We want to be the platform indie developers use to manage their game, grow their audience, make more money, and make their game creation journey easier.
Some of our tools live today: game art, audio, localization, press, and marketing.
Today
What can you do now?Asset Generator · Music Generator · SFX Creator · Localization · Press Kit Builder · Ad Manager
Agent integrationsThe same tools, callable from the AI agent in your editor
What’s next?Your store page · what players tell you · the road ahead
Q&ADrop questions in chat as we go
COMPETITION AND PRODUCT VARIETY CONTINUES TO EXPAND
70 games a day.
That’s what launched on Steam this year. Nearly half of last year’s got fewer than ten reviews.
4,648
RELEASED IN 2016
~24,000
ON PACE FOR 2026
3%
REACH 1,000 REVIEWS
$16B
STEAM PAID OUT IN 2025
WHERE WE FOCUS OUR EFFORTS TO SUPPORT YOU
01
More eyeballs
Get your game in front of people who’d actually want it: store page, launch, press, creators, ads.
02
More revenue
More of it, and more of it staying with you. Storefronts, bundles, regions, platforms you haven’t shipped on yet.
03
Better tools
To make the game and to run it: art, music, SFX, localization, press kits, ads. Most of what Evan’s about to show you.
We’re eager to continue to partner with you to expand these offerings and bring you new opportunities.
AND IT GETS HARDER FROM HERE
What’s coming.
Discovery compounds. The algorithm rewards games that already have reviews, wishlists and sales. Winners keep winning. A cold start is colder every year.
Organic reach is gone. The free audience you could build on social three years ago doesn’t exist. Attention costs money now, and the price is going up.
The floor is brutal. Over 40% of last year’s releases never cleared $1,000.
None of that is a reason to stop. It’s the reason we build what we build.
One account. Every tool.
APP.INDIE.IO/TOOLS · ONE LOGIN, EVERY TOOL
2D Art & SpritesLIVE
3D AssetsIN PROGRESS
Cross-Promo AdsLIVE
Funding & PortingNOT YET
Game AnalyticsIN PROGRESS
Game DesignNOT YET
LocalizationLIVE
MusicLIVE
Narrative & DialogIN PROGRESS
Player FeedbackIN PROGRESS
Press KitsLIVE
ProgrammingNOT YET
QA & PlaytestingNOT YET
Sound EffectsLIVE
Store Page & TagsIN PROGRESS
Video & SocialIN PROGRESS
The Buffet Model
We are building a suite of tools to cover all facets of the game lifecycle.
Rapid iteration, many variants in one pass, keep the best
Speed to market, the work around the game, done sooner
Data analysis, what players are telling you, distilled
Use the tools that are beneficial to your team and help achieve your vision.
THE TOOLS
Generation tools
We have trained models specifically for games, optimized for game-ready files.
1 · CREATION WIZARD
Pick what you are making. Answer a few quick questions.
→
2 · OPTIMIZED PROMPT
The tool writes the prompt your asset needs.
→
3 · DELIVERED ASSET
A game-ready file comes back.
Iterate, identify your desired artifact, add it to your game.
ART · SFX · MUSIC
Asset Generator
LIVE
Sprites, icons, and UI art, generated at the exact pixel size your game needs.
1 · YOU SELECT
the wizard: pick what you’re making, answer a few quick questions
→
2 · THE TOOL BUILDS THE PROMPT
“Game sprite of treasure chest, closed with barnacles, frayed rope. Full body, neutral stance, clean edges.”
the real prompt the wizard wrote
→
3 · GAME-READY ASSET
the one we picked from the batch below
EIGHT VARIANTS · ONE PROMPT
you pick the winner. Also callable from an AI coding agent. More in a minute.
SFX Creator
LIVE
Footsteps, clicks, impacts. One to ten seconds, with variations so no two footsteps are identical.
from the live tool: describe the sound, generate, and the finished clip lands in your project
negative promptreverb, music, voice
takessame sound, different seeds
outputWAV, saved to your project
Music Generator
LIVE
Game music plays for hours, so tracks are generated to loop. BPM, key, and time signature stay under your control.
1 · YOU SELECT
the wizard: pick where the track plays, guided or manual
→
2 · THE PROMPT & CONTROLS
“calm underwater ambience, slow strings, gentle”
0:30BPM 92D minor4/4
→
3 · LOOPING TRACKS
finished tracks in your project, settings on the label, loop points detected
Localization
LIVE
Every line comes back with a quality score. You don’t need to speak the language to know which line to fix.
from the live tool: every line comes back scored, and the weak one is flagged with a suggested fix
A quality score on every line, not just the translated text.
Below your threshold means flagged, with a suggested fix.
Fix one line, not the batch. Retry a line, re-run the check, add or drop a language.
Project files too. Upload once, keep it for every patch.
Works with AI coding agents.
The same tools, callable by the AI agent in your editor. No browser open. “Generate 12 sprite variants at 32×32.” “Translate these 40 strings.”
a real agent session, reconstructed: the same treasure-chest request as the wizard demo
Two ways into the same tool. The web page you click, and the same actions callable by an agent.
Don’t use a coding agent? The web tools are the same product, not a beginner version.
Ad Manager
LIVE
Cross-promotion for your game. Drafts never serve until you promote them, so nothing runs by accident.
app.indie.io/tools/ad-manager
campaignlaunch announcement
statusdraft until you promote it
flight datesstart → end
priority1–10
reportingperformance · devices
a real campaign live on the Terraria wiki: Cozy Builder’s Steam demo, serving in both the banner and the sidebar
Your Steam page: tags, capsules, translations.
BETA
Three tools that work on the page people read before they ever install.
Steam Tag Optimizer
Research and choose your tags, then publish straight to Steamworks.
Steam Capsule Maker
One key art and logo in, twelve Steam assets out, at the exact sizes required.
Steam Store Page Localizer
Your store page in other languages, saved straight to your Steamworks draft.
Press Kit Builder
LIVE
Paste your Steam page. Get the hosted press kit journalists actually ask for.
YOUR STEAM PAGE
paste the link. That is the whole input.
→
YOUR PRESS KIT, HOSTED
the real generated press page: description, screenshots, key art, factsheet, .zip and one-sheet downloads
Steam Review Monitor
BETA
Hear what players are telling you, without reading four hundred reviews at midnight.
the real monitor this week, watching a live game: rating, sentiment, volume, player peak, translation on every review
review reportEXAMPLE · SIMULATED
200 recent reviews analyzed
TOP 3 INSIGHTS
Save-corruption bug after long sessions31%
Tutorial confusion in the first hour18%
Co-op praised as the reason to buy14%
share of reviews analyzed
The monitor screenshot is real. The report is an example with simulated data.
WHAT’S NEXT · BEN ROBINSON
An end-to-end asset pipeline.
Four tools. Every hand-off by hand.
GREENPIPE · HOW THINGS WORK TODAY · ONE UNIT, START TO FINISH
One cavalry unit for Legatus, walked through today’s flow. Each arrow is a person exporting, re-uploading, comparing by eye, renaming, waiting.
01
2D concept
an image model, one prompt, one hero
save · re-upload · re-prompt
02
Iterations
compare by eye · pick one · keep the file straight
download · resize · choose a motion · wait
03
Animated
a video model, the approved still, a charge
cut frames · pack a sheet · check by eye · ship
04
Game-ready files
6 frames · 240×160 · a sheet the engine loads
Same asset at every station: the Legatus eques, cav_b · charge, as shipped in-game. Four tools, three hand-offs, one person carrying the files between them.
The hand-offs move inside the pipe.
IN DEVELOPMENT
GREENPIPE · WHAT’S NEXT · THE SAME UNIT, ONE REQUEST
was
save, re-upload, re-prompt between tools
now
one request carries the style; every station reads it
was
compare takes by eye, keep the files straight
now
candidates are drawn together; a reviewer approves one on the board
was
download the still, feed it to the video tool by hand
now
the approved still becomes the animation’s master automatically
was
cut frames, pack a sheet, check transparency by eye
now
gates on alpha, silhouette, same-creature and style; a verdict, not a guess
What comes out is what the engine loads, plus the verdict that says why it is allowed to. A failed gate is a first-class answer, never a silent retry.
Same story in 3D. More tools, more hand-offs.
GREENPIPE · HOW THINGS WORK TODAY · ONE 3D CHARACTER, START TO FINISH
The Our Lands warrior: a flat concept becomes a mesh, gains a skeleton and weapons, then motions, and has to come out as one file the engine loads.
01
2D concept
an image model · arms out · gear flat, nothing dangling