NPR’s Top Indie Games from GDC 2025

Franetic / Tech / NPR’s Top Indie Games from GDC 2025
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to a T (from left) and All Systems Dance.

to a T (from left) and All Systems Dance.

Annapurna Interactive, Mighty Yell

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Annapurna Interactive, Mighty Yell

As the video game industry converged in San Francisco for the **2025 Game Developers Conference (GDC)**, a powerful message emerged: some of the most groundbreaking ideas in gaming stem from its smallest teams. At showcase events such as the highly anticipated **Day of the Devs** and **The Mix**, a plethora of independent developers eagerly unveiled their innovative creations and works-in-progress.

The gaming world is **thriving**, with the global market raking in an astounding $188 billion in revenue last year alone, according to industry analytics firm Newzoo. During this time, the indie game scene has experienced explosive growth. Just over **8,000 indie games** were released in **2018**, while that number more than doubled to over **16,000** by **2024**, highlighting a surge in creativity and innovation. Many indie titles have transformed into breakout successes, changing industry trends and unlocking new creative directions.

My exploration through the conference led me to dozens of games, each offering unique experiences. Here’s a glimpse into some of my favorites — titles that embody the **innovative design** and **bold storytelling** that indie games are renowned for.

Take Us North

Take Us North aims to tell an ambitious story about a migrant’s journey across the U.S.-Mexico border.


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Take Us North follows the harrowing journey of migrants and asylum seekers across the U.S.-Mexico border. Players step into the role of a migrant guide — often referred to as a **”coyote”** — navigating the perils of the **Sonoran Desert**.

But why is a video game the ideal medium for this powerful narrative? According to **Karla Reyes**, a game developer and founder of Anima Interactive, the **interactivity** of gaming sets it apart. “These are the existential questions we ask ourselves in the design session,” she explains.

To depict this story authentically, the development team conducted extensive research, engaging with migrants and experts in the field. Reyes emphasizes that while atmosphere and narrative are vital, it’s the gameplay experience that profoundly captures the player’s emotions and perspectives.

“There’s a lot of tension through this journey,” Reyes notes. “**We want to create this immersive experience for the player**: where you feel what it’s like to be in the desert.”

Though still in the early stages of development, **Take Us North** seeks to use the power of its narrative to change hearts and minds. “When considering our target audience, we don’t just want to preach to the converted,” Reyes points out. “The hypothesis is that a significant portion of the population is unaware of this issue, largely because it’s not well-represented in mainstream media.”

Out of Sight

Out of Sight is a horror game that scares the player with its unconventional perspective.


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Out of Sight presents a unique twist on gaming through its mind-bending design. Players control a young blind girl striving to reach safety, but here’s the catch: action unfolds through the eyes of her **teddy bear**, as players maneuver her through the environment.

Creative director **Per Hallros** explains, “The perspective you see from isn’t that of the character you control.” This stands in stark contrast to traditional first-person experiences. “You know you are not just a camera anymore,” he adds, highlighting the **disorienting perspective** and subsequent scares that derive from this unique gameplay style.

Beatdown City Survivors


Beatdown City Survivors is all about surviving the horrors of New York City.
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              Beatdown City Survivors is all about surviving the horrors of New York City.
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**Shawn Alexander Allen** transitioned from **Rockstar Games** over a decade ago and has carved out a reputation as a video game visionary. His latest project, Beatdown City Survivors, continues this innovative journey. Following in the footsteps of his previous success, dubbed the “most antiracist game of 2020” by the **Los Angeles Times**, Allen’s new creation bridges heavy themes with vibrant comic book aesthetics.

“I wanted to create a game that addresses structural decay,” Allen remarks. Drawing from his experiences as a **New York native**, he envisaged a world where the city morphs into a **prison state**, reflecting the chaos and decay he observed when rain left debris and trash littering the streets.

This thoughtful backstory informs an action-packed, addictive experience within the survival genre, where outmaneuvering enemy hordes to attain high scores becomes the primary focus.

Big Hops

Big Hops looks like a retro platformer, but puts an emphasis on modern design and interactivity.


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In the world of platformers, few joys rival the **simple pleasure of running and jumping**. However, **Big Hops** aims to push this genre into **uncharted territory**. Embodying old-school aesthetics reminiscent of **Rare’s** beloved titles like **Banjo-Kazooie**, game director **Chris Wade** proposes fresh, immersive gameplay mechanics.

Wade argues that while high-production games might impress visually, they often falter in interactivity and immersion. In **Big Hops**, players control a frog navigating through an expansive, reaction-driven environment. “Where the world becomes your playground and can be manipulated as a tool,” Wade explains.

During my demo, utilizing inflatable mushrooms as trampolines to reach cliffside vines beautifully illustrated this philosophy. Envision a blend between **The Legend of Zelda: Tears of the Kingdom**’s experimental mindset and the speedy thrill of **Super Mario 64** — that’s the promise of **Big Hops**.

All Systems Dance


Rhythm games can be really difficult to play, but All Systems Dance opts for a more casual vibe.
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              Rhythm games can be really difficult to play, but All Systems Dance opts for a more casual vibe.
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For me, **All Systems Dance** checks all the right boxes. It’s a rhythm game with a vibrant aesthetic reminiscent of **Jet Set Radio**, featuring a storyline where a renegade dancer battles against an oppressive corporate regime.

Creative director **Dave Proctor** describes how this rhythm game distinguishes itself by promoting expression and experimentation. While players earn bonuses for keeping in time, it invites them to freely explore their movements. “If people feel expressive and playful moving around a space however they want, I think that’s fantastic,” Proctor states.

While I encountered some glitches during my demo session, the game’s captivating setting and vibrant colors — reminiscent of a **futuristic dystopia** inspired by late ’90s Apple commercials — left me eager to see more.

to a T

to a T is an adventure game developed by Katamari Damacy’s Keita Takahashi.


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The upcoming game to a T marks the creative return of **Keita Takahashi**, known for his iconic work on **Katamari Damacy**. Here, players follow a young teenager navigating life in his small town, albeit uniquely stuck in a **“T-pose”** — an animation rigging position that has been turned on its head for comedic effect.

Takahashi describes this coming-of-age story as more relatable than his previous works, noting, “I’m not sure if it’s emotional or not, but it’s a new experience for me.” His latest game hopes to provide a lighthearted yet hopeful glimpse into adolescence, aimed at a generation that might be unfamiliar with his earlier hits.

The game encapsulates a message of responsibility and optimism, rising from the fear of current environmental issues that lead youth to question their future.

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