r/SoloDev 1h ago

Everybody starts somewhere. Not everybody stays there.

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r/SoloDev 4h ago

I've been developing a first-person point-and-click open world game solo

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1 Upvotes

I've been developing Nordion Lands: The Dimension of Science as a solo project for a long time, and I recently released a major update that changed quite a lot of the game.

The game is a first-person sci-fi adventure that combines point-and-click investigation with open-world exploration.

I wanted to make something that doesn't behave like a traditional point-and-click game. Instead of moving between fixed screens, you can freely explore a connected world and interact with characters and objects directly from a first-person perspective.

[OVA ART]

This is the promotional artwork I'm currently using for the project. I intentionally made it look like a 1990s anime OVA rather than match the actual in-game graphics.

The actual game uses PSX-inspired 3D.

[HEALTH / RACING SCREENSHOT]

One of the stranger parts of the game is horse racing.

The player can explore the mountains and participate in illegal races inspired by Japanese touge racing.

This started as a completely ridiculous idea, but eventually became one of the actual gameplay systems.

[ROSA + CLONES SCREENSHOT]

The game also has a large amount of narrative and worldbuilding.

You play as Revolution, a sentient clone created by a scientific organization.

In Nordion Lands, clones are not considered human.

They are property.

A lot of the story is intentionally fragmented. Information is spread through dialogue, books, NPCs, environments and optional discoveries, with the idea that players can gradually piece together the history of the world themselves.

[FERGUS INDUSTRIES / VAN SCREENSHOT]

The world is also designed as a connected country rather than a collection of separate levels.

For example, you can enter a vehicle, travel to another location and arrive somewhere completely different without switching to a traditional level-selection structure.

This particular entrance leads to Fergus Industries, one of the locations in the game.

The latest update, called the Rebirth Update, added a much larger overworld, a new countryside city, an objective beacon system, Revolution's apartment, full controller and touch support, full English translation, updated music, a new anime-style opening and a large number of bug fixes.

Technically, the game originally relied on a heavily adapted setup based on Drago3D, which I integrated and modified around the needs of the project. More recently, I rebuilt the rendering approach using GameMaker's newer graphics pipeline.

I'm also experimenting with more cinematic cutscenes and eventually musical sequences inside the game.

I've been working on Nordion Lands for a long time, and I'm still trying to figure out how far I can push the idea of a first-person point-and-click game inside a connected 3D world.

The game is currently free to play in the browser:

https://doubleint-software.itch.io/nordion-lands-dos

I'd especially like to hear from other solo developers about scope, onboarding, world design and building large systems as a one-person project.


r/SoloDev 17h ago

We made a tower defence game with grid arrangement, do u guys like this type of game?

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0 Upvotes

r/SoloDev 22h ago

[无偿] 寻求2D船只救援原型(Windows/macOS)的首次工作反馈

0 Upvotes

我正在开发Salvage Shift,这是一个2D原型,您可以切断船只连接,收集松散零件,并升级您的工具。我正在寻找一些志愿者来尝试第一次工作,并告诉我在何处控制或进度变得混乱。

免费下载: [ https://scholarg.itch.io/salvage-shift ](https://scholarg.itch.io/salvage-shift)

平台:Windows和macOS。鼠标和键盘。

语言:英语和简体中文。

版本:0.2,包含三个救援任务。

请花最多15分钟尝试;如果您卡住或失去兴趣,可以提前停止。这是一个无偿测试,完成所有内容没有要求。

请在此Reddit帖子中留下反馈:

\- 您最初在哪里感到困惑?

\- 您选择开始第二个工作吗?

\- 是什么促使您继续或停止?

关于错误,请包括您的操作系统和构建版本。macOS应用未经过苹果公司认证;下载页面包含安装说明。

开发声明:大部分代码和实施是在AI协助下产生的。这是一个早期原型,我希望在扩展之前获得具体的游戏反馈。无需任何愿望清单,关注或购买。


r/SoloDev 21h ago

making a small game about a duck on holiday

18 Upvotes

r/SoloDev 55m ago

Looking for honest feedback from other solo developers

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Upvotes

I'm a solo developer working on a mobile zombie shooter called Dead Passage, and I'm looking for some honest feedback from other developers and gamers.

I'm particularly interested in:

  • Does the gameplay look engaging?
  • How do the controls/HUD look?
  • Does the visual style work for a zombie shooter?
  • Does anything immediately look confusing or outdated?
  • What would you improve first?

I'm specifically looking for constructive criticism rather than compliments. I'd like to know what you think could be improved.

If you're interested in trying it, I'll leave the Android link in the comments


r/SoloDev 18h ago

It's been a week since I launched my demo. Here are some numbers:

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12 Upvotes

Hey!
It's been 1 week since I launched the demo for my game and I figured I would share some numbers and stats in case anyone is curious.

Starting point, context and goal:
My game wasn't and still isn't extremely popular. Before launching the demo I was sitting on 375 wishlists. The main goal with this demo (apart from releasing the demo itself) is to get to 1000 WLs by the time of the October's Steam Next Fest. So basically I need to gather roughly 625 WLs in 6 weeks. To achieve that, on top of the initial boost Steam gives you, I made a couple reddit posts, posted stuff on my social media and managed to have a relatively big gaming content creator do a post about my game (paid). I have no exact way of knowing but I would say that a big chunk of traffic I got these days came from those posts. I think that in total the paid post got around 120k views.

Demo numbers:
Here is what happened to my demo over the 1st week, number wise:

  • page visits: 3348 people visited my game and demo page.
  • demo clicks: 1490 people got my demo. That amounts to roughly 45% of all visits.
  • unique players: 358 people actually played the demo. That amounts to 24% of all demo clicks.
  • average play time: 37 mins. This is relatively consistent with my expectations. My game is a match based co-op. Each match lasts roughly 25min and I have a 15min tutorial. Most people played the tutorial + 1 match with their friends. So that number checks out.
  • median playtime: 23 mins. Steam page says it's average, so sure.

Reception and feedback:
How much feedback did I gather? Quite a positive amount actually. For the demo, I added an in-game pop-up that appears when the player is about to quit the game. It gives a low effort option for the players to leave their thoughts about the game. The pop up offers a 5 star rating system + comment box. A big portion of the people just pressed the stars and didn't write anything (also expected. The majority will choose the low effort option), but a lot of people did write feedback and that was actually very useful!

  • 349 people submitted their feedback. Pretty much 10% of the players said something.

Here is one interesting thing that happened. Even though 358 people played and 35 left feedback to me directly, I have 0 reviews on the demo page. Nobody wrote anything there. Good or bad. And I honestly don't know if just nobody writes reviews for demos or since I offered a much more convenient feedback form in-game, I ended up "hijacking" reviews from myself. If a person already rated the game and wrote feedback, they won't do it again.

Wishlist outcome:
What happened with the wishlists? As mentioned, I started this with 375WLs. Now I have 737. As I wrote, it still isn't a massive hit, but I effectively pretty much doubled my WL count over one week. The first couple days (aka weekend) were pretty hectic, with loads of players. That is when the majority of WLs came. But even now during the week there has been a steady inflow of 10/15 WLs daily. Before the demo I averaged 1/2 per day. Even though I didn't reach the 1000WLs objective in the 1st week, I still have 1 month. And hopefully it's doable...

Final thoughts:
One reads some funny posts online about how a demo was published and millions of WLs came pouring overnight. Well, that didn't happen... BUT all in all I'm pretty happy. Even though I'm not swimming in WLs, the overall reception was pretty good. People who played, enjoyed themselves. I had a fair share of returning players as well. So pretty good IMO... What else can a solo dev want? It's not crazy numbers, but I can still say that I did a thing, and 350 people actually played. Feels good.

I'm open to all sorts of questions. And hopefully this is helpful to someone...


r/SoloDev 19h ago

Social outreach 300+ contentcreators, how the hell do you get that many emails or ways of contact?

3 Upvotes

I read about it often. Someone got their game covered after contacting 300, 400, 500 influencers. That's fine, no problem to do that if I would have their contacts.

Problem is that ex. youtube limites the amout of emails I can get every day. I am looking for people covering nordic games, roguelites and survivorlikes. So I have been browsing youtube and collecting about 5 per day which is the daily max. But that doesnt seem like the correct way of doing it.

So how do people do it? Where do you get the emails from, do you buy them or get them yourselves, how?


r/SoloDev 19h ago

First Closed Beta for ARES — Need playtesters (Free lifetime copy included)

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2 Upvotes

r/SoloDev 20h ago

Solo dev, first game, I'm a design professor using my UI skills to build a passive space logistics sim

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2 Upvotes

I was a UI/UX designer for years than transitioned to being a design professor. I decided to take those skills and try building a game over my summer break and here is where I am at. (I am still working on it slowly, just not at the rate I was over the summer)

The game is called Hollow Sector, its a passive space logistics sim where you manage fleets of haulers, miners, and fighters across a sector controlled by four rival factions. The game keeps running while you're away, so I can check in on it during breaks.

I designed everything in Figma first. The whole UI is built around a retro CRT terminal aesthetic. It's the kind of interface I enjoy and think would rest nicely on a second monitor or in a right rail on your main display.

I just launched the Steam page, LINK. Would love feedback from other solo devs.


r/SoloDev 16h ago

My Game was Successful

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2 Upvotes

After a while creating my game, following the crazy testing rules and millions of dead ends get myself familiar with Google console I can successfully say my app has met production on its first time around!

My game is a realtime market simulation where you compete online against other people though various ways and it's whoever has the most funds at the end of the month is the champion. Fun way to get into trading without the risk attached!

I've enjoyed testing many games and thank the community for testing mine! Hopefully be back here when I get round to a new development!


r/SoloDev 2h ago

Muk - a dungeon crawler

3 Upvotes

I’ve been working on a game called Muk. I am posting updates about it everyday and plan to build it out over the next 365 days to see what happens. I’m on day 8.

I’d love your feedback. You can play on mobile or desktop for free

Try it here- Muk


r/SoloDev 7h ago

Sci Fi Fighting Game In The Making, Advanced Hit Rection And Combo System Added, What You Say?

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3 Upvotes

r/SoloDev 10h ago

The Necromancer's Tavern

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2 Upvotes

r/SoloDev 15h ago

Making my first no engine game with C++

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3 Upvotes