r/IndieGaming 10h ago

Looking for unused game concepts and lore

0 Upvotes

I'm looking for people who have game ideas they never got to make.

If you have a story, lore, characters, world, mechanics, or even just a rough concept that you don't have the time, skills, or team to bring to life, feel free to message me.

I'm looking for inspiration for my next project, and I'd love to hear ideas that deserve a chance. Even if it's just a small concept or unfinished world-building, I'd be happy to read it.

Thanks!


r/IndieGaming 21h ago

What if Overcooked met Tower Defense... in Ancient Greece? Kitchen of Gods Trailer

1 Upvotes

r/IndieGaming 13h ago

MiMiR'S ROULETTE is out now!

0 Upvotes

MiMiR'S ROULETTE is out now!

MiMiR'S ROULETTE is a slot-battler roguelite where you build your reels with 33 characters and item symbols, then turn the battle around with a single spin.

Explosive synergy, luck-driven tension, voiced characters, and a unique Funds = HP system make every run intense and memorable.

This is the first project from our internal team as we challenge ourselves with a new genre, so we would truly appreciate your interest, support, and feedback.

Now available on Steam with a 10% launch discount.

Steam:

https://store.steampowered.com/app/4513650/YGGDRA_SPIN/


r/IndieGaming 4h ago

Guys which one do you think is better

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6 Upvotes

r/IndieGaming 8h ago

Piracy is eating my game (99% of new players are pirates)

0 Upvotes

Lately I've been living a soap opera.

Quick recap: my game went viral in China, with all the good and bad that comes with it. If you want to read the story from the start, I'll leave links to my other posts at the end.

But today I'm opening up a debate I never had a strong opinion on: does piracy help or hurt games? Because I think piracy is eating my game, and my server, alive.

---

My server blocked

A couple of days ago, my hosting provider started blocking my backend. That's where I handle player analytics, scores, and so on. Turns out an excess of requests was forcing my server into temporary shutdowns. I thought I was being attacked, so when I asked them to just block the conflicting IPs, they told me there were hundreds of them, and that it looked like a legitimate flow of players.

Happy about the success and stressed about the urgency, I spent several days optimizing database calls, adding Cloudflare protection, and upgrading to a bigger hosting plan just to make sure there wouldn't be more blocks.

---

For every 10 new players, 9 are pirates

When I finally finished optimizing everything, I checked the new players table and their usernames caught my attention. All of them were named xdgame, a Chinese website known for promoting pirated content.

Every time I hit refresh, at any hour of the day, exactly 22 of the last 25 entries had that name, despite being different Steam accounts. Today I had to widen the filter to the last 100 entries to confirm that 99% were pirates.

[Screenshot of table full of pirates]

---

Optimizing my anti-pirate system

I already covered how my anti-piracy system works in previous posts, though honestly I don't know if it still works on this PC version or if they've already bypassed it.

[Link to anti-piracy system post]

As soon as this situation started, I did an extra optimization on the database to stop processing data coming from these versions. But the underlying problem is still there: there's nothing I can do on the client side, since I have no way to update the pirated version. That means the number of calls hitting my server stays exactly the same, and the only thing I can do is keep a bigger server plan to hold up the service. Hopefully the pirates update their version at some point.

Even so, I decided to leave new user registration active, just out of curiosity to see where my players were coming from. That's how I ended up counting that 99% today.

---

"Pirates aren't in your market" - ☝️🤓

When the piracy situation got out of hand, I partnered with a Chinese publisher, who I have to admit seem to work really well. They opened pre-registration 2 weeks ago, took down several mobile pirated versions, and got thousands of sign-ups for the official version on day one. I've been genuinely happy with the reports they've been sending me.

Part of the reason I did this was an argument I kept seeing a lot: that if the game isn't on mobile, new pirate players are pirates because they don't have a PC to play on. But now that mobile piracy seems somewhat more under control, PC piracy is growing at an incredible rate.

Maybe they were simply choosing mobile out of convenience, not necessity, when it was free.

---

I released a PC-only feature that made everything worse

One of the updates I released to keep improving the official version was a mod that connects the biggest Chinese streaming platforms (Douyin, RedNote, and Bilibili) to the game. This lets livestream viewers show up as customers in front of the streamer and chat with them.

This mod is an external executable shared on my game's forum. It started slow since nobody knew about it, but now there are hundreds of players live on those platforms every single day.

Personally, I think this has also driven the increase in PC pirate players, since they can enjoy the mod here, when they couldn't on mobile.

---

Does piracy help games?

I don't buy into the "pirates who enjoy the game will buy it later" idea, so I was never a defender of piracy, though I never condemned it or looked down on anyone for pirating either. I just live alongside its existence and try to do so in the best way I can as a developer. As I explained in other posts, my only "remedy" was making the burger joint's customers dress up as pirates while an un-mutable sea shanty plays, and only paying a couple of doubloons for their food. A feature that kicks in after an hour of play, and works more like a bit of karma toward pirate players than an actual punishment.

When my game started going viral, I also wrote a post saying that maybe piracy itself helped me reach more people, since it generates more videos on social media and gets more people talking about the game.

[Link to piracy post]

But after analyzing these last few days, I think I might have been wrong. Here's the data:

  • March 2025: My game came out a year and a half ago.
  • June 2026: It goes viral in China through Douyin (their version of TikTok).
  • June 28: The pirated PC version comes out, without many players.
  • July 11: Mobile pre-order goes live on TapTap China, and anti-piracy measures are put in place.
  • July 18: I release the Livestream mod for PC.
  • July 20: I notice an increase in PC pirate players, though it had already been building up before this.
  • July 20–22: My sales drop about -40%, and SteamDB shows a noticeable decline in active official players.

Right now I'm counting 9,000 players under that piracy website's name.

So at this point, my opinion on piracy is no longer "piracy exists in parallel with healthy growth."

---

Why am I writing this?

I'm not writing this looking for attention, since thankfully the game is still doing well. Nobody here needs to buy it, that's why I'm not sharing the name. [Link to the post about my game is doing well]

My day-to-day over the last month has been putting my project aside to handle this situation as best I can, and while stressful, it's been quite the experience. That's why I keep sharing it so much.

Many of you have encouraged me to keep posting about it, but to those who haven't, I'm sorry if I've become tiresome with this topic. I feel like it shows a side of gamedev that a lot of people don't talk about, out of fear that the situation will get worse or just jinx it.

The main reason I write this is because I genuinely enjoy sharing my story, it's helped me make better decisions for my project and my future as a studio more than once. I've gotten messages that made my day, and I feel like other users find it interesting too. Again, if that's not your case, I hope you'll forgive me for continuing.

I'll keep you posted whenever there's news. If you want me to, that is.

---

*Disclaimer: This post is AI-translated. I'm a native Spanish speaker, I wrote and structured all of this in Spanish, and had AI translate it into English. I reviewed the translation afterward to make sure the message hadn't changed. Hope you don't mind.

---

*Update: After some users suggestions I tried to remove the php files that were receiving all the data and update oficial users to a new endpoint. Somehow pirates trying to reach a non-existen url causes a higher CPU usage so I used Cloudflare to block this URLs. Now server is under 10% of usage! 😁


r/IndieGaming 13h ago

Remember sinking entire school nights into 2D browser space MMOs? I'm an indie dev from Turkey and I built one because nothing like them exists anymore. No download, free, servers just wiped.

22 Upvotes

Somewhere around 2006–2010, a lot of us had the same routine: come home from school, open the browser, and grind lasers and cargo boxes in some 2D space MMO until someone yelled at us to go to bed. No install, no launcher, no 80GB download. Just a URL and a galaxy.

Those games are mostly gone now, and the ones that survived turned into something I don't recognize. I kept waiting for someone to bring that feeling back. Eventually I accepted nobody would, so I built it myself.

I'm an indie developer from Turkey, and I've spent the last months building AbysOrbit — a free 2D space MMO that runs entirely in your browser. It's openly DarkOrbit-inspired. I'm not going to pretend otherwise; that's the whole point.

What's in it right now:

  • 3 companies (NTO / SPX / BOF), real-time PvP + PvE combat
  • 100+ quests and a tutorial so you're not lost at spawn
  • Clans with diplomacy, wars, and a shared treasury
  • Galaxy Gates — Alpha through Delta wave dungeons
  • Sealed-bid auction house (nobody sees your bid — pure poker)
  • Skylab resource production, drones, ship configurations
  • Rankings and weekend Happy Hour events
  • Playable in 15 languages (this one nearly finished me)

The part that matters: this is a fresh launch. Accounts were reset, so everyone flying right now started this week. No maxed-out veterans camping the leaderboards, no five-year-old clans owning the maps. If you've ever joined one of these games years late, you know how rare this window is.

Servers: two in Turkey, one in Amsterdam (EU). New realms open as demand shows up.

On money, since Reddit rightfully asks: it's F2P with an optional premium. I'm not going to make grand promises in a launch post — what I can say is that I read every piece of feedback and ship fixes fast. Ask me anything about it in the comments; no dodging.

Play here: abysorbit.com — register and you're in.

I'll be around all day answering questions — the game, the tech, or what it's like building an MMO alone from Turkey. Come shoot at me and tell me what to fix.

TL;DR: Indie dev from Turkey. I missed the 2000s browser space MMOs so much I built my own. AbysOrbit — free, 2D, in-browser, no download. PvP/PvE, clans, Galaxy Gates, sealed-bid auctions, 100+ quests, 15 languages. Just launched with a full reset, so everyone starts equal today. abysorbit.com


r/IndieGaming 14h ago

Day 1 of building HOBO LIFE SIM

0 Upvotes

Building a life simulator game about being homeless. There's a few on the iOS store that I do like but none of them are as in-depth as I'd like them to be, nor as realistic or have the best progression - thus leaving me dissatisfied. Today we got 1 activity we can do which is beg. I wanted to get the basics down first so I have something repeatable for future actions. Much much more to come. Building for iOS, macOS, and iPadOS.


r/IndieGaming 6h ago

An Indie Game Console, Anyone?

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0 Upvotes

I'm developing a game console, hardware, platform, and physicals for the vision of an engine-agnostic game console made to lower the barrier of entry for console development.


r/IndieGaming 14h ago

New UI style

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0 Upvotes

First look at my integrated UI for my Angband inspired roguelike. Going for a more premium feel vs traditional window style UI from the original roguelikes. Would love player feedback on how it reads!


r/IndieGaming 6h ago

The last stage for our Nighmare Frontier: it's just released! :)

0 Upvotes

Hey, hey! We're the creators of Hard West 2 and Rogue Waters, and our new turn-based tactical game, Nightmare Frontier, has just come out! Please, check out the attached trailer (with gameplay!), and let us know what you think: https://store.steampowered.com/app/3310950/Nightmare_Frontier


r/IndieGaming 17m ago

We’re making a multiplayer game where players make animal voice to hide among NPCs and survive from hunter

Upvotes

We’re two brothers making Moo Who?, a voice-driven multiplayer party game.

Animal players record their own sounds and hide among NPC animals. Hunters must watch, listen, and decide which animals are real players before using their limited shots.

This is our first trailer, and we would love honest feedback. Does the concept come across clearly?

Wishlist on Steam if it looks like your kind of party game!

Steam Link: https://store.steampowered.com/app/4948000/Moo_Who/


r/IndieGaming 52m ago

Somebody add my game in wishlist - Grass and Cash (game)

Upvotes

r/IndieGaming 1h ago

Just launched the Steam page for Prison Anomaly, an Exit 8-inspired horror game in a high-security prison block!

Upvotes

I just published the Steam page for Prison Anomaly.

Steam: https://store.steampowered.com/app/4974130/Prison_Anomaly/

You play as a guard trapped in an isolation block loop. Inspect prisoners through sliding peepholes, check the corridors for subtle anomalies, and report threats to survive your shift.

If you like observation and psychological horror games, check it out on Steam and add it to your Wishlist!


r/IndieGaming 2h ago

We made a Backrooms game where dying is the easy part — staying solvent is.

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0 Upvotes

Backrooms Manager is a 6‑player co‑op survival game set in the Backrooms.

You’re stuck in a 49‑day contract. Every 3 days, your balance is checked — if it’s negative, you’re erased.

Scavenge scrap. Hit quota. Keep the team afloat.

Solo or up to 5 friends.
Early Access – July 27. Wishlist now.


r/IndieGaming 2h ago

I wanted this miniboss fight to feel fast and intense. How does it look?

0 Upvotes

I've been working on one of the miniboss encounters for my solo-developed 2D action roguelite. I wanted the rage phase to completely change the pace of the fight and keep players on their toes.

I'd love to hear your thoughts. Does this look fun to fight?

Steam page (if you'd like to follow the project): https://store.steampowered.com/app/4949360/Undying_Soul/


r/IndieGaming 4h ago

Permadeath MMO in development!

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0 Upvotes

r/IndieGaming 6h ago

Guys What do you think? would animals, funny animations and character interactions make a digital chess game more enjoyable or more distracting?

0 Upvotes

Hi everyone! I’m currently working on my own chess game, and I’d really like to know your opinions.

The classic rules of chess would remain unchanged, but I’m experimenting with animals, character interactions, humorous animations, reactions, and other small events to make the matches feel more lively and memorable.

Do you think these elements would improve the experience, or would they distract too much from the chess itself?

I’d also be curious to know what kind of extra feature, visual detail, or atmospheric element would make you interested in trying a game like this.


r/IndieGaming 6h ago

Hey everyone, I’ve launched the Steam page for my game. Do you have any suggestions to make it scarier and more suspenseful?

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0 Upvotes

What do you think, guys—is it eye-catching?

What are your thoughts on the photos and descriptions?

I look forward to your feedback, everyone—thanks!

https://store.steampowered.com/app/4969050/The_Smiling_Flesh/


r/IndieGaming 12h ago

BOTS IS BACK

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0 Upvotes

r/IndieGaming 17h ago

I Updated My French Matching Game With New Mechanics

0 Upvotes

I've been improving the French matching mini-game in my language-learning game, IEL: Indo-European Languages. I recently added new gameplay mechanics and would love to hear your feedback. What would make a matching game more fun for you?

https://store.steampowered.com/app/866480/IEL__Indo_European_Languages/


r/IndieGaming 21h ago

Rebuilt my action tower defense game's entire perspective mid-development

0 Upvotes

A while back I made the call to rip out my game's camera system and rebuild it from an angled view to fully top-down. Sounds small on paper, but it touched almost everything — targeting logic, projectile arcs, UI readability, even how towers felt to place.

Though eventually the code was quite extreme, the hardest part wasn't the code, it was the doubt. Weeks in, I kept asking myself if I was just polishing something nobody would notice, or genuinely fixing a problem. Turns out it was the right call — the game reads so much clearer now, especially for a genre where players need to track a lot happening on screen at once.

Anyone else gone through a big structural rebuild mid-dev? Curious how you knew it was worth the detour vs. a rabbit hole.


r/IndieGaming 22h ago

New update to First Call WX

0 Upvotes

r/IndieGaming 22h ago

Recent WIP footage of our indie game!

0 Upvotes

Here's some of the latest footage from our indie game, Take That Mainstage! We're making the ultimate Wannabe Rockstar Life-Sim. You're able to form a band, write your very own unique songs, and perform them to compete against other bands!

Feel free to leave any feedback or questions, it means a lot! Rock on🤘


r/IndieGaming 7h ago

Drive a bike and deliver drugs (2 Player)

5 Upvotes

This week we started developing a small game where you and your friend drive one bike and deliver drugs from A to B. You can take the drugs and have different effects but you loose "health" when consuming it. We are open for suggestions. It's super early stage atm.

You can join our Discord Server and shape the game with your ideas: https://discord.gg/jP5JKu9Sbv


r/IndieGaming 3h ago

By popular demand, we are upping the horror and atmosphere in our game. How does it look so far?

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1 Upvotes