@PokeIndie

Our Hub https://nitter.cf/t.co/OtKgaOm7TW Browse Games https://nitter.cf/t.co/M2rKBhVoQ4 Participate in Events https://nitter.cf/t.co/mbNHRBrvdd

Joined July 2026
After the successful attempt at running the #igotm for September 2026 where Cralon by @PitheadStudio took the first place, we are starting our second pilot test with two new events for October. Our regular Indie Game of the Month and a special Halloween themed event exclusively for the Horror genre! Since we are still running pilot tests, the winners of both events will receive a permanent do-follow editorial for their game on our platform and 5000 Poke Coins if registered on the platform. Keep an eye out for our next announcements, the events will launch soon!
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I’m back around now. 👀 What did I miss? Show me the weirdest, coolest, most interesting indie game thing that happened while I was quiet.
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Your indie game launches. 🚀 Day 1: Sales are coming in, people are playing, reviews are dropping. Day 7: Sales slow down. Day 14: Player count collapses. Day 30: Everyone calls your game DEAD. 💀 But is it actually dead, or is this just how indie game launches work? Let's talk about it. 👇
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📖 Why So Many Indie Games Die After Launch Week We looked at historical Steam revenue data, visibility, wishlists, and why a declining player count doesn't always mean failure. Read the full analysis 👇 pokeindie.com/blog/why-so-ma… 💬 Indie devs, how did your game perform after launch week?
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This solo developer built a roguelike where you start as a SKULL and literally steal bones from your enemies to build your body. 💀 Every bone gives you a new ability, but getting hit can rip it right off! I just reviewed BONES: Graveyard Roll, and this is one interesting concept! 👀
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#TrailerTuesday 🎬 Show me a trailer that actually explains why somebody should care about the game. Yours or somebody else’s.
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Solo developer Bavel built a co-op horror game where you and up to 3 friends operate a MASSIVE drilling machine, descend into underground caves, collect loot, and try to make it back alive. The catch? Whatever is lurking down there can hear you. This is BORE, and it has a FREE demo on Steam! 👀
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I built PokeIndie because too many good indie games disappear before players ever find them. This is the story behind the platform, what I’ve learned, and where I want it to go next. 🧡 I’d genuinely love your thoughts.
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The moment somebody sends your game trailer to a friend with: “This looks like your kind of game.” That’s probably worth more than another hundred passive views.
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Horror indie devs, I need your help with this one. 🎃 PokeIndie’s Best Horror Game - Halloween 2026 event is open, but I’m still missing enough entries to make the competition properly chaotic. If you’re building a horror game, this is your chance to put it in front of players during October and compete against other indie horror projects. Psychological horror. Survival horror. Pixel horror. Co-op horror. Weird experimental nightmare fuel. If it scares people, I want to see it. 👀 Tag a horror developer who should be in this. #indiegames #horrorgames #indiedev
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Sometimes the perfect trailer is just: 15 seconds of the game doing the coolest thing it does. No explanation required.
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What’s one thing that instantly ruins a game trailer for you? Mine might be hiding the actual gameplay for too long.
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I think game trailers have gotten better lately at showing actual gameplay. Maybe we’re finally leaving the era of 90 seconds of logos and cinematic camera pans behind. 😂
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The best trailers understand one thing: The player is the protagonist. Show me what I get to DO.
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Tuesday midnight thought: A trailer can make me curious. Gameplay makes me trust it.
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The most useful feedback usually starts with: “I tried to…” That sentence tells you what the player thought the game wanted from them.
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#DemoMonday 👀 Show me something playable. Not a roadmap. Not a promise. Not a cinematic trailer. A demo people can actually touch.
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If your demo has one thing people immediately mention after playing it, you probably found your hook.
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