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The general indie RPG thread

Just thought I'd make one of these, as it does seem like there's quite a few of them lately. Feel free to talk whatever about them, be it advertising material, pointing out new releases, or discussing/reviewing them. Just try to put spoilers in tags:

Like so

I'll start out by posting the links to two indie RPGs I'm sorta looking forward to:


 
Some interesting games that I learned about recently are the Dungeon Antiqua series and Crescent Tower. They're RPGs that mix Wizardry-esque dungeon crawling with combat from some of the earliest Final Fantasy games.

(Octo covered this in this week's Digital Down-Low thread since it's releasing tomorrow on the Switches.)

(Released earlier this year on Steam.)


They all currently have demos on Steam. (And it looks like they're also available for smartphones & tablets.)
 
First, some games that I have actually played:

I had a great time with Excaliburian, which is deliberately very classic, in the vein of Dragon Quest II, III, and IV. It's short and punchy and plain (laudatory), and has interesting quest design. Rather than having character building, you recruit a variety of characters throughout the world and form your party from among them. And it's $free:


I think that False Skies has a lot going for it. The GBC-inspired graphics and sci-fi setting are uncommon in this genre niche. Combat is interesting, by which I mean every mechanic is relevant and every party member has a reason to vary their tactics based on the scenario; and it puts a lot of emphasis on trade-offs in its semi-rigid class system.


One I keep coming back to is Splintered, which goes even more primitive, evoking Dragon Quest I, but its main focus is its built-in randomizer. Each run shuffles not only the layout of the world and the locations of key items, but also the builds available to the player. A story mode unfolds across some successive through a sequence of curated scenarios, or you could just go right to pure random seeds.


Speaking of randomizers, I don't know how "indie" this counts as, but a design antecedent to randomizers is Hero Must Die. again, a port of the 2016 remake of the 2007 feature phone RPG Hero Must Die. Each run places you in a randomized scenario. It's positioned as an epilogue to a nonexistent RPG, with the hero having been granted five more days of life after dying in the course of beating the final boss, which also caused everybody to forget about him. As in-game time passes, he grows weaker and must make up for it with other party members, while going around doing quests to remember his life and try to forestall the new problems of peace. At the end it gives you a score based on how many mourners attend your funeral. If you can read Japanese, the original version is on Switch, and in my opinion it has much better graphics than the remake, which is in English on console as well as PC.


I got pretty interested in Sagres, a lighthearted game set in the Age Of Exploration. Its RPG elements are focused more on the logistics of travel than on usual things like combat. You captain a ship, and you need to keep track of things like: Do you have an interpreter who can speak the local language at a port? Do you have enough food and water for your crew? If you're going inland, are you riding a horse or a donkey or what? It's on consoles.


Additionally, I can vouch for Crystal Project being sweet.



Second, some upcoming games that I'm looking forward to:

The solo developer of Excaliburian has announced their next game, Paragon Story, which is built on what he learned from Excaliburian, but incorporates elements inspired by Dragon Quest V and VI instead:


Free Stars: Children of Infinity is the one true sequel to the 1992 masterpiece The Ur-Quan Masters (which due to trademark reasons is also formerly known as Star Control II). Like its predecessor, it's an action RPG with spaceship-based combat descended from the oldest surviving computer game, Spacewar! (1962), with a rich nonlinear story filled with many interesting aliens. and both cooperative and competitive multiplayer modes. It's also coming to consoles.


Additionally, I can vouch for Crystal Project 2 looking appealing.



Third, some recommendations I've received but haven't personally confirmed:

I'm always saying there needs to be more anthology RPGs, which is why Quartet (also available on Switch) is near the top of my backlog. It's got four independent scenarios that will presumably combine by the end. I tried the demo, and found the story setup provocative enough that I wanted to see where it's going: in the prologue, four important-looking people defeat a strongly Napoleon-coded antagonist, and the main game appears to be set on the eve of a World War II-like conflict.


I've heard that 8-Bit Adventures 2 is full of good stuff, but all I can tell you personally is that the GBA-era-evoking sprite art is quite nice.


Somebody told me that story-heavy tactical RPG Troubleshooter: Abandoned Children is really good and really long. I don't really know anything about it, though.

 
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Free Stars: Children of Infinity is the one true sequel to the 1992 masterpiece The Ur-Quan Masters (which due to trademark reasons is also formerly known as Star Control II). Like its predecessor, it's an action RPG with spaceship-based combat descended from the oldest surviving computer game, Spacewar! (1962), with a rich nonlinear story filled with many interesting aliens. and both cooperative and competitive multiplayer modes. It's also coming to consoles.
Ur-Quan Masters/Star Control II is one of my favorite games ever, but I somehow missed that this was coming. Wishlisted it, thank you!

I'm looking forward to Hymn to the Earless God:

Its stated inspirations are Chrono Trigger - I could really feel this in the movement outside of battle when playing the demo - and Lennus/Paladin's Quest, which was less apparent from the demo, but it's going to have many recruitable mercenaries like the Lennus games. If the developer's previous game, Jimmy and the Pulsating Mass, is anything to go by, it will have great music and an excellently written story, or four stories in this case. Also, it's set in a world of insect people, which you may find appealing or horrifying. Or both!
 
Some interesting games that I learned about recently are the Dungeon Antiqua series and Crescent Tower. They're RPGs that mix Wizardry-esque dungeon crawling with combat from some of the earliest Final Fantasy games.
This sounds very much up my alley, I'd love to play an RPG with FF1-4's DnD esque "hits and evades" based combat with polished dungeon design. Ideally with no ATB systems getting in the way.

Its stated inspirations are Chrono Trigger - I could really feel this in the movement outside of battle when playing the demo - and Lennus/Paladin's Quest, which was less apparent from the demo, but it's going to have many recruitable mercenaries like the Lennus games. If the developer's previous game, Jimmy and the Pulsating Mass, is anything to go by, it will have great music and an excellently written story, or four stories in this case. Also, it's set in a world of insect people, which you may find appealing or horrifying. Or both!
This also sounds quite interesting!
 
This sounds very much up my alley, I'd love to play an RPG with FF1-4's DnD esque "hits and evades" based combat with polished dungeon design. Ideally with no ATB systems getting in the way.
This will indeed scratch that first itch, but as far as "polished dungeon design" goes, you're going to want to adjust your expectations firmly downward. I say this as a fan of both, but these are not the hand-crafted dungeons that you're looking for.
 

Always pegged False Skies as having a significant amount of GB SaGa influence to it, but The Secret of Varonis really has no qualms about where its true heart lies.
 

Manafinder has always stood out to me for a couple of reasons: a female protagonist, a distinctly two-character party structure, and the rather clear Phantasy Star II/IV battle presentation influence. A friend got really into it at any rate, ahead of myself. There's a sequel in the works that in some ways seems more standard and in others very intriguingly novel.


In a similar presentational and scale mold, Toward Dawn for your Welsh werewolf romantasy needs and desires.
 

You like your Famicom Final Fantasy aesthetic party-builders, Scarmonde asks. Yeah, you probably do.
 
So, I should say that I love this as an idea for a thread, as I would say that I'm someone who plays a lot of indie RPGs. I've already played most of what's been posted, but a few are new to me, so thanks for the recs!

And now it's my turn to share! I'm going to effort-post all over the place here, so you've been forewarned! I'm doing my best to resist the urge to just post everything, and trying to adhere to the blurry lines of "indie" and "RPG", but apologies if anyone thinks that some of these fail to meet either criteria.


Let's start with a couple of my personal favourites that defy categorization:

I was turned on to this Spanish-developed game by @Mogri 's Let's Play a decade ago, and was instantly smitten. I've still never played anything else like it, and still pine after that announced sequel that will probably never see the light of day. I'll steal my pitch directly from Mogri's LP:
"...it's a CRPG with the battle system of a JRPG, and that's great. It takes its structure from games like Baldur's Gate or Planescape: Torment, then it removes their clunky combat systems with something more similar to Final Fantasy. The result is one of the most engrossing RPG experiences I've had in years."
Man, now I kind of want to replay Lords of Xulima...

I think this is one of my favourite games of all time? It's technically a roguelike, but each run is many hours, so it's not paced like one. Assemble a team of mercenaries to battle a multiversal threat by carefully manipulating a Grandia turn chart in turn-based combat encounters.


Next off, a genre near and dear to my heart: dungeon crawlers:

I've been very sick for basically the entire month of July (it's really sucked), which means that the elevator pitch of "A dungeon crawling microgame for tired people" that these two have on their store pages really landed for me. The result of a game jam, Dragon Ruins takes a grid-based crawler and automates the combat and cuts out the complexity. You just kind of explore a single-floor wireframe dungeon and vibe out for a few hours (it's not very long) as quick and punchy combat happens without any user input, returning to town periodically (upon which you are automatically revived and healed) to bump up your stats via either levelling up or upgrading gear (which just generically increases your stats without any specific items involved).

The second game replaces the wireframe dungeons with a nice pencil aesthetic and adds quests, gear, and a playable monkey(!!!), but still keeps the same basic automated combat engine. Probably not my jam in usual circumstances, but exactly what the doctor ordered for a barely conscious haze.

IYKYK, but this one's a classic. An adorable Japanese indie crawler with some fun novel ideas, both in combat and dungeon navigation.

A pretty traditional crawler, but not one I've often heard talked about. It's like if Grimrock had turn-based combat and less of a focus on puzzles. It has a fun sense of humour, stellar voice work, and really fine-grain difficulty settings.

Indie Might & Magic. What's not to like?


Now let's exit the dungeon and set foot onto the grid for some tactics games:

This one just came out! It's a roguelike what where you're piloting a sky-ship and making strategic decisions and then participating in bite-sized Into the Breach style combat encounters. It's nifty!

An oldie but a goodie, this is a pretty traditional tactics game that doesn't overstay its welcome and has some novel mechanics. The basic gameplay conceit is dice crafting and dice rolling, and I love how it physically models those rolls so you can try to aim your throws to hit previously rolled dice.

Basically no one but me played this, but I loved it. A short and sweet tactics game from some of the Grimrock devs.

Focusing much more on the role-playing side of RPGs than is typical for video games, this game is all about crafting a dynastic narrative, as you manage an evolving trio of heroes and their interpersonal relationships, experiences, and descendants. One game might be about how your MC contracts a petrification disease and tries to save the world with his increasingly powerful body as he gains stone powers but before he completely loses his humanity, all with the help of his childhood best friend who wants to become the land's finest chef, while another might be about two lifelong rivals, one of whom has contracted with a demon and the other of whom wants to become a Paladin. Etc, etc. Boasts a pretty unique combat system besides, including a magic system that revolves around inhabiting objects in the environment and using their inherent properties to cast spells (the closest analogue I can think of is Phantom Brave, but that's still quite different) .

A pair of really fun indie Fire Emblems. They're a bit janky and buggy, but in an endearing way, IMO. Adds some fun novel ideas to the space (I really like the weapon system), and has a fun cast of characters and some really nice spritework.

Hey, speaking of Fire Emblem, did you know that the Fire Emblem guy just up and made his own game? It's not much of a looker, but it has good bones. There are two sequels too, if you're left wanting more!

An utterly unique game that takes Fire Emblem battles but has each actual exchange of blows between units be Ogre Battle automated squad-based combat instead. So it's basically like if FE & OB had a baby, and as some who really likes Ogre Battle but prefers turn-based affairs, this hole was made for me.

The Last Spell takes the tower defense genre and puts it on the turn-based combat grid. An at times brutally difficult game, deploy a small squad of heroes against increasingly unreasonable hordes of undead as you try to defend and develop a small town.


Hey, what if that grid was also a board game?

For the King(s), which can play 1-3(4) players, is basically a modern and much more mechanically rich/satisfying take on Dokapon Kingdom. Create a team of heroes and try to save the world as you navigate from town to town, uncovering the map, doing quests, etc.


What if the grid was part of a roguelike instead?

Moonring is a modern take on a pretty traditional roguelike model. Specifically, it's drawing heavily on ADOM (Ancient Domains of Mystery), which is not my favourite, but it's a got a cool kind of pixel vapourwave aesthetic and also it's free, so maybe give it a shot?

What if Shiren the Wanderer and the original PS1 Resident Evil had a baby? This adheres almost shockingly closely to the Shiren model while also drawing almost litigiously on RE1 for story and aesthetics. The only real mechanical wrinkles are firearms and spellcasting, the latter of which oddly seeks to evoke FF7/8 visuals.


Now let's finally leave the grid entirely and try some actions RPGs:

Trinity Trigger really wants to be Secret of Mana, and it isn't, but it looks nice and is pretty fun to play. A bit too talky, and a bit too grindy, but can definitely scratch that mana itch, and supports co-op play. Oh, and there's some real neat world-building in the form of gigantic weapons from an ancient war radically altering the landscape and serving as landmarks and shaping society.

A very weird game, it's a single-player game where the conceit is that you are playing an MMO, so it has MMO quest and world design, but don't let that scare you away: it also has really fun world navigation puzzles that remind me of Alundra, really satisfying puzzle dungeons, multiple sphere grids, and a story that I found really touching and that made me cry more than once.

Arco is a masterpiece. It's a melancholy tale of revenge with multiple POV protagonists, branching storylines with excellent writing, immaculate vibes, and an utterly unique and compelling real-time combat system that freezes time every few seconds to issue new orders, but breaks its own rules when the ghosts of your past literally manifest and start stalking you outside the frozen time while you're deciding your next turn. Don't miss out!


And finally, some leftovers that don't really slot into the other groupings:

Another Japanese indie game, what if Darkest Dungeon had anime throw up all over it with budget Vanillaware artwork? I think it had a few fun mechanical wrinkles besides, but I'm honestly too far away from it to recall anymore.

A viking-themed resource management game with a bunch of weird gameplay systems, including turn-based combat encounters. Try to help your family survive and thrive on a deserted(?) island.

A very big, ambitious game, it's an open-world sailing/tactics game with Stardew Valley aesthetics.

Probably the best fit with the other games highlighted prior in this thread, it's a cute and clever traditional RPG with a weird up-front mutually exclusive choice with a big impact: would you like a set of stat-boosting artifacts, the ability to time travel, or an airship?

A recent release, this one is a bit weird and wacky: a steampunk CRPG with turn-based grid-based car-based combat.
 
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Hey, speaking of Fire Emblem, did you know that the Fire Emblem guy just up and made his own game? It's not much of a looker, but it has good bones. There are two sequels too, if you're left wanting more!
My understanding with Vestaria Saga is that the developers of SRPG Studio commissioned Shouzou Kaga (who had been retired) to make a game in their engine as a way to promote it. However, I can't find the source for this rumor now!
 

Artis Impact was bought by me immediately on release, just because there's nothing else that looks like it.


Same with Dream Tactics, because it sure behooves a Fire Emblem crib to have an aesthetic identity of its own, and sleepy magical girls is it.
 
I was enthralled by the demo for Years of Division, another tactical RPG, but they've been radio silent for two and a half years, so it might be canceled. Sad to contemplate if so, since the system and level design on display in the demo are both really sharp.

 
The result of a game jam, Dragon Ruins takes a grid-based crawler and automates the combat and cuts out the complexity.
No lie: I've been fantasizing about just such a game. Onto the wishlist it hops!

Lords of Xulima is of course a very good game! But I especially want to co-sign Potato Flowers in Full Bloom, the hands-down coziest dungeon crawler of all time. Such an excellent combat system, too!
 
I have no games to contribute but I really appreciate this thread. There are so many indie rpgs that it's hard to know what's interesting at a glance. Good recommendations go a long way.

I haven't played any of these. I got Dungeon Antiqua and will try that out first.

EDIT: Oops, wait I did play Moonring. I can recommend that as a very solid non-linear adventurer that's worth taking a crack at if it looks interesting - but you'll want to bring a notepad for hints the townsfolk give since the game's journal is rather clunky.
 
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BTW @JBear did you know that this released like a week ago?
lol, nope, news to me!

Worth noting too that the same dev released a more fully-featured crawler using a lot of the same assets that I can't personally speak to:

 
I highly recommend The World Is Your Weapon:


A lighthearted RPG where you can pick up absolutely anything you see and use it as a weapon. Each conventional weapon, piece of scenery, item, background object, NPC, etc. has its own stats and effects, and there are hundreds to choose from. Explore the island the game takes place on and find new weapons to sell in your shop, then spend the money on upgrades like faster EXP gain or increased inventory space (among other things). Delve into dungeons (then pick them up and fight monsters with them), complete sidequests, pursue one of multiple endings - there's a lot to see!

I made a thread about this game a few years ago, which goes into a bit more detail on the mechanics, but this is an excellent excuse to talk about it again. It's a good game, and it's only ten bucks!
 

An utterly unique game that takes Fire Emblem battles but has each actual exchange of blows between units be Ogre Battle automated squad-based combat instead. So it's basically like if FE & OB had a baby, and as some who really likes Ogre Battle but prefers turn-based affairs, this hole was made for me.

Oh hey, I actually have this! Picked it up near release day as I am a big Ogre Battle/Tactics Ogre fan and there was massive hype around it in those circles. Unfortunately, I didn't get time to get to it, and since heard that it doesn't have the biggest part of OB I treasured: the management of reputation and morality to win the support of the masses and usher in a good and just state after the revolution.

Ah well. At least I know of a few more indies who're trying their hands at the whole Ogre Battle thing, like this one:

https://store.steampowered.com/app/2056130/Grand_Arms_March_of_the_Red_Dragon/

Maybe one of them will finally pull the magic off.
 
Very fun thread idea!

I highly recommend The World Is Your Weapon:


A lighthearted RPG where you can pick up absolutely anything you see and use it as a weapon. Each conventional weapon, piece of scenery, item, background object, NPC, etc. has its own stats and effects, and there are hundreds to choose from. Explore the island the game takes place on and find new weapons to sell in your shop, then spend the money on upgrades like faster EXP gain or increased inventory space (among other things). Delve into dungeons (then pick them up and fight monsters with them), complete sidequests, pursue one of multiple endings - there's a lot to see!

I made a thread about this game a few years ago, which goes into a bit more detail on the mechanics, but this is an excellent excuse to talk about it again. It's a good game, and it's only ten bucks!
I loved this so much. Very short too, in a good way.
 
Touhou RPGs! They keep making them, I'll keep playing them.


Do you have a Shin Megami Tensei-shaped hole in your heart? Like the prime element, with trap-filled blobber mazes, MAG exploration drain, abrasive SFC sample BGM, and evocative, dramatic spritework? Touhou: Artificial Dream in Arcadia has you covered, satiating both sides of the fandom and more besides; it's easily one of the best games I've ever played. Single-handedly rescues the reputation of RPG/STG hybrids from less stellar attempts, too.


Throwaway narrative making way for the most exquisite RPG mechanics around, that's Touhou Soujinengi: The Genius of Sappheiros. Originally released at one of the heights of Etrian Odyssey fever in 2010, design cues are largely and effectively followed from there, but also plenty come over from SaGa. It's a combination of dreams for me, and the realization does not disappoint. A wide cast of characters all of whom act as a character class unto themselves with multiple specializations, all of whom you're meant to utilize over the course of the game to overcome its challenges (for split-party dungeons and other reasons), but without being prescriptive about the means. Free respec leads to gearing up for specialized situations at will, the skill pools are deep and finely balanced with resource tradeoffs like bomb stacks, and SaGa-style formations make a rare appearance outside their home series, making the most of the concept in this game's high-demand environment. Other novel and interesting design regularly turns up, like every piece of equipment in the game having one copy of itself and no more, incentivizing anti-grind, at least once you've got yours, and thoughtful allocation of gear. The game looks its best in battle, which is just as well for representing the two series that exist at the upper echelon of satisfying RPG combat. There's very little to dissuade one here, and more than enough to attract those who live for the crunch.


Touhou Gensoumaroku: The Devil of Decline is Strawberry Bose's follow-up to the previous, maintaining the same fundamentals but going for a wildly different end result with them. Instead of a linear stage-based structure, there's a freeform open RPG world, and the revised character mechanics also reflect that new direction: between four main protagonists to choose from and the party they gather around them, there's now a wide host (think 100+) of recruitable Touhou characters and RPG critters as equippable shikigami to customize characters with in lieu of dedicated character skill trees. Both lead to a more open play experience, but with less razor-sharp scenarios in absence of a closely governed range of player ability in context of any given scenario, and consequently a lighter-demanding touch in general. It's up to preference which of the two approaches works best for oneself, as the studio managed to craft wholly distinct RPG niches from a similar starting point.


I've yapped about Labyrinth of Touhou: Gensokyo and the Heaven-piercing Tree plenty before, so I don't think I'll add much to the previous. I'll just emphasize that I appreciate ever more games like this that wear the clothes of prime blobbing and yet subvert and twist the formula into a completely rhythmically unique make of their own.


Labyrinth of Touhou Tri: The Dreaming Girls and the Mysterious Orbs is, for all its specific differences, more of the great previous same. I will share an anecdote of a boss encounter, perhaps capturing some of the appeal:

labyrinth of touhou bosses remain the most down-to-the-wire bouts in the genre. had one against marisa where she enters an invincible state upon hitting 1hp, charging master spark for five turns until it's an all-but-guaranteed party wipe. i saw no recourse other than to somehow tank the hit, so i put all my resources on the tankiest's character's survival: their own hp pool, mys-element resist equipment, their own personal buff skill, defensive buffs other characters laid on them during the free turns, and then defending to brace for it. they survived with like 20 hp or so out of a 1000+ max, and afterwards did a regular attack to poke marisa to death. boss over

No one does it better!


Fantasy Maiden Wars: Dream of the Stray Dreamer adapts the venerable Super Robot Wars series into a Touhou mold, resulting in one of the most extensive, ridiculous passion projects in the SRPG genre. I'm not generally learned or insightful within that field, but I can eyeball quality when I see it, and this game oozes it all over from the animations to the mission design and play mechanics and the massive soundtrack it boasts.
 
So...anyone have any recommendations for a game like FF3 with the audio-visuals of the GBA Dawn of Souls remakes, and with a less tedious endgame? I think I would like such a game greatly, the Pixel Remaster sorta nails the first part down but greaaaaatly misses the second part lol.
 
I've heard that 8-Bit Adventures 2 is full of good stuff, but all I can tell you personally is that the GBA-era-evoking sprite art is quite nice.
I checked out the demo, decided I'd like to see the first part of the story, and bought and played through 8-Bit Adventures 1: The Forgotten Journey. Turns out, no, you really don't miss much story-wise that couldn't be summed up in a couple of sentences (in particular, I was curious how the Warrior-Thief romance got started, but the writing there is such a light touch you blink and you miss it), but it was still fun. At $10 and under 15 hours, I don't regret it.
Somebody told me that story-heavy tactical RPG Troubleshooter: Abandoned Children is really good and really long. I don't really know anything about it, though.
This is on sale -75% until August 10, so I went ahead and grabbed it. First impressions: amused by the sometimes unpolished localization, overwhelmed by the number of mechanical systems dumped in front of me, but enjoying the 21st-century-XCOM gameplay model overall!
 
Kinda surprised not to see any Parasite Eve 1-likes posted here yet...has anyone played any of them here? Which one among them is the best?

Also there's Quest 64 likes? Of all things?

 
Kinda surprised not to see any Parasite Eve 1-likes posted here yet...has anyone played any of them here? Which one among them is the best?

You'll probably need to wait to find out. Parasite Mutant, Cold and Afraid and .45 Parabellum Bloodhound are all still in development. For a multitude of reasons, I'm not all that interested in any of them (in order: played the dev's poorly-written, derivative and highly-sexualized Hunter search actions; there's a difference between "inspired by" and "tracing"; I loathe the dev's previous work, particularly in writing voice). If you veer into whatever is actually out at this point, you gotta play stuff like Wicked Seed... which actually has some solid mechanical underpinnings and structure to it, but features a store-bought assets prefab world presentation, combined with a relentless focus on sexualizing its heroine through dozens of unlockable outfits, tied to any and all meaningful progress and challenges in the game.
 
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