never played it, and not in an earlier round. The whole point is to see the opening through fresh eyes. You also need to be 13+ (under 18 with a parent or guardian's agreement, and the payment goes to their PayPal) and have a PayPal account the money can reach.
Apply here: https://www.buriedworlds.com/playtest
Updated Trailer: https://youtu.be/2q9JLdMisNc

Hi,
I'm looking for a few people to playtest DIGSITE ZERO, a first-person mining and exploration game built around digging through a destructible meteorite.
The current playtest build is publicly available as a free Steam demo on Windows that takes around 1 to 2 hours of time to complete.
I'm particularly interested in feedback on:
I'm more interested in specific problems than general impressions. If something feels wrong, confusing or tedious, I'd like to know exactly when and why.
You can play the current build here:
https://store.steampowered.com/app/4726130/DIGSITE_ZERO/
(Click "Download DIGSITE ZERO Demo" on the Steam page.)
Feedback can be left directly in the comments or sent to me via Reddit DM.
Thanks for taking the time to test it.

Hi! I’m the solo developer and original writer of 23:61, a psychological mystery visual novel originally written in Chinese.
I’ve just released the first English localization pass for the Steam demo, and I’m looking for English-speaking players to help me evaluate how it actually reads in context.
The current English text is not the final localization. This is intentionally an early public feedback pass before I lock the final version.
The game is told through a smartphone interface and follows two girls trying to bring back someone who died.
For this test, I’m especially interested in:
- lines that sound unnatural or too literal
- awkward grammar or phrasing
- terminology that feels inconsistent
- dialogue that does not fit the character’s voice
- sentences that are technically understandable, but simply do not sound like natural English
You do not need to be a professional translator. Native or fluent first impressions are exactly what I need.
If something feels wrong, a screenshot or quoted line plus a short explanation would be extremely helpful.
Steam Demo: https://store.steampowered.com/app/4626540/2361Demo/
You can leave feedback in the comments, send me a DM, or start a thread in the Steam Discussions.
General story/UI feedback is welcome too, but the main purpose of this test is localization.

Myself and the other two guys on the team wanted to thank the community for some of the really thoughtful feedback we got over 9 months ago when we first posted about the game. (Back when it was still called Village Legend.) That reception really went a long way in encouraging us to keep working hard on the project.
This is the most work that any of us have put into a project (of any kind) before, and I'm taking this moment to reflect on the power of that consistent effort.
I've always thought it would be cool to make a game, like most people here I'd gather. I made lots of little tech demos and experiments, but I was never able to see any project through those early stages. When I think about the difference between this project and all of those that came before it, the biggest that comes to mind is that I wasn't working alone.
The power and genuine fun of collaboration on a project (that you actually care about) made all of the difference. It really surprised me how important it became for me. The kinds of ideas and solutions you come up with when brainstorming together simply could not happen alone. When life gets busy for you, but you see your team members keeping the project progressing - that's something that is so motivating. It makes you want to get back in there, get something huge done, and surprise them the next day with a new feature. It's this really positive feedback loop that has fueled us all along the way.
I just wanted to offer that thought to anyone who has had similar feelings or ambitions, but has found it hard to get past that experimental phase of a project. I know it's not applicable for everyone, but I hope it helps someone out there figure out a way to make progress on something that they care about too.
You can check out the demo here: https://store.steampowered.com/app/4644650/End_of_End_Demo/
Thank you to HawkZombie for playing Lab Rats demo, I had so many funny moments watching this stream. Link below if you would like to enjoy it too✨
Video: https://t.co/EGmm5qJsyu
#indiedev #HorrorGame #VisualNovel #LabRats #PsychologicalHorror https://t.co/3GDdEKDrUv
Hey everyone,
I’m a solo developer currently working on a vertical slice for Overflow, a slow-paced atmospheric exploration game about delving into an elaborate and unusual stormwater system beneath a derelict industrial complex. You can view the Steam page here.
I’m looking for a small number of playtesters to play through the current build and complete a short Google Forms questionnaire. I’m particularly interested in feedback on the game’s atmosphere, visual presentation, and pacing, as well as whether the experience leaves you intrigued and wanting to continue.
Requirements
The playtest should take approximately 20 minutes, followed by a 10-minute questionnaire. Compensation is $5 USD, paid after the questionnaire is completed via your choice of cash payment or cryptocurrency.
Please note that this is an unfinished development build, so some rough edges are expected.
If you’re interested, please comment below or send me a DM.
Thanks!


@StuartYeah Hi, my game will be in this Next Fest
It is similar to Faster Than Light
It is called Survive The Apocalypse https://t.co/WAcWV3RlXT