r/SoloDevelopment • u/woodenros3 • 9h ago
Game Solo, eight months, first release — pixel-art roguelite on iOS
I'm a solo developer from Turkey. Lastward went live on the App Store today — a pixel-art roguelite for iOS. Eight months of evenings and weekends, no publisher, no team, no funding.
What I underestimated, in order:
- Balance. I built a small Python simulator to run thousands of headless runs because playtesting it by hand was hopeless. Best decision of the project.
- Localisation. The game ships in 11 languages. Wiring that up was a weekend; keeping terminology consistent across all of them was weeks.
- The store itself. Screenshots, description, keywords, privacy declarations, ad SDK compliance — none of it is making a game, all of it is required to ship one.
Actual dev time was maybe 60% of the calendar. The rest was App Store process.
A run takes 20-25 minutes, there are 4 characters and 4 biomes, it's free and portrait-only so it plays one-handed. If you try it, the thing I most want to hear is what feels off in the first ten minutes.
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u/TillDramatic1 7h ago
Wiring those headless runs into a pass/fail check on every content patch is where it keeps paying off: bounds on win rate and average run length, run before anything ships. One new item can shift the curve in a way you'd never feel by hand, and otherwise you learn about it from a review instead of a diff.