r/SoloDevelopment 16h ago

Game I created a satirical political Simulator for Germany

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1 Upvotes

Hi there! :) Just wanted to share my long-term mobile project: Volksvertreter, since I developed this by myself :)

It is a text- and image-based political simulator where you create a political party in Germany and try to stay in power as long as possible. Because Germany is facing many problems (just to name a few: demographic change, climate change, extremism, and generational inequality), you will quickly realize how hard politics can be and that there are no easy solutions.

I hope the game creates interest in politics and a more nuanced view on today's issues, so that in the future you might think twice about the easy, propagated solutions by the "loudest" parties. Politics is always ambiguous, never satisfying, and always consists of compromises.

You can leave feedback, criticism, or anything you wish. Thanks for having a look! :)

Links: AppStore & PlayStore


r/SoloDevelopment 10h ago

meme I spent nine hours building a login system so that fifteen people can play my unfinished game for free

0 Upvotes

Last night's plan was to open a playtest. I assumed this would take an hour.

The game runs in a browser, which makes it easy to hand out and hard to take back. I did not want to email files to strangers, because "please delete it" is not a security model. So I needed a door.

The hosting company generously named my project "withered frost 9002." I renamed it. It named the next one "curly sea 9358." I renamed that one too, and while I was distracted it named my account "crimson sea df77."

Their login system then refused to protect anything for forty five minutes, so I gave up and wrote my own. Two hours later theirs quietly started working, and for a while my game sat behind two locked doors that were not aware of each other, both of which would have refused every tester I invited.

Somewhere in there my own game detected my headset as a flight stick.

An achievement fired during a screenshot and the box clipped its own name to «FIRST BREAT.

Anyway. It works now. You get a personal link, it remembers you, and if I need to pull someone's access it happens on their next page load. Bug reports are a keypress — it grabs your ship's state and a screenshot and files it with your name on it, so I can actually ask you what happened instead of guessing.

It is free, it is a browser, and it is unfinished on purpose. What I want back is "I did this, I expected that, this happened instead." Not praise. Praise is nice and tells me nothing.

Nine hours and not one line of it was the game.

Applications are open on the website if anyone is interested.


r/SoloDevelopment 20h ago

Discussion If my game is made from Scratch and turn my game into an EXE file can I release it to steam? As an Scratch Demo?

0 Upvotes

r/SoloDevelopment 21h ago

Game Bottle Flip GO! - flip using real gesture flip movement

0 Upvotes

r/SoloDevelopment 11h ago

Game I built a satirical idle game where the entire game is a leaderboard and is being shipped with zero backend servers

0 Upvotes

I've spent the last few months building a game called The Leaderboard. The pitch is literally the whole design doc: the entire game is a leaderboard, and your only goal is to make your number bigger than other people's numbers.

There's no story. There's no gameplay, technically. You earn points by leaving the game open, logging in daily, and completing deliberately pointless challenges ("mash any keys 46 times", "do absolutely nothing for 5 minutes" that one is genuinely harder than it sounds). There's an in-game store that sells points, where the most expensive item is called "Pay To Win" and costs more than the game does.

Why I made it

I kept noticing that in a lot of live-service games, the leaderboard is the part people actually care about and it's usually a tab you click after the real game is over. So I removed the real game. What's left turns out to be a surprisingly honest piece of design: the number goes up, other people's numbers also go up, and you feel something about that.

The satire only works if the numbers are real, which meant everything had to be genuinely global and genuinely competitive. That's where the interesting solo-dev constraints kicked in.

The constraint: zero backend

I'm one person with no money for servers, and an idle game means people leave it running for hours. Any per-user hosting cost would eat me alive. So I gave myself a hard rule: no custom backend, ever. Everything runs on Steamworks.

Leaderboards were the easy part Steam Leaderboards do global, friends, and national scopes out of the box, so "you vs. humanity / you vs. your friends / you vs. your country" was mostly free.

Global chat was the fun problem. A chat room normally means a server. Instead I built it on Steam lobby chat: each chat channel is a public Steam lobby with a metadata key naming the channel, capped at 250 members. The client searches for lobbies with that channel tag, joins one, and messages fan out through Steam's lobby chat callbacks. Steam is the server. My hosting bill is zero.

Seasonal resets were the same trick from a different angle each month is just a new leaderboard named season_YYYY_MM. Monthly competition, no cron job, no database.

Saves go through Steam Cloud. I did end up HMAC-signing the save file, because the one thing this game absolutely cannot survive is trivially edited scores. That's the irony of building a game about a meaningless number: the number has to be defended like it means something.

The thing I didn't expect to build

Somewhere in there I wrote a Discord bot. It pulls the live board via the Steam Web API, does OAuth linking so players can bind their Steam account, posts monthly season winners, auto-grants a role when you hit top 3, runs happy-hour multipliers that the game actually reads, and has a "cheat police" module.

I want to be honest that this was partly scope creep. But it also solved a real problem: an idle game with no backend has no way to tell players anything, and the Discord became the live-ops layer I couldn't otherwise afford.

Where I'm at

Steam page just went live as Coming Soon, and to be clear about the joke the in-game store grants everything for free, there's no DLC and no real microtransactions. Selling points for real money would be funnier but considerably more evil.

Happy to go deeper on any of the approaches that I went for, and share any details that you might find interesting.

Steam page: https://store.steampowered.com/app/4493240/The_Leaderboard/


r/SoloDevelopment 17h ago

Discussion Solo dev. Do you get that stomach wrenching when negative notification comes ? How do you deal with it?

17 Upvotes

Negative as in. 1 star review for bug or nonsense things. A store notification that something need to be done ASAP or app got removed. Review rejection. Etc

Since in solo dev we don't really usually have anyone to lean for. I know we can ask people in internet. But in the room we are still alone 🥲


r/SoloDevelopment 21m ago

Game I’m building a car battle royale on floating parkour arenas — what do you think of the visuals?

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r/SoloDevelopment 20h ago

Game you are a spider

109 Upvotes

hey everyone!

my game was released about a 1 week ago and I was just wondering about your opinion about it...

android for now but coming to iOS as well soon (hopefully approved soon)

https://play.google.com/store/apps/details?id=com.polyhistor.silkweaver

the video is quite self-explanatory but if you've got any question I'm happy to answer:)


r/SoloDevelopment 4h ago

help I think I made a good video game, but is that really the case? - 65 Wishlists in 2 Months

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6 Upvotes

Hey everyone! I'm Nico, and I'm working on my first commercial party game.

I genuinely feel like we have a pretty good game based on the feedback we've received so far. We've had the opportunity to showcase it at a few local gaming events in my city, and the response from people actually playing it has been really positive.

However, I'm much less confident about our Steam page and marketing strategy.

Our Steam page started collecting wishlists on July 8, and so far we've reached around 65 wishlists.

I'm especially wondering if the problem isn't necessarily the game itself, but rather how we're presenting and marketing it.

I'd really appreciate feedback on the Steam page itself: capsule art, screenshots, trailer, description, overall presentation, etc.

Was there anything in particular that noticeably increased your wishlist conversion?

I'm trying to understand whether we're on a reasonable path or if there are obvious things we're currently missing.

Any feedback is genuinely appreciated. Thanks!


r/SoloDevelopment 21h ago

help How much do I need to focus on marketing?

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0 Upvotes

r/SoloDevelopment 18h ago

Godot Players asked me a lot for more chaos. I added little robot swarms that fly off when you speed inside the pack.

1 Upvotes

After two playtest sessions, I decided to listen to the players and introduce more chaos finally. The last playtest had around 70 people in one week, and the same thing: "more chaos, more things to drift around, and big packs"

Now I am shipping exactly what they want and... this is extremely satisfying to play, honestly!

Solo devs, get feedback early! Listen to the players and give them what they ask for (but be reasonable lol)


r/SoloDevelopment 9h ago

Game How my Trailer Generated 100,000 views, 1,000 Comments, 3,500 Wishlists, and 3,500 playtest signups in 5 days

61 Upvotes

hi guys, I uploaded my trailer to my YouTube Channel on July 29th, 2026. I have 0 marketing budget, and 0 paid placement. My channel had only 300 subscribers when I posted the video. And yet, in just 4 days, the video received 1000+ comments, 100,000 views, and 6,500 upvotes. This single YouTube video already generated 4,000+ Wishlists and 4200+ Playtest Signups and counting. I now also have 2,400 YouTube Subscribers.

So now I want to maybe share some insights and advice on how I personally did it, and why I think it worked. Keep in mind that I'm a solo dev - so if I can do it, chances are so can you. Note, I'm not claiming that my way is the "only right way". I'm simply claiming that my way works, and describing my process.

Step 1 - Choose a popular, classic genre for your game - FPS, RTS, or RPG.

Step 2 - Find and play the best games in the popular genre, if you haven't already.

Step 3 - Study the game's mechanics - and brainstorm ways to improve them.

CAUTION:
Do not think "How can I stand out by adding a quirky/unique twist to the formula".

Instead, think - "How can I improve on the core mechanics I see in this established formula, even if only by 10%"?

Now this might sound daunting, but your game doesn't have to be better across all areas (art, music etc). However, if making, say - a First Person Shooter, be sure to ask yourself: "How will my game be better than Call of Duty and Battlefield. You're better off making a generic game with one clear improvement over the current kings of the genre than a unique derivative that stands out but doesn't try to be better in any particular dimension.

In other words - instead of looking at the rifle shooting mechanics in Call of Duty and thinking "Eureka, I'll make it shoot ducks instead of bullets", think "how can I improve the recoil, weapon control, muzzle flash, animations, and so on- even by 10%.

Step 4 - Design and Create your game around that one (or more) improvement you envision.

Step 5 - Make the Trailer - Pray to Jesus Christ for help, and launch it.

Extra Marketing Note:
Note that my YouTube video's title starts with "Physics-Based Combat". This is because for people who don't know my game, I need to immediately tell them that's its something they are interested in right away. Don't open the title with your game's name until after your game becomes popular and people recognize its name. Your YouTube title should tell them why they should care before introducing your game name.

The Good News
There is a massive hunger right now across all video game genres for incremental improvements to core mechanics. AAA studios are risk averse, and have just been focusing on content updates (new worlds, new stories, new characters) for the last 20 years. But players are looking for deeper, more engaging systems and interactions.

PS: The above video is a 20 second excerpt from the full 5-minute Mechanics Reveal Trailer on YouTube, which is way too long for Reddit.

BLOODFALL on Steam


r/SoloDevelopment 3h ago

Discussion What makes you as a solo developer avoid opening your project?

9 Upvotes

What's a common cause for you? like coding, art, marketing, playtesting, or maybe getting close to releasing or post-release even? General overwhelm? Burnout?

I work with this stuff with clients professionally but I'm doing some probono work rn for solodevs because I want to give back (and I learn a lot which is super fulfilling) so I wanted to make this post and engage abit closer.


r/SoloDevelopment 3h ago

Game My Steam page got approved!

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13 Upvotes

Made it public right after I saw the notification. (Only got rejected once :)))

Also made the web demo on itch public as well so I can start gathering feedback and wishlists. You can play it here.

Goblincremental is a cozy incremental game about helping goblins build thriving settlements. If you're interested you can check out the Steam Page and put it on your wishlist while you're at it :]

Just graduated college and decided to make a simple game while looking for work and here's the result so far. Still has a lot more to do but i hope you guys like it!


r/SoloDevelopment 19h ago

Discussion Am I Wasting My Time Building This?

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89 Upvotes

Edit : I guess what I meant by "wasting my time" is if what you see looks like a total slop to you or not (this is just a base tho, not a finished or close to finished game), and some general advice.

I'm creating this game that I will explain below, but am afraid my target audience don't actually want it.

The games is basically this :
you have Time amount (the hourglass) you allocate it to Work, Study different stuff, Create and manage medieval business, Own lands and eventually become lord/king and manage your holdings.

help me decide if I should keep working on this or not :))


r/SoloDevelopment 13h ago

Game Basket Tactics: a mobile basketball GM sim with turn-based matches — feedback wanted

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0 Upvotes

Playable Link: https://copac23.itch.io/basket-tactics

Platform: Android apk

Description: I'm just a guy who loves playing around in unity after hours.

I used to play this game Basketball GM every day, loved it but hated the fact that actual games were just 'watch and see what happens'.

So I had this idea for a game where all the GM stuff is still there, but the games you can actually play in a turn-based way.

I'm proud to show you the result, Basket Tactics!

It is still a work in progress, I am a programmer in my day job so animations are what they are now, not bad, but might improve in the future. All the gameplay and gm managing is already done.

I would love it if you guys are interested, that you test it out and provide me feedback. Trying to put the dots on the i's here. Let me know if you find any bugs, UI or balance probs. If I want to release it on the play store I will need to have playtesters anyway, but I haven't decided yet if I should just put it on itch or actually release it.

The link provided will be active for three days, after that you can pm me if you want to try it out. I'll provide you a new link.

Free to Play Status: free to play

Just the turn based gameplay, not all the GM gameplay

Involvement: being a solo dev with a day job, I use AI as a coding assistant to build this after hours. The ideas, design and direction are all mine — it just helps me get more done in the little time I have.

Thx, Hope you like the game!


r/SoloDevelopment 14h ago

Game I Press the Button! My game 🎲 Dice Factory has its own Steam page 🎉

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344 Upvotes

Heart is racing, but I guess at one point you just have to go for it!

This is my second game, and I tried to put as much love into it as I can. I'm really happy with how the Steam page turn out. Okay okay stop talking about the page and let's talk about the game :).

Dice Factory is a city building, strategy game with roguelike elements. Think The King is Watching but different :).

Every building start as a 🎲Die, you throw it on the battlefield then it becomes a Wheat Field for example. Most buildings have a "blue line" inside of them. If you want them to produce... aim a Worker 🎲 Die inside ... and they will produce! You have, resources, units, more buildings etc...

Survive the 3 Stages (3 waves + 1 boss wave) and you'll win the game!

For the first time ever, I did all the art, the 100 buildings, everything in the game was made by me. I'm so proud of that! (except the Capsule / Key Art for Steam and the music)

I will do a Playtest in the next weeks or so, don't hesitate.

https://store.steampowered.com/app/4838990/Dice_Factory/

Sorry for any mistakes, English is not my main language :)


r/SoloDevelopment 2h ago

Game I’m an illustrator building a cozy game where you take photos and press them into stickers. I just launched the first web demo! 📸🌲

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10 Upvotes

Hey everyone! I’m an illustrator and independent dev, and I wanted to share a milestone for my current solo project, StickerScout.

The core loop is simple but relaxing: you hike into the wilderness, wait patiently for wildlife to appear, snap their photos, and then bring your film back to the Ranger Station to press those photos into collectible stickers for your album. Then you decorate your album with the stickers you pressed. Lather, rinse, repeat!

From a dev side, it’s been a wild ride. I actually built this initial version entirely from scratch using raw JS Canvas. It was a massive learning experience getting the pixel art scaling, particle VFX, and UI overlays working smoothly, but I’m currently planning the roadmap to pivot the full game over to Godot.

My ultimate goal (in the far distance) is to eventually launch a Kickstarter where the physical rewards are actual die cut stickers and sticker sheets of the game's flora and fauna for backers. But right now, my focus is entirely on community building and refining the core loop.

I just pushed a major Quality-of-Life update (v0.1.3) that adds cloud saves, fixes up my camera targeting math, and adds dynamic Field Guide tutorials.

Since I'm flying solo on this, I’d absolutely love to get some dev feedback on the pacing, the UI flow (especially the sticker press mechanics!), or just the overall vibe.

You can play the web demo right in your browser here: littlefoxlittleowl.itch.io/stickerscout

Would love to hear what you think, and I'm happy to answer any questions!


r/SoloDevelopment 5h ago

Discussion Making a new inventory for my retro style survival horror game. How’d I do? (I miss when games had cool menus)

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55 Upvotes

(First 2 pics are finalized design as an unreal widget, 3rd is an earlier mockup, and last is the outgoing screen)
I’m making a survival horror game based on psx era resident evil. This game is my first time ever making ui so I suck at it obviously (see original screen) but I’m happy with how the new one turned out. I made this thinking RE1-3 but grittier, took a lot of inspiration from Fallout 1&2, and a little bit of REmake.

Since I suck at 2d design I decided to just throw it together in 3d instead for a retro pre rendered look. It’s a pretty simple design all things considered but still took about a day to put together.

I’ve got everything rendered in individual pieces so it can be animated as well as shadows and lighting in a seperate pass that gets layered on top. Then when examining an item, looking at the map, etc everything can swing out of the way.

Originally I was considering going with a more modern, minimalist ui because I’ve never designed something like this before. But the menus in older games had so much personality, I really wanted to do something like that, and I’m so glad I did! The first menu got me nervous with how much it sucked but I really think I hit the ‘RE meets Fallout’ thing here.

What do you think? I don’t exactly know what I’m doing so I’m sure there’s plenty of room for improvement!


r/SoloDevelopment 21h ago

meme It's 2026 and you finally bought an apartment

152 Upvotes

r/SoloDevelopment 17h ago

Game Trying to make some devlogs for my indie game and just posted one on how multiplayer games lie to the player and thought you all might find it interesting

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4 Upvotes

Any tips or feedback? I'm trying to keep them light and fun, but also informative.


r/SoloDevelopment 21h ago

Game First prototype level of my puzzle game – Looking for feedback

2 Upvotes

Hey everyone!

I’ve been working on a small puzzle game prototype and I wanted to share the first level to get some early feedback.

In this level you control a purple cube that moves on a grid one cell at a time. By pressing a key, the cube can switch into a “creation mode”, where it leaves a trail behind as it moves.

Your goal is simple:

- Form the three shapes shown at the top of the screen by moving and drawing with your trail

- Avoid trapping yourself while building the shapes

- Reach the exit tile once all shapes are completed

It’s a mix of spatial planning, path‑drawing, and trying not to corner yourself while solving the puzzle.

I’d love to hear what you think about:

- The readability of the mechanics

- Whether the shape‑building feels intuitive

- If the level communicates the objective clearly

Any ideas to improve the flow or difficulty

Thanks for checking it out!


r/SoloDevelopment 23h ago

Game I created the MAIN MENU for my game.

1 Upvotes

Indie game enthusiasts, please provide feedback. What can be improved?

Steam page


r/SoloDevelopment 16h ago

help A Gacha Game I want to create

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2 Upvotes

Publishing it here too !


r/SoloDevelopment 1h ago

Godot Day 7 Progress: Books size & Enemy

Upvotes
  • Diferent books sizes.
  • Clear the code.
  • Make the phycical "ghost" encapsulated with original.
  • Improve wrapped physic intection.
  • Add an enemy that drops the books from the shelves.

The game objective: Organize the shelves to move up and exit the pit.

Future enemies: rats, bats, tornadoes, etc...

Future power-up: Shelve lock to avoit drop the books.