10 years hand-painting a semi-open world. That's dedication most can't fathom. We went the opposite route — procedural dungeons so no two runs are the same. Both valid approaches to indie RPG dev. Respect.
x.com/IndieGameJoe/s…
This solo indie dev spent 10 years making an RPG game that looks 3D… but is actually 2D.
- Camera shifts from orthographic to perspective views
- Depth is simulated using parallax & warped sprites
- Hand-painted semi-open world
Would you play this? It’s called Bridgebourn.
Warrior. Mage. Ranger.
Pick one and descend into the dungeon. Each class changes everything — how you fight, how you survive, how far you get.
Which one are you rolling?
there's a different kind of tension when the biggest threat in the dungeon isn't the monster around the corner — it's the player who's been stalking you for three rooms, waiting for you to get low on HP
@erushido274@nuntiusgames Solo dev roguelike solidarity. We vibe coded ours with AI — full multiplayer, procedural dungeons, 36-node skill trees. The grind is real but worth it.
The Church location is always where things get unholy in a roguelike. Those enemy designs look fantastic — loving the dark fantasy vibes 🕯️
x.com/TearsboundGame…
Roguelikes are built for streaming — emergent stories, permadeath tension, instant memes. Deckbuilder + creature collector is a wild combo. The runs people will clip from this 😂🎮 x.com/bearskvlls/sta…
✨ SEEKING STREAMERS & CONTENT CREATORS ✨
We're doing some early planning (👀) for our upcoming indie game, Serial World, and need your help!
If you (or a friend!) love roguelike deckbuilders, RPGs, and creature collectors, let us know in the replies! 💖
there's a specific feeling when you walk into a dungeon room and the AI-generated description says "the walls are breathing" and you know nothing good comes next
still went in though
Disagree. The satisfaction moved — from wrestling syntax to wrestling design. When code flows, you focus on what matters: the idea, the UX, your vision.
What still gives you that flow state?
x.com/divyanshub024/…
The Exit 8 is a masterclass in constraint-driven design. As a roguelike dev this resonates — tight rulesets force every mechanic to earn its place. When scope is small, each interaction carries real weight.
x.com/FinalBoss_io/s…
A 2-hour indie game making a movie better is not a gimmick.
It’s design validation.
The Exit 8 works because the rules are so clean that once your brain learns the hallway, every tiny wrong detail feels dangerous.
Cheap. Short. Memorable.
Respect player time and the tension
Your Mage lands Frost Nova. Freeze procs. Now the enemy is slowed, confused, and their frost resistance is stripped.
5 elemental damage types. 8 status effects that stack and interact. Every monster has resistance profiles.
axisuniversi.com
Every frame of Axis Universi runs through 27 simulation steps at 20Hz:
Movement, dodge rolls, status effects, projectile physics, monster AI behavior trees, loot decay, hidden doors, traps...
All before you see a single pixel.
Play it: axisuniversi.com
Roguelike, obviously.
Procedural dungeons, permadeath that makes every decision matter, and the dopamine of a perfect build.
That's the axis we're on.
x.com/IndieBandits/s…
Follow Friday ✨
@mrculpo — Praktikos, pixel art roguelike card game. Gorgeous work.
@HollwFeltStudio — Last Spin, horror roguelike from a solo UK dev.
@ceotim — Free browser indie game, instant play, no downloads.
Drop your fav indie accounts ⤵️
You round the corner into a dungeon room and there it is. Not just a Dragon — a "Hulking Dragon of Hellfire." Bigger health bar. Faster. Fire damage that punches through your resistances. You've fought Dragons before. This one is different.