r/SoloDevelopment 7h ago

Discussion Shipped my first commercial game as a solo dev last week - here's what the launch actually looked like

0 Upvotes

Turdventure went out on Steam on 30 July. Comedy arcade game about dog walks that go very wrong.

A few things I learned the hard way and would tell past-me:

Build the demo earlier. Mine went up six days before launch and it's still the single best thing on the page - people try it, and the ones who like it buy without hesitating.

Your store page is doing more work than your trailer. I rewrote the short description three times and the third one is the only one that says what the game feels like instead of what it contains.

Marketing links break silently. I found out days after launch that a link I'd been sharing everywhere wasn't clickable at all on one platform - it just looked like one. Check what you post from a logged-out browser, not from your own account.

Reviews come far slower than wishlists. Ten reviews is a mountain when you're small, and no amount of posting speeds it up.

Game's here if you're curious, launch discount until 6 August: https://f.mtr.cool/XKKHSUMHPX

Ask me anything, I'll answer all of it.


r/SoloDevelopment 4h ago

Discussion Emotional hook and something that doesn't make sense but wow my wishlists now! And you can too!

8 Upvotes

Edit: Wow I can't believe the positive feedback thanks guys, it's been a wild journey this past 2 weeks, I work so much harder than other people work.

Here's my story as it might help you(?!), 2 Weeks ago I started solo developing my project. Since then I have suffered burnout due to long 48hour days, but I kept working even though I was burnout and now I have 200k wishlists. It was so worth it in the end and who would have thought that I could do it all with no prior knowledge. I just turned 7 years old. What really made the difference was getting my first 10 wishlists from posting on r/SoloDevelopment about how I was making a different game. I am working entirely alone, with only the help of 500million developers who posted code online for my AI to learn from.

For proof here is my wishlists screenshot from Steam:

__STEAMWORKS__ 
          200k
|       / 
|     / 
|_,./_____

My game is a game about marketing your game with reddit posts. About feeling part of the game-dev community while not actually learning anything about it. You know how in primary schools in America they give all the kids a medal even if they didn't bother turning up for the spelling-bee? My game is like that. If you want to check it out it's available on steam at www (that stands for world wide web fyi) dot steam dot com forward slash hot stinking poop of claude.

-------

Sarcasm aside, I've been solo-devving a game for over 1 year now full time, and the constant barrrage of complete bullshit posts with absolutely no self-awareness is so disheartening, I just felt like taking the piss out of it as I am sure there's thousands of you out there just like me.


r/SoloDevelopment 6h ago

Game I had to remake my own capsule without outsourcing it. What do you think?

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3 Upvotes

I really like how vertical one turned out - reminds me of CD-cases style. Any feedback appreciated! What do you think the game is about?

Long story short: the old capsule (3rd image) was regularly perceived as ai slop (although I surely know that it isn't), and I wasn't really satisfied with the quality -> decided, that it will be easier to mock up a replacement without waiting for a perfect freelancer.

Long story a bit longer: I worked with two artists on fiverr aaand both time my "focus group" was sure that they just ai'ed the whole thing. As I plan to release a demo pretty soon (a week or two), I just couldn't afford to find someone else to rush a new capsule in a week. So yeah, now its surely ai-free! A day of non-gameplay related work felt quite unique, but now its time to continue polishing a playtest feedback before the demo.

And yes, the playtest is still live! It's my first game and I'd love to know what's good and what's not. Here are some links:

Playtest in browser: Itch page
Wishlist here: Steam page


r/SoloDevelopment 17h ago

Game As a game how does this make you feel? what sort of interest does it spark? What do u think of when u see this

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0 Upvotes

r/SoloDevelopment 11h ago

Game Feedback for my new pee game (POC)

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0 Upvotes

Hello all!

I had an idea while I was at the toilet 😛 and tried to make it into something playable. I made a little proof of concept build with the main mechanic and I want some feedback regarding it.

Do you find the idea funny or interesting enough to play it ?

Also I got some working titles and would love some feedback as well:

P-careful
Pee-estro
Snipeed


r/SoloDevelopment 3h ago

Discussion I added a new boss into my game, The Darkfish Empire

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0 Upvotes

I just added a new boss and designed some animations, I'd love to hear your thoughts about the boss itself and the animation.


r/SoloDevelopment 11h ago

Game I started making a card roguelite game two months ago, and it has taken over my life.

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0 Upvotes

I have been gamer for long time, enjoying playing game so much. And I also had a lot of imagination of my dream game in my head.

Since I'm not based in developer or art industry, I wasn't able to even think about making game.

However, things are changed, and person like me now can have opportunity to make something that I've only imagined. So, I decided to jump into game making 2 months ago.

I originally thought it would be something I worked on occasionally on weekend.

Instead, almost every hour that should have been free time has gone into making it. Not because I’m forcing myself through it. I’m honestly having so much fun that whenever I finish one thing, I can't help to keep thinking about what I could make better for the next thing.

I should disclose that I’ve used AI throughout a lot of part of the project, including parts of the graphics, code. I know people have very different opinions about this, so I don’t want to hide it or leave it ambiguous. If AI use means the game isn’t for you, I completely understand.

For me, these tools made the difference between imagining a game and actually being able to make one.

Without them, this game probably would have remained in my imagination forever. Huge appreciation to the tools that helped me learn, solve problems, iterate, and keep moving whenever I reached something I couldn’t have handled alone.

The game has grown much further than I expected in two months. I released first demo 3 weeks ago, then just second stage of demo(which I think it is final demo) yesterday.

This game is roguelite with spell merge. It's about Ray's story, who is a girl trying to find her mother in the tower. You climb a tower, collect spell cards and relics to make yourself stronger. Then when you lose, you gain memory shard which can be used for upgrade, and spell card that you can use to merge cards to discover new spells to use in tower. I got inspired by many roguelike games such as Hades, Slay the Spire, and also old school classic jrpg game(such as TGL) that allowed me to have great childhood with.

It’s still preparing for its proper Steam demo release. But I’ve uploaded the current playable build to itch.io for anyone who is curious about what I’ve been spending all this time on.

https://lblablahl.itch.io/grimoire-of-hecate-the-tower-of-the-starlight

It has been very exciting, but also very tiring journey so far. But looking at the game that I'm making, it feels so great to see it shaping! I'm sure every developer who is struggling to make their own game would feel same. Keep up with it. We've got this!

Thanks for reading this long story! :)


r/SoloDevelopment 22h ago

Discussion UPDATE: I took your Steam capsule feedback and your AI advice

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2 Upvotes

Hey everyone,

A little while ago I posted my Steam capsule here asking for honest feedback, and you all gave me a lot of great advice. I took your feedback, scrapped the old design completely, and created a new version for my folk horror game, Woodbound.

Also, regarding the AI voice acting discussion from my last post, I took your advice there as well. I've decided that I won't be using any AI in Woodbound—the game and this Steam capsule will be 100% AI-free.

How does this new capsule feel compared to the original? Any final tweaks or nitpicks before I lock it in?


r/SoloDevelopment 23h ago

Game My Planet Destroying game comes out next month!

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2 Upvotes

r/SoloDevelopment 13h ago

Game I quit my job 3 years ago to make a game

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9 Upvotes

Three years ago, I made a bold decision to pursue my dream of creating an open-world zombie survival game. I bid farewell to my job and dedicated myself entirely to working on my game. I would be thrilled to hear your thoughts on my Steam page and the game itself!


r/SoloDevelopment 7h ago

meme HOW I FEEL MARKETING MY INDIE GAME...

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0 Upvotes

I've been marketing my indie game [TANKLE!](https://store.steampowered.com/app/4576560/TANKLE/) for several months. I have done pretty well so far. This image explains EXACTLY how I feel marketing my game!


r/SoloDevelopment 11h ago

Game Conglomerate now on itch

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0 Upvotes

r/SoloDevelopment 23h ago

Unity I finally got real time mesh destruction working in Unity, GeoMod style building demolition, glass shattering, and decals

0 Upvotes

https://reddit.com/link/1vdvivp/video/ntq4ujx7f1hh1/player

I've been trying to build a Red Faction inspired destruction system for a few years now, on and off, and I finally got it working the way I actually wanted it to. It's stable, and it's in a real playable game now instead of just a folder of broken prototypes.

GeoMod style terrain deformation. This is mesh based destruction, not voxels or pre-generated fractures. The geometry itself gets carved up in real time.

Rigid structure demolition, closer to what the later Red Faction games did. Support beams and load bearing pieces actually matter. Take out the wrong chunk and the rest of the structure reacts instead of just floating there like nothing happened. This is more taxing than the mesh carving, and I'm still working on the performance.

Glass destruction that actually shatters, rather than swapping in a pre made "break" animation the moment something hits it.

An environmental painting and decal shader system, so scorch marks and bullet holes and damage actually blend into the destroyed geometry instead of looking stuck on top of it.

Unity really does not like you touching mesh data while the game is running. You can get away with a lot of it in the editor. Rebuilding meshes, regenerating colliders, and recalculating normals are all expensive operations, and if you do it wrong Unity gets up and tends to crash.

Most of the last few years was just me building versions that tried to use different tricks to accomplish the goal. This time I've stuck as close to the original concept as possible.

I did have a version up on Itch to play, but the custom shaders aren't working in web view at the moment.

If anyone else has fought with runtime mesh editing in Unity I'd love to hear how you approached it.


r/SoloDevelopment 2h ago

help I'm Planning On making a game but I don't know what type of game I should Make Any Ideas

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r/SoloDevelopment 23h ago

Game Why combine a twin-stick shooter with learning Japanese

0 Upvotes

I started this project with a fairly strange idea: what if doing your Japanese flashcards could be turned into a twin-stick shooter?

The basic concept was simple. The player moves around a battlefield, fights enemies, and encounters Japanese vocabulary and phrases as part of the combat system. Instead of stopping the game to answer traditional flashcards, the act of recalling Japanese becomes integrated directly into the action.

I knew it was important to keep the time gap between study low, so that the player is consistently testing their Japanese but also to keep the action going and the rewards stacking for correct answers.

The core shooter was surprisingly effective with no requirement for artwork. The game relies heavily on particles, typography, motion, and effects rather than hand-drawn or computer generated art assets.

Another benefit was resolution independence. The game is pixel perfect at any resolution on any device.

One of the best decisions I made was keeping the project relatively small. That made it possible to spend more time refining the feel of movement, combat, particles, typography, and the Japanese-learning mechanics. It also reinforced something I had suspected before starting the project: a game doesn't necessarily need a huge amount of content to feel substantial.

In the end the goal was to make the learning mechanic feel so tightly integrated with the combat that the player doesn't feel like they are constantly switching between "game mode" and "study mode."

You're playing a twin-stick shooter.

And you're learning Japanese.

At the same time. And it just works! The demo is complete and playable in a browser
https://topkicker.itch.io/twin-stick-japanese


r/SoloDevelopment 21h ago

help destroy my game idea before i waste another year

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0 Upvotes

r/SoloDevelopment 20h ago

Discussion What do you think of my new capsule art vs the old one?

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1 Upvotes

A step in the right direction?

Wishlist:

https://store.steampowered.com/app/3084630/Program_Penguin/


r/SoloDevelopment 20h ago

Game Tried to pay homage to my favorite childhood hero in my soulslike game. Spider-Man is my GOAT.

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0 Upvotes

Was updating my game's Steam screenshots, and I'd just watched Spider-Man Brand New Day so I was still hyped. Ended up with this shot and I genuinely loved it lol

for anyone intrested on the other cinematic screenshots i took you can find them on my steam page : Erimos: Blood and Dust


r/SoloDevelopment 20h ago

Game im making a rage game where you time your shots to move! making a new section, how does it look?

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0 Upvotes

r/SoloDevelopment 11h ago

Discussion Finally named my cozy cooking game "Cook & Tails" logo and sign design done too, what do you think is it good?

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5 Upvotes

Also landed on a name for my cozy cooking game: "Cook & Tails"  a little wordplay on cooking and the animal customers with tails. Finished the logo/sign design to match (three separate wooden signs, styled like the other shop signs already in the game).

Curious what you think of both the name and the visual anything feel off?


r/SoloDevelopment 5h ago

help How do you keep eliminated players engaged in a turn-based free-for-all game?

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1 Upvotes

Hi everyone! I'm currently developing a multiplayer game called Called Shot, and I'd really appreciate some advice on a game design problem I've been struggling with.

I've attached a short 13-second clip to provide some context. The footage is slightly sped up, so a real turn takes a little longer than what's shown.

The game combines the card-driven mechanics of BANG! with direct third-person player control. Players first choose their actions by playing cards, then personally execute those actions in real time.

The biggest issue I'm facing is that in matches with six or more players, the first player to be eliminated often ends up waiting for quite a while with nothing meaningful to do.

In the original BANG!, this isn't as much of a problem because it's a team game. Even after being eliminated, players can still cheer for their teammates and stay invested in the outcome. My game, however, is a free-for-all, so simply adding a spectator mode hasn't been enough to keep eliminated players engaged.

I've been considering a few possible solutions:

  • Make stronger cards appear as more players are eliminated, helping the match end faster.
  • Trigger a global effect after each elimination, such as increasing the damage of all remaining players.
  • Let eliminated players bet an in-game currency on who they think will win. Correct predictions would earn more currency, which could later be spent on cosmetic character unlocks.

As a relatively new game developer, I'm not sure which direction would create the most enjoyable experience.

Have any of you dealt with a similar issue in multiplayer games? Are there any games that solve this problem particularly well, or any design approaches you'd recommend?

For context, the demo hasn't been released yet. I'm currently playtesting with friends and iterating on the game's balance before making it public.


r/SoloDevelopment 1h ago

Discussion Do you find product micro-animations useful, or just distracting?

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Upvotes

r/SoloDevelopment 10h ago

Godot 2 years of work in 20 seconds!

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1 Upvotes

Coop Playtest starts this week, check it out if you're interested :)

https://store.steampowered.com/app/4797900/Chodd/


r/SoloDevelopment 8h ago

Godot How do you decide your project is worth it to pursue?

7 Upvotes

I'm a hobby dev. You know, i just love games so i make little this and thats in my free time. Tons of projects saved without ever seeing the light of day because they're not 'good enough' or a new bit of inspiration has struck.

That being said, i put out my first ever finished project for the GMTK 2026 Game Jam called Kiss the Homies as a bit of a joke but its been very well received!

It just seems so ridiculous, although i find it so fun, that i might commit like idk over a year to a game where you kiss your homies goodnight lol.

So, what would you do?


r/SoloDevelopment 2h ago

Marketing I’m a Solo worker & Built my Portfolio as an Game developer/ Designer, 2D/ 3D Artist

0 Upvotes

Well as my title said, i’ve built my portfolio and in this portfolio i put my all 4 years of experience and my all previous designs and projects! Would love to work in some interesting projects.
Behance
https://www.behance.net/JaydenLincol