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I.N.D.E Production

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A member registered 25 days ago · View creator page →

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I feel your pain so much. I am living exactly the same nightmare right now.

I spent 4 months working tirelessly on my first multiplayer game, carefully followed all the guidelines, and yet my game is completely invisible in the search results and tags. Seeing all that initial momentum and hard work just fade away while being stuck indefinitely in the automated queue is incredibly demotivating.

I really hope a moderator sees this thread soon and can manually re-index our games. Hang in there man!

Hi everyone and itch.io moderation team,

I am writing this post because I am currently experiencing the exact same issue, and I must admit it is deeply demotivating.

This is my very first game on the platform. I have spent 4 months of incredibly hard work developing O.W.T.F.A, which is a fully functional 256-client ready, online multiplayer mobile Face-to-Face racing game.

Before publishing, I spent hours carefully setting up my page. I read through all the guidelines, support topics, and community discussions on how to properly set up a project to ensure smooth indexing. I applied every single rule to the letter.

However, despite my best efforts and waiting patiently without touching or spamming the dashboard, my game remains completely invisible in all search results and tag listings.

Releasing my first major project after months of technical hurdles only for it to be completely hidden from the public is really heartbreaking. The game is fully playable and accessible via the direct link, so there are no bans or violations, it just seems to be permanently stuck in the automated indexing queue.

Could a moderator please look into this and manually re-index my game? I would love to finally share my hard work with the Itch.io community.

Game Link: https://inde-production.itch.io/owtfa

Thank you so much for your time and help.

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Hi everyone!

For the past 4 months, I've been working solo on O.W.T.F.A, an Android multiplayer racing game heavily inspired by the chaotic "Face-to-Face" custom races from GTA Online and FiveM. The goal is to bring that massive, high-speed, 3D mid-air collision chaos to mobile devices. 

It features an open-world lobby, dynamic resolution scaling (DRS) to support older phones, and uses a Client-Authoritative netcode (via FishNet) to handle up to 256 players per dedicated server. (Note: I've also included the Linux Headless Server build on the page for anyone who wants to host their own servers!)

Link to the project: https://inde-production.itch.io/owtfa

I am currently running a public Beta and I desperately need fresh eyes on the technical side of the game before moving forward. Specifically, I am looking for feedback on:

1. The Mobile Controls (3D Air Control):

In Face-to-Face races, controlling the car's pitch, roll & yaw in mid-air (3-Axis Air Control) is crucial. Does the current touch layout feel intuitive to you? Is it too twitchy or too heavy?

2. Network Collisions & "Ghost Hits":

If you manage to play online (or with a friend via the Local LAN Host mode), how do the 200mph head-on crashes feel? Did you experience a lot of "ghost hits" (phasing through cars or exploding in the air) due to latency?

3. The DRS (Dynamic Resolution Scaling) System:

The game aims to maintain a steady 30 to 60 FPS by dynamically adjusting the resolution. Believe it or not, thanks to heavy optimization, the game actually manages to run at 25-30 FPS on an ancient Samsung Galaxy Note 3! How did it perform on your specific smartphone model? Did the game look too pixelated, or did it lag? (Tip: you can manually uncheck resolution tiers in the settings to force performance).

Any feedback, harsh or positive, is incredibly valuable to me right now. If you encounter bugs, especially with the spectator camera or track triggers, please let me know!

Thanks a lot for your time!


Hey everyone! Just to introduce myself properly: O.W.T.F.A is a one-person project, made by an atypical dev (ADHD + Autism) who uses AI agents a lot to stay organized and focused. I’m a bit obsessed with rock-solid netcode and performance, so even though it’s a small indie game, I’m pushing for multiplayer quality that feels like it could come from a bigger studio.Behind all the technical stuff there’s a very real and personal goal: this game is my best shot at finally finishing the house I’ve been building. My family and I have been living in a mobile home for the past 3 years, and every sale, every download, and every bit of feedback genuinely brings us closer to having a real home.It’s a true passion project, crafted by hand with a lot of love (and probably too much coffee), and I’m incredibly grateful to anyone who gives it a chance. If you jump into the chaotic races, leave feedback, or just drop a kind word, it means the world to me.Thank you for being part of this little human adventure!





Sounds good! I'll download the build, give it a test today, and drop my feedback right here as soon as I'm done.


Hi everyone! 👋
I'm incredibly excited to announce the release of the Beta Preview for my first major game: O.W.T.F.A. 

👉 Play it here: https://inde-production.itch.io/owtfa

### 🚗 What is the game about?
If you ever played GTA Online back in the day, you probably remember the chaotic "Face-to-Face" races. Players driving in opposite directions, swapping cars at every checkpoint, and crashing head-on in mid-air above the clouds. I missed that feeling so much, and since nothing like it existed on mobile, I decided to build it myself from scratch.
It’s an extreme physics-based multiplayer racing game built on a single-scene architecture. You drop into an open-world lobby and seamlessly join up to 15 simultaneous tracks. No loading screens between races—just pure chaos.

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Hi everyone! 👋

I'm incredibly excited to announce the release of the Beta Preview for my first major game: O.W.T.F.A. 

👉 Play it here: https://inde-production.itch.io/owtfa

### 🚗 What is the game about?

If you ever played GTA Online back in the day, you probably remember the chaotic "Face-to-Face" races. Players driving in opposite directions, swapping cars at every checkpoint, and crashing head-on in mid-air above the clouds. I missed that feeling so much, and since nothing like it existed on mobile, I decided to build it myself from scratch.

It’s an extreme physics-based multiplayer racing game built on a single-scene architecture. You drop into an open-world lobby and seamlessly join up to 15 simultaneous tracks. No loading screens between races—just pure chaos.

### 🔥 Key Features:

Zero Pay-To-Win: It's 100% skill-based. You win by mastering the tracks and the physics.

Advanced Netcode: Powered by FishNet with client-authoritative physics, so high-speed collisions feel instant and fair.

Full Air Control: You can pitch, roll, and yaw your car mid-air to survive the massive jumps.

Self-Hosting friendly: Alongside the Android APK, I've released a fully functional Headless Linux Server build so anyone can host their own dedicated servers!

### 📸 A glimpse of the madness:

As a solo indie dev, I've poured my heart into making the networking and physics as robust as possible. I'd love for you to try it out, try to break the servers, and let me know what you think of the driving mechanics!

Thank you for reading, and have fun! 💥