PAX AUS 2025

It’s not lost on me how lucky I am to attend events like this — and for free — right here on my home doorstep in Melbourne. In return for such a glorious experience, I’m writing this wrap-up filled with incredible games I might’ve never discovered otherwise.

Even better, I got to talk face-to-face with the people behind them. Developers, creators, and some genuinely wonderful folks who keep the indie space alive. Like the Alex’s (yes, plural) who run The IndiEXP — a marketing agency helping indie games get seen through PR, advertising, trailer support, and key art. They take a look at your whole approach and do everything they can to get your game in front of eyeballs. A great Aussie team I was lucky enough to sit down and have lunch with.

And then there’s Jenny Windom (Kimchica) — a powerhouse in the indie scene. Between her own dev work, marketing experience and running an indie game podcast, you’ve probably seen her name attached to Wholesome Games. She’s the organiser (and host) helping bring indie titles to a wider audience through publishing. We grabbed ice cream and watched the wave of PAX attendees shuffle past — a perfect moment of calm amid the chaos.

These are the moments that make it worth it. The people you get to meet, the real conversations you can only have face-to-face. They may seem small, but they matter. While I only attended two of the three PAX days (and admittedly missed the rest of International Games Week), I’m thrilled to share the games I did get to experience below. I played each one myself, so take these not just as a “you should check these out,” but as a “you should wishlist — and buy — these when they’re out.”

PAX Aus 2025 Indie Picks

Blood Vow: Survive the Night

A dark fantasy wave-survival game where you defend the city of Sodermark as a divine champion bound by the Blood Vow — building defences by day, and fighting through swarms of shadow-born horrors by night. I spoke with the four-person team behind it, who are aiming for a 12–18 month release window and already pushing well beyond what you’d expect from a small studio. They’ve done their research, built from player demand, and wrapped it all in a world that feels ambitious yet deliberate — like a promise they intend to keep.

Huedini

What if rhythm games were driven by colour instead of sound? That’s the spark behind Huedini, a slick top-down roguelike where you swap between red, green, and blue to absorb enemy attacks and unleash devastating spells. The devs spoke about wanting every encounter to feel like a colour puzzle — quick thinking, fast switching, and pure flow. It’s one of those ideas that sounds strange until you play it, and then it just clicks.

My Arms Are Longer Now

You are — quite literally — an abnormally long arm. Your job? Steal valuables, charm guards, and slither your way through absurd 2D stealth puzzles, complete with Aussie voiceovers and plenty of chaos. Talking to the team, it’s clear they lean into the ridiculousness on purpose; it’s equal parts comedy and clever design, with each level feeling like a punchline that gets better the longer your arm stretches.

Davy Jones' Deckhand

A deckbuilder where defence isn’t optional — it’s everything. You parry, counter, and plam your moves perfectly to survive each voyage. The devs explained that most deckbuilders make defence passive, so they flipped it: here, blocking is rhythm, and success depends on precision. Each death adds to your debt with Davy Jones himself, turning risk and reward into a literal curse.

Tingus Goose

During lockdown, I spent a few questionable hours playing Tingus Goose on mobile — a “goose-growing simulator” where capitalism meets biology. Seeing it reborn for Steam, rebuilt from the ground up, was oddly heartwarming (and still deeply cursed). The devs are leaning into the absurdity even harder this time, and the result is grotesque, hilarious, and strangely addictive. Coming next month.

Nonolith

A surreal puzzle-platformer where you copy, paste, and reshape the environment to uncover the secrets of the NONOLITH. There’s no tutorial, no hand-holding — just the quiet world to figure it out. Chatting with the creator, it was clear that this hands-off design philosophy is intentional; every discovery, even learning what the buttons do, is part of the puzzle. It’s pure indie energy — weird, confident, and brilliant.

The INDIGO Initiative

A first-person puzzle adventure where you manipulate fire, water, electricity, and magnetism to stabilise collapsing dimensions. I met the solo developer behind it — someone who recently secured government funding to go full time. His goal is to make the project look and feel like a full team’s work, and honestly, he’s already there. INDIGO Initiative feels sharp, cinematic, and far bigger than a one-person studio should allow. He’s now looking for a publisher to take it further.

PAX always reminds me why I love doing this. Behind every booth is someone who took a risk, bet on their own idea, and decided to make something real. Seeing that up close — talking with them, watching people play, feeling that spark — it’s the kind of energy you can’t bottle.

If this list does anything, I hope it helps a few of those sparks reach you too.

The Indieformer Team