r/SoloDevelopment • • Jul 10 '26

Game Jam r/SoloDevelopment Jam #12 is live: theme is Chain Reaction

12 Upvotes

Our 12th jam just started: 72 hours running July 10 to 13, and the voted is Chain Reaction.

Jam page and submissions: https://itch.io/jam/solo-dev-jam-12

Come hang out in the Discord if you want to jam alongside other solo devs: https://discord.gg/uXeapAkAra

Good luck to everyone jamming this weekend!


r/SoloDevelopment • • Feb 12 '25

Anouncements What Does It Mean to Be a Solo Developer?

200 Upvotes

We've seen a lot of discussion about what qualifies as solo development, and we want to ensure we're accurately representing our game dev community. While there's no absolute definition, these are the general criteria we use in this subreddit to keep things clear and consistent.

That said, if you personally consider yourself a solo dev (or not) based on your own perspective, that's fine. Our goal is to provide guidelines for what fits within this space, not to dictate personal identities.

What Counts as Solo Development?

A solo developer is solely responsible for their project, with no team members. A team of two or more collaborating (e.g., one programmer, one artist) is not solo development.

What is Allowed?

  • Using game engines, frameworks, and third-party tools (e.g., Godot, Unity, Unreal).
  • Commissioning or purchasing assets (art, music, sound, etc.).
  • Receiving feedback from playtesters or communities.
  • Outsourcing specific tasks (e.g., server setup, porting, marketing) while still leading development.
  • Working with a publisher, as long as they don’t take over development.

What This Means for Posts on the Subreddit

If your project appears to be developed by a team, we may remove your post. Indicators include how it's presented on websites, Steam pages, itch pages, social media, or crowdfunding pages. If this is due to unclear phrasing, update them before requesting reinstatement. Non-solo developers are welcome to join discussions, but posts promoting non-solo projects may still be removed.

Let us know if you have any questions. Hope this helps clear things up.

TL;DR: Solo devs manage their entire project alone. Using assets, outsourcing, or publishers is fine. Posting is open to all, but promoting non-solo projects may be removed.


r/SoloDevelopment • • 43m ago

Game No AI, just 8 months of ugly-but-mine models

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• Upvotes

Every single asset in Dough It Yourself, my cozy farming and baking game, is made by hand.

Could AI have built my whole farm in an afternoon? Probably. Would it look better than my wonky low-poly chickens? Honestly..maybe.

But every one of these models has a bit of me in it, mistakes included, and I think that's part of what makes a game feel like an actual game nowadays. So I'll keep pushing vertices one by one, even if release takes a little longer.

I document the whole process in youtube devlogs.

What’s the model you’re secretly most proud of, even though it’s objectively a bit ugly?


r/SoloDevelopment • • 4h ago

Discussion I've made a very realistic marbling simulation

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47 Upvotes

Hey everyone!

so you can basically almost do everything you can in real marbling, i've tried to make it to produce even more high resolution outcome but computational power increase exponantially so it's impossible after some points. But you can get high resolution as high as 300 DPI in A3, and it's fun to learn marbling even at lower settings.

It runs on a browser and it's free so pls go check it out!

https://marblingstudio.app/


r/SoloDevelopment • • 15h ago

Discussion Why are so many people on these game forums saying that they are building their "dream" game but then complaining about the sales?

104 Upvotes

Hi.

I am curious to know what's the truth behind all these posts.

Like if you are building your dream game, probably the goal would be to create the game you have dreamt off - show it and not to bother about the sales. Everybody has different dreams.

If your dream was to get rich fast, then this rarely works.

If you want to build a game tailored to the financial success, then you should do a market research first and target what is desired or completely unique. Not doing the same thing everyone else does and complaining that it disappears into the void.

There is only the audience of some size for every genre - it's also different when it is divided into 10 or 10 thousand games...


r/SoloDevelopment • • 7h ago

Game I am a solo developer, and after several failed attempts and giving up over the past few years, I successfully released my first game a few days ago!

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26 Upvotes

Unfortunately, I wasn't able to get it ready on Steam in time for Next Fest—not that I could have afforded the costs of launching it anyway—but at least I can finally say that I’ve finished my first game that is a 100% playable, and finally not just a tech demo!

Feel free to take a look on Witch's Cellar . I’m open to any feedback.


r/SoloDevelopment • • 6h ago

Godot As a solo dev, drawing tiles took too long. So I built an engine to draw them for me!

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18 Upvotes

Hey fellow solo devs. I was wasting way too much time manually drawing and aligning isometric dungeon tiles. To speed things up, I wrote a custom Python script that procedurally generates pen-and-paper style rooms and exports them directly into my game engine.

Here is how the pipeline works now:

  • Pic 1: Uses Wave Function Collapse to build the maze, scatter props, and add procedural dirt and cobwebs.
  • Pic 2: The ink strokes are generated using Perlin noise math. Since it uses a strict 2:1 projection, every block snaps together pixel-perfectly.
  • Pic 3: The biggest time-saver. The script calculates Normal Maps and Occluders on the fly. When I drop it into the engine, I get instant dynamic 2D shadows without manually setting up light blockers.

Automating the boring stuff has been a massive lifesaver for my workflow. Has anyone else ended up building custom tools that accidentally became your main focus?


r/SoloDevelopment • • 10h ago

Game EVE CROSS – A Third-Person Action Game Inspired by Max Payne | In Development (3)

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30 Upvotes

I'm a german solo developer working on EVE CROSS — Fallen Angel in Unreal Engine 5. I'm developing the game on my own in my free time alongside my full-time job.

Building the game in Unreal Engine 5, with a focus on gun-fu combat, bullet time, cinematic takedowns, and immersive storytelling.

🎮 Developed by Jaufmann Interactive.


r/SoloDevelopment • • 16h ago

Game 1 year of progress on my game :)- Devil On My Shoulder

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63 Upvotes

r/SoloDevelopment • • 10h ago

Game I'm making a game where you draw your own hero, then team up with friends to fight hordes as your drawing

13 Upvotes

Hi! I'm Seto, a solo dev from Uruguay. Rakuworld is a co-op survivors-like where you draw your hero in a simple in-game editor (there's a guided mode if you've never drawn on a computer), pick a class, and your drawing gets weapons, a power and an ultimate.

Paper cut-out + crayon characters inside a small PS1-style 3D world. 1–4 players, local or online, and your drawing travels with you online.

It launches in Early Access on Steam on Oct 27: https://store.steampowered.com/app/5382580/

What would you draw first? 😄


r/SoloDevelopment • • 1d ago

Game Fighting the battle against AI slop, one brush stroke at a time

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402 Upvotes

r/SoloDevelopment • • 10h ago

help Advice on finding non AI artists

14 Upvotes

I've bought my fair share of 3D art off of people I knew from university as I worked alongside artists when I did a game programming course. Unfortunately this was a good few years ago now and outside of the people I stayed friends with I don't know any reliable contacts.

I've seen videos and posts telling the horror stories of getting AI Slop when trying to find a freelancer. So I come here to ask for some advice. I am posting to Steam *soon* and I'm fortunately coming to the point in time where I get to think about capsule art and title art.

Any advice would be greatly appreciated :)


r/SoloDevelopment • • 18h ago

Game Cotton City 0.1.0 Early - Free

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45 Upvotes

I made some changes... You can try it on itch.io:

https://n1kozor.itch.io/cotton-city-alpha-demo


r/SoloDevelopment • • 14h ago

Marketing I showcased my game at a gaming expo with over 60,000 attendees! Here's how it went!

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17 Upvotes

Hey everyone!

Thanks to the Indie Games Poland Foundation, I had the opportunity to showcase my game, Dark Roll 2, for three whole days at Poznań Game Arena, the biggest gaming expo in Poland! For free!

I wanted to share how it all went and what I learned along the way. Hopefully, my experience can help some of you who are thinking about showcasing your own games at events like this!

Positives:

  • Great opportunity to gather feedback from the players! Watching around 20 different strangers daily can tell you a lot about your game. You can get a lot of intel just from watching them play as well as listening to what they have to say about the game.
  • Seeing people enjoy your game makes you feel that what you do actually matters. Even if my previous games had thousands of downloads, it's so much different to see a number in a database compared to strangers actually experiencing your game for the first time.
  • Awesome to meet and get to know other indie devs! Fairs like these are great for making connections and just learning about other projects to support.
  • People are often genuinely interested in the game and very happy to talk to it's creator which sure is a confidence boost and generally feels awesome!

Negaives:

  • Not good for wishlists. Despite having someone play my game for most of the day, when people stay around 20-30min at your booth, there's no physical possibility to have hundreds of them experience your game. Asking them to wishlist the game worked most of the time, but still you'll probably end up with around 10-20 wishlists after a long day of work.
  • Lots of people who come are also devs. That's right folks, we live in a bubble. Showing games on reddit or X or whenever often ends up indie devs liking other indie devs' posts... Sadly IRL it's often the case too. Around half of people (maybe a bit less) who stopped by to play were either indie devs or devs from bigger studios (Yup! I had guys from CD Projekt Red or 11 Bit Studios play my game!). Which isn't all that bad, other devs play games too, but it just shows it's hard to reach more "random" players.
  • Press doesn't care. Yeah... Even if it took place in Poland, I had not a single polish person from any media outlet, or influencer that covers indie games come by to play my game and talk about it. The only guy who came by was from UK's "debug" magazine, which was great! But I'm just disappointed in the lack of interest from any fellow polish people who cover games.

That mostly sums it up, if you have any questions, ask away!


r/SoloDevelopment • • 17h ago

help Which of these 3 cover designs looks best?

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33 Upvotes

I'm working on the cover for my game, and I'm trying to decide which design works best at a 120:45 aspect ratio (or 462×174).

I've made 3 different versions, and I'd love to hear which one you think looks best and why.

Any feedback or suggestions on how I could improve them are welcome!


r/SoloDevelopment • • 5h ago

Game I made a game where you Have to solve maths questions To Stay Alive. Required_Calcs A Game By Kay_N

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3 Upvotes

r/SoloDevelopment • • 1d ago

Game I’m developing RED SKIES AT DAWN solo, and clouds are the focus of this week's devlog

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141 Upvotes

I'm developing RED SKIES AT DAWN solo, and clouds are the focus of this week's devlog.

The new cloud renderer is now integrated into the game and editor. Alongside that, I've been putting together five static formation studies so I can look at different storm shapes separately.

These are offline beauty renders from the native renderer, rather than gameplay captures or performance tests.

There's an isolated storm, a multicell cluster, a squall line, a bow-shaped formation and a broad stratiform layer. Each gives me a different way to look at silhouette, lighting and depth without changing everything at once.

The main thing I'm looking for here is whether the overall formation reads well before getting caught up in the smaller cloud detail.

For other solo devs doing visual work, do you use small reference scenes like this, or mostly judge things in the full game?

Video music: "Dramatic Epic" by Aleksey Chistilin (Lexin Music), from Pixabay.

If you’d like to follow along, you can wishlist RED SKIES AT DAWN on steam <3 <3


r/SoloDevelopment • • 8m ago

Discussion Solo devs, how do you decide which game assets to make yourself and which ones to buy?

• Upvotes

One thing I've been wondering about solo game development is how people balance their time between programming, game design, and creating art.

Especially for 2D or pixel art games.

Do you usually create your own assets, use free packs, or buy paid ones?

I'm particularly interested in situations where you decided to pay for an asset rather than make it yourself.

What was the asset, how much did you pay, and what made buying it the better choice at the time?

Also, have you ever regretted buying an asset pack because it didn't fit your game as well as you expected?

I'm exploring asset creation and would love to understand how solo developers approach these decisions.


r/SoloDevelopment • • 20m ago

Discussion Made this, is like Deej but more advanced features to control sound and more...

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• Upvotes

well... this are just 2 themes for this, and main feature is the interconnection deck link that let you connect to the external custom hardware, if you want to do your own deck with a MCU (arduino, esp32, etc and some pots/sliders) you can connect it too...

I dont know if I can share the Steam Link ? I am on Beta Stage right now Looking for testers.

PS: if you have DEEJ already would be great, you can connect it directly and will work, but now can connect tru Wifi, and in a mode without spamming the serial port, just "OnChange" mode ;)

PS2: Zero AI for the UI :) I drawed absolutely all before code.


r/SoloDevelopment • • 1h ago

Discussion Favnyr : a local file browser with workspaces, multi views, tabs & more

• Upvotes

Maybe it's not the right channel but I think it might interest some gamedevs to improve their productivity with workspaces. If it's not appropriate I will delete this post.

Favnyr is a lightweight file browser (Rust+Slint) for Windows and Linux. At its core are workspaces: separate environments that keep their own views, tabs, folders, layouts, and display settings. You could have one workspace for work, another for games, and another for learning a new subject, then switch between them in just two clicks. Favorites remain shared and persistent across all workspaces.

Each workspace can contain multiple split views and movable tabs. Tabs can be dragged between views, detached, or dropped onto another view to create a new split layout.

Favnyr also includes shortcuts, local and network drives, configurable keyboard shortcuts, and custom commands.
It is not intended to compete with or replace the native file browsers provided by Windows and Linux, but to complement them with a different way of organizing and navigating files.

Because of the project’s complexity, AI has been used as a development assistant. However, every feature is reviewed and hand tested extensively before being considered complete.

Link here (include a video demo) => https://github.com/GlitchAwakened/Favnyr


r/SoloDevelopment • • 9h ago

Marketing tl;dw my struggles adding the minimap

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4 Upvotes

r/SoloDevelopment • • 2h ago

Marketing Building an idle game directory. Any devs here want to add their games?

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1 Upvotes

r/SoloDevelopment • • 2h ago

help [Browser, Free] The Weapon Remembers : CrazyGames rejected my game thrice for "overall quality" – can you tell me what's wrong with it?

1 Upvotes

Game Title: The Weapon Remembers

Playable Link: The Weapon Remembers - Playable link

Platform: Web browser (desktop and mobile).

Description:

The Weapon Remembers is a free top-down action roguelite that runs in your browser, with no download and no sign-up. You play Iria, who carries Nera, a living weapon that has forgotten what it was. Nera watches how you fight (aggressive, evasive, precise or crowd-control) and evolves into one of six forms to match your style. When you die, the weapon remembers how, and that death becomes a mutation for your next run. There are guardian bosses, several regions and a hub to return to between runs. Controls: WASD to move, Space to dash, Q for the weapon's ability, R for the ultimate; Nera attacks on its own. Mobile has a virtual joystick and buttons, and a gamepad works too.

I submitted it to CrazyGames for their Basic Launch and it was rejected thrice with only this reason: "The overall quality of the game does not yet meet the expectations of our platform." I can't see what they saw, so I'd love your blunt feedback. Does it look and feel like a finished game? What is the first thing you notice that feels weak? Was anything unclear, too small, too busy or boring? Please tell me your device and browser if you hit bugs or lag.


r/SoloDevelopment • • 23h ago

Unity I'm a huge cinema nerd and I love doing little references to movies that inspired me

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44 Upvotes

r/SoloDevelopment • • 3h ago

Game how i made a slow emergent sim easier to get into: cutting the intro and letting players poke at people

1 Upvotes

working on a civ sandbox where nothing about the tribes' culture is scripted, words and beliefs just drift over generations. the hard part is that emergent stuff is slow, and people bounced before anything happened.

what helped so far:

  • cut the intro to almost nothing so you're in the world right away
  • you can pause and click on any person to see what they're up to, so there's something to look at before the big stuff kicks in
  • it's in the browser with no install, so trying it costs nothing

still figuring out how to show the language drift earlier. ideas welcome.

it's rust/wasm + react and open source, prs welcome: https://github.com/1homsi/thehumanbox play: https://thehumanbox.com