Heya everyone! I’m working on THORNSPELL, a roguelike deck builder where your garden is your build, and you have to create synergies and combos to score.
I have a demo up on Steam and we will be in Next Fest too!
Game category
Make plans, build a deck or choose how to use your resources.
Heya everyone! I’m working on THORNSPELL, a roguelike deck builder where your garden is your build, and you have to create synergies and combos to score.
I have a demo up on Steam and we will be in Next Fest too!
A small update on my indie game.
#indiedev #indiegame #deckbuilding #cardgame #roguelike
I've made an Itch page with a demo for my game to try and get feedback on it, but I'm not sure how I'm supposed to drive people towards it. This is just an early demo, so I don't think I want to be actually marketing it as a product really? More like play testers to give feedback on what they think is good or bad.
I don't really know of game's that have really mixed the tower-defense genre with the idle genre, and I'm wondering if they never found the spotlight because its never tried, or because the genre's don't click well. tower-defense is mostly known for strategic placement and upgrade synergy to clear a level. and while strategic upgrades and clearing levels is also a part here, there are no problems at all if you have to try a wave again as you build up your tower-strengths.
what do you think?
Hey folks! We’re biologists building Garden of Ants, an RTS about growing and managing an ant colony.
We’ve just put together a new alpha gameplay trailer, showing some of the mechanics we’ve been working on — from expanding the nest and managing resources to exploring different layers of the environment and putting your ants to work.
There’s still plenty we want to improve, but it’s exciting to finally show more of how the different systems come together in actual gameplay.
We’d love to hear what you think — especially which mechanics stand out to you, or what you’d like to see us focus on next!
More about the game on Steam:
https://store.steampowered.com/app/3016940/Garden_of_Ants/
Best,
Tomas
WIP version at https://stewbertgames.itch.io/carnagestar (had to pause the itch.io version where it is due to size and rendering limitations), steam version coming soon
Hey! I’m a solo dev and for the past couple of years I’ve been working on Chiby.io(https://chibyio.itch.io/chibyio), a collection of multiplayer party games you can play directly in the browser with friends.
There’s no download or account needed — you create a room, share the code, and play.
It currently has games like drawing, image guessing, word games, social deduction and a few other weird little ideas I’ve built along the way 😄 .
It’s completely free and I’m still actively working on it.
Would genuinely love to hear what you think, especially which game you enjoy most (or absolutely hate 😅).
Command a crew of tiny bots, build a modular space base, and repel relentless alien swarms. Build, upgrade, defend, and don't forget to pet and play with the crew members.
This is my (and kiwis) take on a zen small scale real-time strategy base builder game with a neat roguelite upgrade system that lets you build out a new arsenal every run! And you can pet your little bots and play with them between runs!!
The demo is out now!
Steam link: https://store.steampowered.com/app/5161400/Littlest_Catalyst_Swarm_Defense/
I would very much appreciate any feedback you have from playing the demo!!
We’ve just opened the playtest for Violence of Action.
It’s a WWII-inspired real-time tactical game where you command a small force of soldiers and vehicles, use tactical pause to plan attacks, or take direct control of any unit yourself.
Buildings are destructible, soldiers persist through the campaign, vehicles use modular damage, and battles feed into a larger turn-based strategic map.
We’re a very small team and the game is still in development, so this playtest is mainly about getting the game into players’ hands early and seeing what works and what needs changing.
The playtest is open through Steam now for anyone who wants to give it a try.
Hey everyone, we’re Desalichao Studio, the team behind Candletales (the game you just saw).
Like many of you, we absolutely love D&D, but waiting around between turns can kill the momentum. We wanted to fix that. The result is a tactical roguelike with no pauses and no turns, just real-time dice mechanics, high-risk decisions, and endless procedural worlds full of enemies, traders, and goblins.
Playable Link: scrimtera.com
Platform: Any web browser on any device
Description:
Pachisi Reimagined is a skill-based, tactical strategy board game, with fantasy themes.
It contains unique mechanics that are not seen in any other Pachisi / Ludo style game on the market.
Classic Ludo / Pachisi is heavily reliant on luck. Which is not the case here, you have full control of how you use your rolls, full control of your pieces, and you can move forward and backwards!
There are 2 game mode, Journey and Brawl, Journey is 30 minutes, Brawl is 10 minutes. Both are score based game mode.
Let me know what you think. The game is in public beta, but it is stable. If you encounter any problems or have any critiques, please let me know. Enjoy!
Free to Play Status:
Involvement: I am the solo developer
Hey all, so my game studio just pushed a new game prototype to Itch today. Its a simple turn based tactics game with squad combat and a chef theme!
https://biscuitfactorygames.itch.io/fromagefray
The itch version has singleplayer and online multiplayer with private and public lobbies. We've been noodling on this for a while now and we'd love to get some feedback from folks!

It's been a while since I have gotten to play around in AR. I forgot how much fun it is to test different hand tracking controls, and invent new ways to interact with a virtual world.
It's a base defense game with mining and tower defense elements. Mine the ground around your base for resources to bolster your defenses and survive increasing waves of enemies. I wanted to see what's possible when rapid prototyping with AI, so I vibe coded this up with in Godot with Claude in an evening.
After a couple attempts at making a game in Godot and getting overwhelmed by my own scope, I scaled down and built this game with GB Studio over the last 4 months. This is the little (rather amateur) trailer for the game.
If you're familiar with Yacht or Yahtzee, you roll 5 dice and try to score 13 different dice combinations over 13 turns. In Super Slotzee, there's also a slot machine spinning with each dice roll. Similar to the dice, you can hold slots - matching 3 slots earns you bonuses for the current turn. Slot bonuses include doubling scores and adding an extra roll to your turn.
In addition to that, matching 3 tokens on the slots earns you the chance to play minigames. These games will reward you slot tokens, which can be spent on the turn of your choice to enhance your turns. Examples of slot tokens include Wild token (changes a die to wild for a turn), Eraser token (lets you erase a score you've already filled out), Heavy token (dice only roll 4-5-6 for a turn).
I appreciate anyone who checks it out! Thanks for your time.
Hi all! This is Tiny Airline, a calm route building game on a tabletop version of the real world map.
Airports open at real cities, and passengers show up as shapes that want to fly to an airport with the same shape. You draw routes, add planes and try to keep every airport from getting too crowded.
The game features:
The steam page just went live, and a free demo is on the way. If it looks like your kind of game, a wishlist would be awesome: Tiny Airline - Steam Page
Happy to answer any questions and receive any feedback!
Hey everyone! I'm Nick and I made Procession Engine.
It's a deckbuilder with no turns. Your buildings spawn an army that marches down two lanes at the enemy stronghold while their army marches right back at you. You play your cards off a moving belt during the battle.
It's also a base builder. All buildings have unique bonuses they give when paired with another specific building. Put the right two next to each other and they form an Accord which gives you a bonus neither has alone.
The free demo is on Steam now. Just search Procession Engine. Happy to answer any questions!
I've been working on a game called Phosphor Command, a monochrome green real-time tactics game with a base builder behind it. It's made solo in Godot.
The entire game is drawn in code.
There are no sprites, textures, or asset packs. The terrain, units, vision cones, effects, CRT overlay, and the entire UI are all generated and drawn by the game itself.
The result is a sort of living tactical computer screen.
Everything uses the same visual language: green phosphor, black backgrounds, simple shapes, lines, symbols, and text. Even the terrain and buildings are built from the same basic visual system as the UI.
I wanted the battlefield to feel like something you're looking at through a military command terminal rather than a traditional RTS camera.
The visual style also works particularly well with the way the game plays.
You can see the vision of individual units as they move across the terrain. Contacts appear and fade from the screen. Last-known enemy positions remain as ghosted markers. Smoke, dust, and storms obscure the battlefield. Friendly and enemy forces are represented using the same simple visual language, so you can concentrate on what is happening tactically.
The base uses the same approach.
Buildings, walls, towers, and troops are all rendered in the same style, so as your forward operating base grows, the screen becomes increasingly busy with the things you've built.
There are currently 22 different environments, but these aren't 22 sets of traditional art assets. They're generated from different terrain and environment rules, which lets the same visual system produce forests, cities, mountains, airbases, and other environments.
One of the nice things about keeping everything generated this way is that the whole game stays extremely small. The current build is under a gigabyte, and the minimum specification is an Intel HD 4000.
The style originally came from a practical decision: I'm making the game solo, and I didn't want art production to become something that hindered development.
But I've ended up really liking the art style I have adapted to.
It's become an important part of what Phosphor Command feels like, and in my recent showcases, a lot of people have had positive impressions of this styling.
I've attached a collection of footage showing the different environments, tactical gameplay, UI, and the forward operating base.
I’m the pixel artist on Defender of Darkness. Every defeat gives you, the Dark Lord, another chance to punish your personal goblin. Good thing the little bastard is ridiculously hard to kill.
Game page: https://store.steampowered.com/app/4869280/Defender_of_Darkness/
After my 5th attempt at making my dream scientifically accurate dragon MMO (just kidding, but trying to make a game that is way too grand and complicated). I made a small demo of a completely different game of just lobbing missiles at cities and them lobbing them back. After adding more features and playing it for a few days, I realized I finally made a game I actually enjoy/am addicted to playing. Excited to launch High Arc on Steam here soon!
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/
Hi everyone!
I'm a solo dev and I'd love some fresh eyes on my browser game Wimpelzug.
What it is:
A medieval fantasy auto-battler. You march across a campaign map, recruit banners of soldiers, place them on the battlefield and watch the fight play out. Three identical banners merge into a stronger one, and at three stars each unit unlocks a special ability. There are 4 factions, heroes, emblems, terrain (forests, lakes, mountains) and a boss at the end of every campaign.
Play here (free, no download): https://wimpelwerk.itch.io/wimpelzug
What I'd like feedback on:
How to give feedback:
Just reply in the comments – short or long, anything helps. Bug reports with device/browser are gold.
Thanks a lot for your time!
AI disclosure: This game was made with heavy AI assistance. The code (including the map/battle graphics and sounds) was written together with Claude, and the unit portraits were generated with ChatGPT. Game design, ideas, testing and balancing decisions are mine.

Hey everyone,
Following up on my last post: The first playable tech demo (v0.1) is now officially available for free on itch.io!
The game is a tactical, realistic wildfire RTS bridging the gap between games like WARNO / Wargame and the Emergency series:
You can download the standalone Windows build here: Free Demo on itch.io: https://nomis3d.itch.io/wildfire-rts
Keep in mind this is an early prototype, so balancing is still work-in-progress. I would love to hear your feedback on the controls, flight mechanics, and overall feel!
https://store.steampowered.com/app/5230230/Board_Dynasty/
I made a property board game where the board can fight back and you can target your friends with weather abilities but beware of the tsunami!
You buy properties, build them up, collect rent and try to control the board.
Board Dynasty has over 10 different game modes, so matches can play very differently depending on what you choose either Combine modes for the ultimate match or pick a standard game mode its up to you.
The demo is playable on Steam now, and I'm getting it ready for Steam Next Fest in October.

https://marcelfint.itch.io/among-the-buccaneers
A 1v1 game in which you play one of two possible roles.
Imposter: You are on a island filled with fellow pirates. Your task is to complete all your missions before the time runs out. But you have to do this while blending in with the rest.
Shooter: You can see an island filled with pirates going about. Yet one of them is the imposter. Can you tell which one? Your task is simple, shoot the correct pirate before the time runs out.
In the playtest I'm looking to answer a simple question: "Should I consider marketing this game or not?"
Because this is a multiplayer game with a small amount of people playing make sure to invite a friend to try it out together. Waiting for a random person to join might take a while.
Any feedback is more than welcome. Consider this a first build and expect not all things to be polished or fine-tuned. If you run into bugs or issues please let me know.

After 41 minuts on ultra code it now have a game demo for me,
Gonna upload video of result a bit later.
#Opus5 #Claude #Gamedev https://t.co/zxPNfUmK5Q
2 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/
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!
Dear Larry,
Sometimes our minds come up with brilliant ideas. The life-changing kind. The kind that move and inspire others.
I did not have such an idea. I just like progression. And collecting. And generally silly things. I also happen to be a game developer.
Thus, this happened:
Pocket Larrys
A quirky monster-collecting auto-battler with RPG progression and strategic team-building.
Fine. How do I play?
You can take part of this demo by following the instructions below:
Why Larry?!
That uhm. Kind of evolved on its own. My real name isn't even Larry fyi.
The first game I created is called Larry's Defense. It's a mobile tower defense game where - instead of towers - there's just you: Larry. You get to improve him by levelling him up, choosing skills, attributes and equipping/upgrading gear.
I leaned hard into the whole Larry theme and even gathered a small community of people playing the game whom all called each other Larry.
Quite frankly, it was as hilarious as it was unexpected.
So whilst developing Pocket Larrys, I had a choice to make. Either abandon the theme, giving more freedom of creativity, or double-down on Larry.
In the end it was an easy choice =)
New demo build (v0.1.0.4)
TL;DR - 21 new relics, 10 new action cards. Adjusted rewards, more Legendary chance, and will be able to be bought from the shop. Also, the Geneticist is a bit less annoying.
Check the full details below: https://t.co/IylXHjTvCC
#indiedev #indiegame