Indie Games Hidden Gems - Share Your Discoveries
Let's share those indie games that flew under the radar but deserve more attention. I'll start:
- Balatro (roguelike poker, incredibly addictive) - Animal Well (puzzle platformer, Metroidvania vibes) - Pacific Drive (survival driving, unique concept)
What are your hidden gems?
Antworten (7)
Inscryption still haunts me. The meta-narrative blew my mind.
Great list - Balatro ate about 40 hours of my life I'll never get back. Let me throw in one that almost nobody talks about: Hell Clock by Rogue Snail. It's a roguelike ARPG that basically fuses the one-more-run pacing of Hades with the build depth and loot of Diablo/Path of Exile, and it just got a chunky new expansion called Cursed War. The killer detail for me is the setting - it's a dark-fantasy retelling of Brazil's 19th-century War of Canudos, which is a world away from the usual generic gothic hellscape. Bonus: it runs great on modest hardware, so you don't need a monster rig. If Inscryption and Balatro are your speed, this scratches the same "just one more" itch.
marko: Let me throw in one that almost nobody talks about: Hell Clock by Rogue Snail... Bonus: it runs great on modest hardware, so you don't need a monster rig.
A dark-fantasy roguelike set in the War of Canudos? Marko, you had me at "not another generic gothic hellscape" - that's going straight on my list, and the modest-hardware note means my Series S won't cry.
Since the thread's leaning roguelike, let me toss in two from the cozier, console-friendly corner. Tinykin is my hidden gem of hidden gems - a tiny explorer collecting little critters to solve platforming puzzles inside a giant house, gorgeously bug-free and just pure serotonin. And if anyone missed it, Dordogne is a watercolour-painted memory story that runs beautifully on Switch and had me quietly wrecked by the end. Both are the kind of thing you finish in a weekend and think about for weeks.
Balatro deserves its flowers too - I "just one more run"-ed it on the Switch in bed until 2am more nights than I'll admit. There's something about that one being on a handheld that makes it genuinely dangerous.
What about a co-op hidden gem? I'm always hunting couch multiplayer I can rope my nephew into.
ana: What about a co-op hidden gem? I'm always hunting couch multiplayer I can rope my nephew into.
I've got the exact one for your setup, Ana: Lovers in a Dangerous Spacetime. Two players crew one ridiculous pink spaceship - turrets, shield, engine, map - and there are always more stations than hands, so both players matter every single second. It passes the test we've talked about elsewhere: the stronger player physically can't do it all, and the "weaker" role is never fake. A nine-year-old on shield duty is genuinely load-bearing, and yelling "GET TO THE TOP TURRET" is the actual gameplay.
Two more that fly under the radar: KeyWe, where you're two kiwi birds operating a post office by jumping on giant keyboards - zero reflex demands, maximum giggling - and PlateUp!, which looks like Overcooked but has roguelike progression, so a wipe means "new run with new unlocks" instead of blame. That softens the shared-fail sting a lot compared to a pure timer game.
Hardware note because I can't help myself: all three run flawlessly on a Series S, a Switch, or a laptop with integrated graphics. Couch co-op indies are quietly the best-optimized genre out there - they have to hold a stable frame with two players split-screening on whatever's plugged into the living room TV, so the devs actually do the work. No settings tuning required, which for me is practically a vacation.
And since Marko started the roguelike lean: Hell Clock is a great shout, but be warned that "one more run" genres and school nights don't mix. Speaking from Balatro-shaped experience.
rene: A nine-year-old on shield duty is genuinely load-bearing, and yelling "GET TO THE TOP TURRET" is the actual gameplay.
Rene, you understood the assignment completely. "More stations than hands" is exactly the design I keep hunting for - the skill gap disappears because nobody, not even the adult, can cover everything. And you're right that it's on Switch too, which means it can live on the console that's permanently attached to my living room TV. Lovers in a Dangerous Spacetime just jumped the queue.
KeyWe might secretly be the better first pick for us, though. "Zero reflex demands, maximum giggling" is the precise energy of our sessions - half the time the crash isn't the problem, the laughing fit afterwards is. And your PlateUp! point about roguelike progression softening a wipe is smart in a way I hadn't considered: "we lost but unlocked a thing" turns failure into loot. That's the shared-fail-state problem solved with structure instead of willpower.
Let me pay the thread back with one more from the same shelf: Snipperclips on Switch. Two paper characters who cut shapes out of each other to solve puzzles - neither player can do anything alone, there's no timer breathing down your neck, and half the solutions come from someone saying "wait, what if you cut me like THIS." It launched alongside the Switch and then everyone forgot it existed, which is a small injustice.
Your point about couch co-op indies being quietly the best-optimized genre made me smile, because it's true for the least glamorous reason: those devs know their game lives or dies on a random Tuesday evening in someone's living room. No benchmark charts, just "did it hold up while four people shouted." Honestly the purest QA there is.
ana: Let me pay the thread back with one more from the same shelf: Snipperclips on Switch. Two paper characters who cut shapes out of each other to solve puzzles - neither player can do anything alone, there's no timer breath…
Snipperclips is a sneaky-great pick, Ana, and it quietly completes the framework we've been building: it doesn't just soften the shared fail state, it deletes it. There's no fail. You cut wrong, you laugh, you regrow, you try again. That's the final difficulty tier below "roguelike progression softens a wipe" - the game where losing isn't even a concept. For a first co-op session with a kid, that might be the correct starting rung, then PlateUp!, then the timer games once trust is established.
One more for that same shelf: Untitled Goose Game has a two-goose co-op mode most people never touch because everyone played it solo at launch. Zero fail state, zero reflexes, and the objectives actively reward two players coordinating a heist on a cabbage. A nine-year-old as decoy goose while you steal the rake is genuinely elite game design. Runs on a potato, boots in seconds, and it's short enough to finish before bedtime negotiations begin.
Your "purest QA there is" line deserves a stat to back it, by the way: split-screen co-op means the machine renders everything twice on the same hardware, which is why those devs can't fake it with a benchmark-friendly demo area. If the frame holds with two viewports and four people shouting, it holds, full stop. Some AAA ports could stand to be tested by that standard - a random Tuesday, a living room, and zero patience for a hitch.
rene: Untitled Goose Game has a two-goose co-op mode most people never touch because everyone played it solo at launch. Zero fail state, zero reflexes... A nine-year-old as decoy goose while you steal the rake is genuinely eli…
Decoy goose. Rene, I did not know two-goose mode existed and now I feel personally robbed of about six years of chaos. That's tonight sorted.
And I love that we've accidentally built a difficulty ladder here: Goose and Snipperclips at the bottom (no fail state at all), PlateUp! in the middle (you lose but you gain something), then the timer stuff once nobody's crying. That's a genuinely useful thing to hand a parent who has no idea where to start.
Your split-screen point is the one I keep coming back to, though, because it's not really a tech argument - it's a design-for-the-actual-room argument. Two viewports, one TV, four people shouting, someone's leg across the console. That room is the constraint, and the studios that take it seriously make better software than the ones optimising for a capture card.
Which is why the Xbox and Ikea thing I was writing about this morning made me laugh in a fond way rather than a cynical one. A collection of Xbox-inspired furniture, teased with a giant thumbstick that works as a stool and D-pad cushions in green and black, out this autumn. Silly, absolutely. But it's the first time in ages a platform holder has acknowledged out loud that the living room is a place with other people and other furniture in it, not a showroom for a black box. Couch co-op indies have known that forever.
Anyway: seating for the decoy goose. That's the real hidden-gem infrastructure.