Indie DB
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When the indie movement begun, Indie DB was there stacking pixels, giving developers an audience and a home to broadcast their ideas. Featuring news and insight from the industry's most creative indies, we continue to showcase amazing games, from the day development begins to the day of release. Source
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| Scope | Trade/B2B, Consumer |
|---|---|
| Language | English |
| Country | Australia |
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Recent Articles
Search ArticlesHorror Through Ambient Sound - Our Process news - Abismo
Building Horror Through Ambient Sound Alone Before a room receives its final lighting or the last environmental prop is placed, we already know how we want it to feel. Every corridor, every bedroom and every moment in ABISMO is designed around a specific emotional goal. Sometimes we want the player to feel watched. Sometimes isolated. Sometimes uncertain if what they just heard was even real. We give a shot on this in sound design.
ROOMBALLS confirmed release date! news
While we've been teasing it on our social media for quite some time, we can finally officially confirm that RoomBalls will launch on August 20! It would mean a lot to us if you could wishlist the game. Every wishlist helps us build momentum for launch day and gives the game a better chance to reach more players. And remember, RoomBalls will be completely free to play, so there's no reason not to give it a try! We hope you'll have as much fun playing it as we had making it.
Demo patch #3 news - Age After Age
Another patch for the demo is out. Patch Note Added a new patronage debt system, allowing players to borrow gold from patrons when they need financial support. Improved worker management with a new slider and manual number input. Buildings of the same type are now highlighted during selection and placement, including unfinished buildings. Added a building counter to the HUD and changed building arrows to white for better readability.
DevLog: Procedural Village Generation Part 3 β Neighborhoods and Building Placement news - Forsaken: Year One
DevLog: Procedural Village Generation Part 3 β Neighborhoods and Building Placement Once the road networks were generated, the next challenge was figuring out how to place the buildings. For our first pass, we kept things simple: we placed structures along every road, spaced evenly apart with a bit of randomness. However, real villages don't have uniform density throughout.
Strange Island devlog #8 news
Dear Islanders! Itβs been a little over a month since our last post. During all this time, weβve been busy setting up Crest Shallow Water and working on the Aura 2 fog. Honestly, we never expected it to be this difficult. Originally, we thought it would take no more than a week. But as usual, reality had some surprises for us. It all started when Crest Shallow Water refused to work with the older version of the main Crest asset and required us to update it.
New mechanic: My furry anomaly detector meows, hisses and pins back its ears π± feature - Instar Ecdysis: Protocol Limos
We've added a major new feature to the game! We've added a major new feature to the game! Our cat, Mao, is no longer just a cute companion, he is now a vital survival tool. Mao reacts dynamically to unusual and hidden events around you. He meows, hisses, and flattens his ears back the moment he senses danger. In a world where threats can be invisible, paying close attention to Mao's behavior is your only way to anticipate what's coming and stay alive.
Mega Golf - Joys of Vehicular Collision news
In Mega Golf, every car is a Ford Pinto. If you've played most of my other games, and chances are you have not, youβll know I am very big into destruction. I have made multiple games where the whole point is just to break things, starting with a game called Trash My Apartment, and most recently, Nuclear Lizard Island Rampage. Mega Golf is a little different in that smashing up buildings is not the sole objective, but it is still what I want to do every time I start controlling the ball.
Toll Plaza Simulator is Getting Ready for Launch news
Hello everyone! Over the past few months, I've been working on Toll Plaza Simulator, a first-person management game where you build, manage, and expand your own toll plaza. With the planned launch getting closer, I wanted to share an update on the game's current progress. Build, Manage and Expand The game starts with a small toll booth, but as you earn money and improve your operations, you'll unlock new systems that allow you to expand your business.
Meow?? news
Version 0.6.889 The best multiplayer catnip mowing simulator on Steam. Up to 20 players, ragdoll kitty physics, unlockables, treasure, a chill 33-song soundtrack, and controls that definitely work as intended... most of the time.
Black Dash v020 β Collision, Gravity news
π v020 β Collision, Gravity & Demo Announcement Itβs been a busy week for Black Dash development, and version 020 is finally here. While the game is still deep in the making, this update brings a handful of long-awaited systems closer to reality β and also sets a more honest course toward the public release. First, the technical side. This version introduces a working block collision system.