Hi all! I wanted to make this post since Steam Next Fest is now in full swing, and I want to set clear expectations for r/playmygame.
I'm seeing a lot of people posting on this sub to self-promote, hoping it'll boost their standing in the Steam algorithm.
First, let me remind everyone of the purpose of the sub:
"A place for indie developers to share their freely playable games for feedback!"
This sub exists so you can find playtesters to try your prototype, tell you what's working (or not), what bugs you may have missed, etc.
It is not a sub for self-promotion (with an exception for Trailer Tuesdays). If we suspect your intent is to advertise, your post will get removed. Repeat offenders will get banned.
A quick reality check, and why self-promo doesn't make sense here:
With 4,400 posts in the past 30 days, that's about one post every ten minutes. The odds of your post getting seen in the first place are pretty small.
There are other subs that are better suited for that. They exist to advertise your game. r/gameDevPromotion is one.
Other devs, generally speaking, are not your target audience. They may put in 15 minutes to help you out, but it rarely converts to sales.
Let's give developers who actually need playtesting the visibility they need, so when you need feedback on your new project, it's easier for you to get it as well.
Hi new Redditor! We're excited that you want to post about your game and have people play it. However, there's something you should know before you do.
Reddit will ban you if your first few posts/comments are links to somewhere.
Reddit has a robust, over-exuberant filtering system, necessary but for groups like this, it can be a slight pain. When you post your game and it's your first post, Reddit ASSUMES FIRST AND DOES NOT ASK QUESTIONS LATER! You will be automatically shadowbanned, which means unable to post or even potentially comment.
Then we get a lot of posters coming to us in Modmail, asking " Why did my post disappear?" Nearly all Modmails are about this issue, roughly 3 a day.
Reddit is also a bit secretive about certain processes - how to get un-shadow-banned is not even really known to be possible. We don't see the record of shadowbanning at all so unless we know of the name and check it regularly, we wouldn't see it un-shadow-banned. We don't know how long your account needs to be open or how much Karma needs to be on it in order for the Filter to stop paying attention to you but we suspect around 100 Post and 100 Comment Karma.
So, if you are new to reddit and want to share your game - DON'T! Not yet, please go post cool/helpful/ positive comments and posts in other groups. Playtest other people's games here and comment on them prolifically. Once you have some "Reddit Post/Comment Karma" under your name first, THEN post your link to your game! You'll be less likely (but not immune, never immune) from being shadowbanned that way for sharing your game.
Edit: If AI recommended you post your game here....Don't Yet until you've developed your account as a good karma community member! This really isn't a "post and ghost" platform, it's community-first. AI doesn't realize this about Reddit.
P.S. This group is 100% responsible for getting accounts banned (when you don't do the steps above) but it's literally out of our control to reverse. So please....don't modmail us unless you KNOW you are not shadowbanned, you have the required karma, and yet your post is not showing up. Only then we can be of some help.
Web browser based (on PC) multiplayer game set in a Waterworld.
Sail a rusted out trimaran, scavenge dirt, and harpoon smokers off jet skis and seaplanes.
Description:
The ice caps melted and dry land is a myth. You sail a lone boat between five ring atolls, fishing floating dirt out of the sea and hauling it to the atoll trading posts for points. The Smokers want you dead: their jet skis hunt you across the open sea and their seaplanes come in low to strafe your deck. Shoot back with the bow harpoon, or press R to man the stern gun, which locks onto anything near the reticle: planes, skis, other players' boats, even the drifters anchored out in the deep. One hit brings a plane down in flames for 40 points. A head-on ram at speed splits a ski in two.
I made this game for people who want to study Hangul (the Korean alphabet) and also just enjoy playing a game.
The letters themselves are the blocks: draw a line from a consonant to a vowel and they join into a real Korean syllable, pop, and you hear how it sounds.
- 6 study units: first letters, syllables, extra strokes (ㄱ → ㅋ), double vowels, final consonants, everyday words
- Voice for every letter, syllable and word, with optional romanization
- Korean Word Sudoku mode and spaced word review
- Levels 1-12 are free, no ads, no account
Honest note: the art was made with GPT image generation plus Blender, and the voice is offline TTS.
Neon Rift is a free sci-fi arena shooter with a roguelite twist: every upgrade you reject makes your enemies stronger.
You control a futuristic mech fighting through 15 increasingly challenging waves of enemies, including boss battles at waves 5, 10, and 15.
After each wave, you're offered three upgrades. You can only choose one. The other two are used to strengthen your enemies, so every decision comes with a consequence.
Combat features automatic shooting, movement, dashing, different upgrades, and powerful synergies. Your goal is to survive all 15 waves while adapting to the enemies you've helped create.
I'm looking for feedback on the difficulty balance, upgrade choices, and overall gameplay experience.
Does the upgrade system make the game more interesting? Are the boss fights challenging but fair?
I'd really appreciate any feedback!
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid
Involvement:
I'm the developer of Neon Rift. I worked on the game design, mechanics, and development, including the core upgrade system where rejected choices empower enemies.
After working on it for the last 8 months, I just launched Shikaku by Hilal on the App Store this week. It is a minimalist logic puzzle app I built as a solo developer, and I’d love for you to try it!
There are NO ADS and NO SUBSCRIPTIONS, and you can compete with friends, family, or players around the world through leaderboards. If you give Shikaku a try, I’d love to hear what you enjoy, what feels confusing, and what you’d change!
INFO
Shikaku is a logic puzzle with a simple rule: fill the grid with rectangles, each containing exactly one number. That number tells you the size of the rectangle. Fill the grid without gaps or overlaps, and every piece falls into place.
Easy to learn and satisfying to solve, Shikaku offers a quick relaxing break with its Puzzle Packs or a challenge you can dive into with its Time Trials.
FIND YOUR FAVORITE MODE
Daily Challenges: Take on a new Easy and Hard puzzle every day. Build your streak and compare your times with friends and players around the world.
Puzzle Packs: Explore 5000 puzzles across five grid sizes, from 4×4 to 8×8. Start small and work your way up.
Time Trials: See how many puzzles you can solve in one, three, or five minutes.
Quick Play: Generate a fresh puzzle whenever you want. Choose your grid size and difficulty for a challenge that suits your mood.
PLAY YOUR WAY
Drag to draw rectangles, or enable corner tapping to place them with two taps. Use hints when you need a hand, hide timers when you’d rather relax, and enjoy puzzles offline.
MAKE IT YOURS
Explore 100 app colors and 100 matching app icons, along with textures that give Shikaku a different feel. From soft and understated to bright and colorful, find a combination you love.
SEE YOUR PROGRESS
Track your puzzles solved, rectangles placed, daily streaks, and more. Earn 50 Game Center achievements and compete in 18 leaderboards, including daily competitions with friends and the world.
A GAME BUILT WITH CARE
Shikaku is a passion project, built and maintained by one independent developer (me!). There are no ads, no subscriptions, and no tracking.
Daily Challenges and hundreds of puzzles are free to enjoy. Shikaku Pro unlocks the full experience with a single, one-time purchase. No recurring charges, no coins to buy, and no ads to watch for another turn.
Whether you stop by for a daily puzzle or stay for a whole pack, I’m glad you’re here. Thank you for playing!
Description:
Marlowe Baths is reopening after twenty years. Its restoration engineer is found dead in a records annex, and the passage leading to her is flooded. Five people were seen at their assigned posts at 21:03 and again at 21:13. The investigation turns on what they could have done between those checks.
You explore three illustrated locations, read eighteen exhibits and question five suspects. There are three connected deductions: reconstruct the water cycle, test a complete journey on an interactive route map and recover a damaged duty roster. You need to account for the return trip as well as the arrival.
The game has English and Chinese text, optional hints, background music and browser saves. There’s no countdown, download or sign-up. I’m especially interested in whether the route puzzle feels fair and whether the bathhouse setting feels more like a place to investigate. Please hide solution details behind spoiler tags.
Description:
Valleyball Versus is a high-velocity, continuous-momentum 3D physics arena sport engineered with active ragdolls, high physical discipline, and zero arcade magnetism. Built in Three.js and Rapier 3D, it runs smoothly in desktop browsers.
The game is set inside a seamless parabolic sunken bowl with two monolithic Torus hoops suspended ten meters up. The arena design draws inspiration from ancient Mesoamerican ball courts, where sloped walls made reaching the ring an extraordinary physical challenge. In Valleyball, the bowl's slope is an active participant—loose balls roll downhill, so possession is never settled and low ground is constantly contested.
The defining rule is continuous momentum: no whistle, no restart, and no dead ball. When a goal is scored through an aperture, play never pauses. Attacking ends instantly invert on the spot—the hoop you just scored in immediately becomes the hoop you must defend while the ball is still bouncing.
There are no canned animations or trajectory-homing assists. Every strike (volley or spike), slide tackle, dive, and wall rebound is governed strictly by physical collision impulses. Mistime an aerial spike and you swing through empty air and land flat on your back.
Features both solo play against a reactive AI opponent and 1v1 local splitscreen with full dual-gamepad support (or shared keyboard).
Free to Play Status:
[x] Free to play
[ ] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)
Involvement:
Solo developer (game doctrine & rules design, 3D court geometry, Three.js & Rapier 3D physics integration, character active-ragdoll systems, and AI bot engineering).
Five small logic games: fill every cell, leave some empty, or rotate a whole network
Game Title: Pastel Zip, Pastel Train, Pastel Link, Pastel Bridges and Pastel Pipes
Platform: Android for all five. Link and Pipes also have iPhone/iPad versions. These are five separate apps.
Involvement: WorksMade is the team that develops and publishes these games; this post is on behalf of our studio.
Description / Playable Link:
Pastel Zip — draw one path through numbered checkpoints in order, visiting every cell once. The numbers give the visiting order, not the distance. Choose this if you like planning around pockets that a route might leave behind.
Pastel Train — match row and column track-cell totals while joining the entrance to the exit. Some cells must stay empty; the railway cannot branch, cross itself or form a separate loop. In this 10×10 screenshot, column 1 needs four track cells: the three drawn at the top and the entrance at row 8 use all four, so its other cells can be ruled out.
Pastel Link — connect matching letter pairs without crossing and fill every cell. The letters are matching symbols, not word clues. Square, hexagonal and 3D boards change the routes you can take.
Pastel Bridges — Hashi: join islands with one or two straight bridges, meet every number and keep all the islands connected. A locally correct cluster can still fail by becoming isolated.
Pastel Pipes — tap to rotate tiles into one connected network with no open ends or loops. Branches are allowed, and blue means currently connected to the water drop, rather than fixed. This is the option if you prefer tapping to drawing paths.
The real game screens above follow the same order.
Free to Play Status: Free to download and play, with ads and optional rewarded hints. Zip and Train also have optional purchases. Train uses lives and has daily limits on rewarded hints/lives. These are finite level collections.
If you try one, which did you choose, and was there a moment in the first board that made you want another puzzle—or stop? We can answer rule, control and platform questions here.
**Platform:** Browser, phone or desktop. Nothing to install.
**Description:** A 1v1 auto battler. You pick a hero and 4 minis before the match. Each round you get 30 seconds to spend elixir on new minis or stars and place them on a 7x8 board, then the fight plays out on its own. Best of 5, about 4 to 5 minutes a match. Your first match is a guided one against a trainer.
**Free to Play Status:**
[x] Free to play
**Involvement:** I made it.
Three things I'd love to hear about:
Did the guided first match teach you enough to play the second one on your own? Where did it lose you?
Did placement feel like it mattered, or did the fight feel random? It isn't random (the same two armies always fight the same way) but I'm not sure that comes across.
Anything broken or ugly on your phone? Tell me which phone and browser and I'll go fix it.
It's new, so if nobody else is searching you'll get an AI opponent after about ten seconds. I'll read every comment.
Description: Just a small RTS on A4 sheet with pencil drawings. Playable solo vs 1 to 3 CPU's or with friends, 2v2 or 1v1v1v1. Nothing crazy really there's the basis with gathering ressources, building structures and creating units. Playable with mouse and keyboard. This is still the first version of the game and I'll probably add more stuff with time. Made with love, passion and Claude.
**Omen** is a multiplayer card game you launch from Discord voice. Each prophet starts with HP, MP, money, and a hand. On your turn you play sundries or trade, take one attack, then pray for a gift when you have no attack weapon left. Opponents can spend armor to answer the hit. Miracles cost MP and can be recast after the first cast. Elements matter: Fire blocks Water, Wood blocks Stone, Light is hard to stop, Darkness is lethal if it gets through. Late in a match the apocalypse can push the table harder.
Free to Play Status:
[- ] Free to play
[ ] Demo/Key available
[ ] Paid (Allowed only on Tuesdays with [TT] in the title)
On the final night at Vale & Daughter Printworks, Edith Vale is found dead beside the press. Five people stayed to collect the remaining stock. A small piece of printed paper is still in her hand, and tracing where it came from is the centre of the investigation.
This is a standalone detective game with three illustrated locations, 18 exhibits and five suspects to question. You reconstruct the order of several ink layers, work out the orientation of a cutting photograph and restore a damaged issue ledger. The deductions connect: naming a suspect is only part of the final explanation.
You can pin two exhibits for comparison, keep your own notes and reveal optional hints. Progress saves in your browser. There is no timer, and all the printing information you need is included in the evidence. Every clue is available as text, so the music is optional.
English and Chinese are supported. Allow roughly 40–60 minutes. I’d appreciate feedback on the puzzle difficulty, whether the evidence feels fair, and how the interface works on your device. Please mark spoilers.
Free to Play Status:
Free to play
Involvement: I run the Unread Cases series. I’m sharing Case 018 to gather player feedback and improve future games.
Hi everyone! I’m the developer behind Serendib Interactive, a small independent mobile game studio. I’d like to introduce our first released game, Ghostly Grid.
It’s a cute-spooky puzzle game starring a friendly ghost called Boo:
• Classic: Fit pieces on an 8×8 board and clear full rows and columns.
• Boo Drop: Switch to falling-block puzzles.
• Adventure: Play through 200 levels across 10 chapters.
Description: KaizokuOnline is a 2D pixel-art RPG inspired by One Piece. You create your own pirate and set sail across East Blue and the Grand Line, exploring islands, towns and open fields with a full day/night cycle. Along the way you find items, learn new abilities, ride mounts and take on quests from the people you meet. Each island has its own characters, secrets and things to discover, and the world keeps growing with every update. The game is in constant development, so things change and improve often. If you find a bug, please join our Discord and report it in #bug-reports, and if you have an idea for something you'd like to see in the game, post it in #suggestions. Every report and idea gets read: https://discord.gg/dPX4weVc8P
Free to Play Status:
- [x] Free to play
- [ ] Demo/Key available
- [ ] Paid
Involvement: I'm Huenx, the solo developer. I handle the design, programming, art and everything else in the game.
Description: TamagoFit is a cozy virtual pet game powered by your real steps. It reads your step count from Apple Health, and every walk counts: after 10,000 steps your egg hatches and a little 3D monster comes out. From there you raise it on its own floating island. The coins you earn by walking buy its food, you put it to bed at night, clean up after it and watch it grow as you keep walking. You can decorate the island with themes like Sakura or Tropical, train your monster in a small real-time arena, fill a Tamagodex as you discover new monsters and add friends with a code to cheer each other on. If you forget it and it dies, walking brings it back for free. There are no ads and no subscription; optional purchases exist, but everything can be earned by walking. I'd love feedback on the egg phase: is it motivating enough, or does it feel too long?
Free to Play Status:
[x] Free to play
Involvement: I'm the solo developer: code, game design and animation. The ideas, the world and the monster designs are mine, and I use AI tools for parts of the 3D modelling, sound and code.