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BeaverArcherReddit · Sep 30, 2026

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

Reddit#164
Adventure & exploration
Source
ufukhalisReddit · Sep 30, 2026

Hi! I'm developing The Undercity: Last Light, a side-view colony management game where you excavate rooms, organize workers and production chains, and deal with your colonists' needs and underground hazards.

I'm looking for fresh eyes on the first 30–60 minutes. In particular:

- When were you unsure what to do next, or why a worker/building wasn't doing what you expected?

- Did decisions create meaningful trade-offs, or did one option feel obviously better?

- Which screen or warning needed a clearer explanation?

This is an unpaid playtest. Playing is free, and you can stop whenever you want. Windows and Mac are supported.

Request access through Steam here:

https://store.steampowered.com/app/5253090/The_Undercity_Last_Light/?utm_source=reddit&utm_medium=social&utm_campaign=playtest_sep2026&utm_content=playtesters

Access is approved manually, so it isn't instant. The page also has gameplay footage so you can see whether it's your kind of game.

Feedback can go in the comments here or in our Steam feedback thread, also accessible through the game's feedback button:

https://steamcommunity.com/app/5253250/discussions/0/583935357196778301/

If something gets stuck, a screenshot and a short description of what you were trying to do would be especially helpful. Thanks!

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Ares_Crypto4Reddit · Sep 30, 2026

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 ♡ 

https://fatass-orange.itch.io/ghost-onsen-festival

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Reddit#160
Adventure & exploration
Source
FlamesCoolGamesReddit · Sep 30, 2026

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.

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Reddit#159
PlatformersAction & arcadeAdventure & exploration
Source
kcozdenReddit · Sep 30, 2026

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.

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Reddit#158
Action & arcade
Source
Practical-Crab-3890Reddit · Sep 30, 2026

Hi! I made a GeoGuessr-style game using live webcams. It's 100% free and you can play as much as you want, solo or with friends. I'd love to hear what you think :)
- Loris

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Reddit#156
Puzzle & logicParty & social
Source
CandidateMiserable68Reddit · Sep 30, 2026

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

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Reddit#154
Survival & horrorAdventure & exploration
Source
Ok-Championship7878Reddit · Sep 30, 2026

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.

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fyreuserReddit · Sep 30, 2026

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

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SensGamesReddit · Sep 30, 2026

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:

  • whether the beginning clearly explains what you should be doing
  • how the digging and voxel destruction feel
  • whether progression and upgrades happen at a good pace
  • whether navigation inside the meteorite becomes confusing
  • UI or mechanics that are difficult to understand
  • performance problems, bugs or unusual behaviour
  • the point at which you become bored, frustrated or want to stop playing

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.

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RuuRuu_PixelReddit · Sep 30, 2026

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/

Reddit#148
Strategy & tacticsIdle & incremental
Source
Bingbing_GamesReddit · Sep 30, 2026

In my game, Revive! Onsen Town!, I'm working on an underwater area where you can gather ingredients from the seabed and catch fish with a net.

Here's some early development footage. It's still a work in progress, but I wanted to share a peek at what I've been working on.

I'm still figuring out what else players should be able to do underwater, so I'd love to hear what kinds of activities or interactions you'd expect to find down there.

Dapper_Win3664Reddit · Sep 30, 2026

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!

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RedditDesktop#145
Action & arcade
Source
ctrtlelovaReddit · Sep 30, 2026

Hi everyone, I wanted to introduce our collectible card game, Sunyata.

Previously we were going to make it a free-to-play but have since decided to make it a one-time purchase of the game. Players will have to beat games in the single player campaign mode to unlock cards that they can then use in PVP mode.

We think this is more player friendly and encourages people to build creative decks without limitations.

Some features of the game:

  • rich lore with creature abilities that are highly thematic
  • unrestricted deck building (combine mana types)
  • unique evolution where you can choose between transforming or buffing creature

If you'd like to try it out there's a free demo available on steam! We are in the process of reworking the tutorial and should be posting an update soon!

We are a husband-and-wife team and I've been hand drawing everything for this game since the dawn of time it feels. Hope you give it a try!

If you try our demo or have any questions feel free to join our Discord or comment here.

Reddit#143
Cards & deckbuilders
Source
AlexColemanDevReddit · Sep 30, 2026

After almost a year of part-time development, I've just released Delegatory on Steam (with a 20% launch discount)!

Delegatory is a short (3-5 hours) round-based incremental about climbing the corporate ladder by delegating tasks to your team of interns (and their clones).

Start as a 'Probationary Delegator', and ascend all the way to "Chief Delegation Officer" by generating Stakeholder Value and meeting your corporate targets.

https://store.steampowered.com/app/4320620/Delegatory/

Interns and Active Powers

Each of your interns regularly spawns a powerup (inspired by cookie clicker's golden cookies)

  • Caffeinated: Doubles the 'tick rate' (progress speed)
  • Reply All: Instantly spawns emails, and pops all emails
  • Engaging Stakeholders: Tasks are attracted to all cursors
  • BrainStorm: Completed Tasks explode
  • Backdating Timesheets: Pauses the day-clock, and extends all active powers by 15 seconds
  • Remove Ethical Constraints: Doubles the effectiveness of your AutoCursor and Scrum Guns

While each of these powers dramatically increase your effectiveness, players who time it right can stack up several of these at the same time which can lead to some absurd numbers.

Prestige System

By unlocking the Prestigious Implant Procedure (PIP) you can install experimental implants to permanently enhance your delegation abilities, with some side effects:

  • Retroactive forfeiture of bonus payments (money is reset to $0)
  • Possibility of memory loss (all upgrades are reset)
  • Career Support while on Procedure-related leave (you will be demoted to Rank 1)

Rewards and Recognition Store (Equipment and Boons)

The secondary currency "Shoutout Points" is awarded on completing high-priority tasks, and allows you to purchase equipment for your interns, and temporary 'boons' that apply to the next round.

The store itself can be leveled, increasing the quality/quantity of equipment and boons available.

Executive Demonstration

There is a free demo (covering the first ~30 minutes) if you want to check it out, progress carries over between demo/full game as well!

AI Disclosure

No generative AI used for anything

Mystery190Reddit · Sep 30, 2026

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!

kiryubatoraReddit · Sep 30, 2026

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.

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tcmoonpieReddit · Sep 30, 2026

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/

Reddit#136
Strategy & tacticsAdventure & exploration
Source
Reptyle17Reddit · Sep 29, 2026

Hello everyone,

It's been quite a while since I've posted footage of my game HYPERBOUNCE on reddit but here's the current look of my levels.

I've added walls to some levels and it took WAY longer than expected to make them. This is due to the old behavior code of my enemies, they used to crash into walls all the time. I learned to use the NavigationAgent node and it was so much more easier. I love how some nodes in godot just do a huge part of the work for you, it saves solo-devs so much time. Thanks Godot!

Here's the link to HYPERBOUNCE's itch page, it is still in work but I've added new levels yesterday, there are six of them. The game is very easy to play and to learn (you just have to hit that damn ball) so I would love to have more playtesters. The game is playable on Windows and Linux, and it shouldn't be too hard to run it.

If you try out HYPERBOUNCE, I would love to have detailed feedback on the game, especially on the difficulty on the game. I have trouble knowing if my game is "fun difficult" or "frustrating difficult".

I also made a discord server for those who'd like to follow the development of HYPERBOUNCE, feel free to join!

Anyway, I hope everyone's doing great and making cool games. Have a nice week!

scotchableReddit · Sep 29, 2026

I've been building a space logistics tycoon on my own, and there's a free demo up on Steam. The shortest description I've got is "Transport Tycoon, except you're running a small fleet of freighters in one solar system,"

You run a freight company. Ports put out cargo with a deadline, you pick a ship for it, and then you plan the flight yourself: how hard to burn, when to flip and brake, whether to coast to save reaction mass, where to refuel on the way. The ships are fusion torchships, so a run is a constant-acceleration burn with a turnover in the middle, and the physics under it is real (constant g, flip at the midpoint, SI units in the sim). The orbits move. A route that's cheap this month is expensive next month and the planner keeps having to re-solve. No combat, no piloting. You plan, you commit, you watch it play out and deal with what goes wrong.

Quite a lot goes wrong. A hull has three systems, drive, thrusters and the hull itself, and each one wears with what you do with it: g-hours burned, dockings, tonnes handled. When one crosses its floor something mechanical happens. A worn drive gets capped at 0.15 g, for example, and every plan on that ship runs long. Captains have a skill and a nerve score; they get tired, and some of them quit. Solar flares dose any ship that flies through the front. A strike closes a port with two to five days' notice, which is enough to reroute if you're watching. The ships are individuals with a history, closer to Football Manager players than to units, and I'd like to think that's the part that sticks.

It's in active development. The demo is the current build, the numbers are provisional, and it gets updated often. I'd like feedback from people who play this genre seriously, especially on whether the flight planning comes across as a decision or as a chore.

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Reddit#129
Building & simulation
Source
Jealous_Fan4986Reddit · Sep 29, 2026

Hey everyone! I'm looking for testers for my upcoming game on googleplay.
everyone will be rewarded with a discord role and a special skin inside the game once the game is live.

I also do test for test, so you can join my test and i will join yours, I can test from tablet and mobile phone.

You can report inside the game as we do have a webhook that sends us the screenshot and all the relative data regarding bug/crashes.

if you're interested in any of your project or want to see what the game is about please visit our website: https://zexp.dev/

Link to the google group: https://groups.google.com/u/1/g/nonnasaidrun-testers

Link to join on Android: https://play.google.com/store/apps/details?id=com.zexp.nsr

Link to join on Web: https://play.google.com/apps/testing/com.zexp.nsr

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DistributionWise5817Reddit · Sep 29, 2026

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:

  1. First minute: Is it clear what to do, or did you get lost?
  2. Shop & placement: Does it feel good, or too slow/fiddly?
  3. Difficulty: Did you beat the first boss? Too easy / too hard?
  4. Would you play another run? Why / why not?

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.

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MpactMattReddit · Sep 29, 2026

After losing my AAA job, I've been head down working on this semi-solo (spot help here and there) trying to grow this with enough traction to revisit investor/publisher conversations to grow a midscope AA studio.

I'm a 19 year Unreal Engine dev and it's my 18th UE project. I've worked on every genre, size, etc. of game and I've always loved co-op as a player.

Twin Hooks is a street martial arts-themed co-op beat 'em up with a 90's/TMNT kinda vibe. The demo has 3 missions with a cozy/casual activity-driven day time mission; a combat-driven night mission in the city and a replayable warehouse raid with loot rooms. It all scales and is playable to level 50.

We're hoping to grow wishlists/strong playtime data to take back to our fundraising efforts. What a crazy time.

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Reddit#126
Action & arcade
Source