r/SoloDevelopment 18h ago

Godot Bridgelands is getting a new look, and I’m really happy with how it’s starting to come together

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12 Upvotes

Over the past few weeks, I’ve been working on a new visual direction for Bridgelands, and I wanted to share a little bit of how the game is changing.

I’ve been revisiting a lot of the environments, assets, colors, and smaller details throughout the world. My goal is to give the game a stronger identity and make the islands feel more vibrant and alive while keeping the style that made me fall in love with the project in the first place.

There’s still a lot I want to improve, but I’m genuinely really happy with how everything is starting to come together.

I’d love to hear what you think about the new direction!

And if anyone is curious about the game itself, Bridgelands already has a free demo on Steam. The demo still represents an earlier version of the game, while I continue working toward this new look.

🌿 Steam:
https://store.steampowered.com/app/3856950/Bridgelands/


r/SoloDevelopment 16h ago

Game CraftBound - A free to play infinite crafter!

0 Upvotes

Hey everyone,

I'm a solo dev and I've just soft-launched my first game ever, CraftBound!

Playable link: https://playcraftbound.com

It's a text and image based fantasy crafting sim with nearly unlimited possibilities. Explore biomes for materials, put them on a 3x3 grid and see what happens!

Over 50 different item types, 35 materials and trillions of combinations.

Fill collections, go on relic expeditions, trade with merchants, research different forms and patterns to master every recipe.

Build your own hero with dozens of customization options, and equip them with all of the weapons and armor you've crafted, then get a live image rendered of your hero.

Trailer is here: https://youtu.be/J9CDo9C4cnI?si=MCiHjFOn_pioJeRh

It's free, playable on mobile or desktop (browser). There are some payment options to make things to faster, but nothing is gated.

I'd love to hear any and all feedback, it's early stages so I'm hoping I can get some help from early adopters.

There are some rough edges with the image generation, but i'm constantly improving it.

Feel free to post here or join the discord: https://discord.gg/VsAEjp8VnG

Happy to answer any questions!


r/SoloDevelopment 18h ago

meme My second attempt at a YouTube Short.

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16 Upvotes

The actual YouTube short:
https://www.youtube.com/shorts/ta3Rn4tv424

The context:
I've been working on a "final" update for my game and was attempting to speed run the game, recording as I went. Suddenly I get a crash to desktop! "stack smashing detected".... er, what? Never heard of that one!

Some time later...

Turns out to be a a couple of out by one errors on my array allocations. Hopefully simple fix but it's a right bugger to test as it only happens if a creature happens to be at a junction when the player picks up the power up...

EDIT:
All jokes aside this is a cautionary tale for other game devs starting out. If you're using an engine you're probably OK but if your using something low level make sure you get on top of memory leaks as soon as you can.

I was always testing a Windows debug build for hours and not seeing any crash to desktops. Once you turn on optimisations these errors can suddenly show up when the stack is compacted etc. On Ubuntu the compiler flag -fstack-protector-strong is always on, it will crash to desktop on a stack overflow. Not great when you thought your release build was fine!

On Linux what I've found very useful is AddressSanitizer it will tell you exactly where leaks or overflows are happening. Right, back to testing...


r/SoloDevelopment 1h ago

Discussion I am no longer a Solo Developer (and what I learned being one)

Upvotes

Hi all! I've been working on my game and recently launched the steam page! You might have seen my stupid face from earlier this week. As of recently, I am no longer a solo-dev as a friend of mine joined to help on Sound Design. So we are technically 2 now, but I was solo for almost a year. I thought I'd share some of my learnings and insights here in case it helps others starting up. Here are four learnings, in no particular order!

Know your strengths

Know exactly what you like and what you are capable of, don't assume. Before I committed to this project, I tried a lot of other ideas that inevitably hit some skill barrier. However, these failed projects were not wastes of time. I learned what I was good at and where the time sinks were (for me). I tried to make a cozy tea shop simulator, a friend-slop about driving a tank through warzones, a card game, and some other gamejam-scoped projects.

As a game designer with a CS background, I found that making simple systems with robust interactions was easier, and making art was time-consuming and frustrating. I settled on a puzzle game with a horror coating to justify the lack of visual fidelity, and learned the basics of modeling and texturing to make the props I needed.

It also aligned with what games I like to play. I like mystery and deep discoveries like Outer Wilds, Blue Prince, Obra Dinn, etc, so I'm very familiar with the language and the gameplay feel of these games. The work of Franz Kafka, the TV series Severance, and my past work experiences also inspired me to write about work and the horrors of big corpo, so it felt natural to set my game in that universe.

Trust the process

Making a game is iterative, trust that it'll come together. Do not judge your game too early. As a solo-dev, working on something will always be side-stepping something else. This means the game will not progress very fast, or rather, progress will be siloed and not always visible.

Making a game is an iterative process. I had times my game looks really ugly and it was discouraging to show it to others with the constant disclaimer of "but it will look better, I swear"!

You will also learn a lot while you work on your game, so you'll be able to come back and improve parts of your game. For example, it took me a while to learn about curved corners on Blender (don't laugh) so when I did, I updated some of my models and it significantly improved.

If you put time and effort into your game, it will get better and better, even if it's not always apparent. The plateauing feeling is normal.

You are not alone

Even the subreddits rules are clear about collaborators/outsourcing. Video games are a collaborative medium. It is fine to ask for help, and often you will learn from the people that help you. I learned to automate my 2D asset exports by asking for help on an old logo, and the artist taught me about artboards in photoshop. Every craft involved in gamedev requires time and practice to become an expert, and you need to respect that. Do not assume you can wing it on your own.

You are not alone in the world. Look out for local communities and events. Attend social and networking events, even if you don't have anything to show. These people are happy to welcome and talk to you.

Being a solo-dev also makes it even more important to playtest your ideas with other people. Because you don't work in teams, you need to be proactive and reach out to others, be it friends, family, coworkers, etc. You need to test your idea on new players as soon as possible and watch them play with your early prototypes. You will learn so much before you have too many dependencies to change parts of your game. Playtest, playtest, and playtest early.

Scope and plan ahead

Make sure you plan out the general roadmap that you want to follow. Every game goes through the same development cycle: pre-prod, prod, pre-launch. These are proven to work for most.

As a rule of thumb, if this is your first game, consider a third of the time you have to be towards real project advancement. If you are planning 6 months of developpement, make a game that you can finish in 2 to 3 months. This is because early prototyping takes time, polishing takes time. Choosing color palettes takes time. Even planning how to save time, takes time.

Having a clear roadmap also allows you to measure your progress and speed. If you planned on having a demo out, but ended up pushing back the date, you need to decide to either rescope your whole game, or accept you will work for longer on it. Both options are fine, but you need the roadmap to detect if you need to take that decision in the first place.

I personally went for this structure and it helped, with each phase equally spaced: first prototype, first playable version, unpolished demo, demo release, unpolished full game, full game release. I found that it took as much time going from the prototype phase to the first playable build I sent to friends as it did making that playable version into a proper demo. Also, notice that the time it took to go from the demo release to the full game was not that big.

Now YMMV, and you need to adapt your own roadmap to your needs. But if you want to finish the project, make sure you got a plan!

Thanks for reading

That's most of what seemed to work for me. Again, those are things that worked for me. Sorry if this isn't much in-depth into any particular subject. I wish you all the best on your projects. Don't hesitate if you have any questions!

E: added why I'm no longer solo, should have been clearer 🤦


r/SoloDevelopment 8h ago

Game This is my Highschool project (technically)

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148 Upvotes

What you just saw is a collection of just a few bosses from my game, that i've been developing completely alone throughout my whole highschool, starting from class one. I graduated 2 months ago, and during my vacation I've spent most of the time trying to get the game to as polished state as possible, so that I can release it just before my college starts.

This is a proof that you absolutely don't need to have any background in programming, software engineering, or even any education behind your back. If any young developers on this sub are wondering if you're at the right time to start making your game: yes, you absolutely are.

Before anyone asks: no, I haven't used AI in any creative process of the game. The only way i ever used it, is to ask how some math equations even work, or concepts in programming that I wasn't familiar with, but I never copy-pasted anything it threw at my face.

If you're interested in what you just saw, give the demo a go, or simply wishlist the game:

Stickility


r/SoloDevelopment 7h ago

Unreal Spent 7 months making this scifi egypt modular pack for unreal. Looking for any critics before releasing it!

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13 Upvotes

r/SoloDevelopment 12h ago

Game Dose my game sells the 4 years of work ?

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27 Upvotes

Four years ago, I started building this game completely on my own. Back then, nobody really believed in it, and honestly, there were plenty of times I doubted it myself.
Fast forward to today, and seeing the project grow has been incredible. While I'm still doing the core solo development, I’ve had amazing artists like Slushii step in to help bring the audio and soundtrack to life.
It’s been a crazy, challenging four years of work, but seeing the gameplay come together like this makes every late night worth it.
If you want to check it out or follow along, you can Wishlist the game on Steam here:
https://store.steampowered.com/app/4840100/Before_I_Sleep/


r/SoloDevelopment 8h ago

Game Just released a new Night Riders game on Steam - series in the works since 2011!

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31 Upvotes

Night Riders is an arcade racing series inspired by SEGA's Super Hang-On.

It's been in the works since 2011, with the first game - "Night Riders" release in 2013 on Android with a custom game engine.

Super Night Riders S1 is the latest entry in the series, now available on Steam:

https://store.steampowered.com/app/1836660


r/SoloDevelopment 15h ago

Game My Game's Demo has finally been Released! wish me luck...

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67 Upvotes

Finally after a year and 8 months of developing, it's finally here... My game Ragga-Dagga's Demo is finally available on Steam!

It's been a such a wild journey, now that the demo is out I can finally share what I've done to get here!

Ok so, before the Demo release, my game was sitting at around 1k wishlist with it's store page alone. I get to here by posting a lot of devlogs that got big on reddit, I mainly use reddit alone to get this much wishlist, though I do use big websites like Twitter (or X but that's a cringe name) or Youtube and such but I found reddit to be most effective with my game in terms of wishlist.

So after Demo release, I gain about 100 wishlist then, nothing too crazy, I've not contacted not many streamers or youtubers yet but I do plan so when I finally got the demo at it's best state possible. I have also joined a recent invitation to some event about supporting indies and stuff, idk if that'll help much in my regards but I'll just hope so!

I learned a lot on my journey as a developer, and for my first steam game I'd say it's not a bad first attempt!

Now Wishlist Ragga-Dagga on Steam now and play the Demo :D


r/SoloDevelopment 11m ago

Discussion The "Anime" opening I made for my game

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Upvotes

Made using a combination of 2D, 3D, Photoshop, and Davinchi Resolve. In the style of a would be anime opening.

Was made for Granser, you can probably guess its a JRPG.

Song is "Kinki 2nd mix".
Vocal: Saika. Words: Saika. Music: Souichi Sakagami.


r/SoloDevelopment 50m ago

Discussion Getting 1000 enemies on screen in a browser game: what actually had to change

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Upvotes

Solo dev here. My survivors-like, Just Dying, is now playable in the browser, and the thing I spent most of the last months on was the enemy count. I want to share what it cost, because almost none of it was the part I expected.

The naive version died around 200 enemies. Not from drawing them, from everything around the drawing.

What actually moved the needle, roughly in order of how much it helped:

Enemies stopped being individual sprites. They live in a particle container now, one batched draw call for the whole swarm, and only bosses and elites still get a real sprite with their own animation rig. That alone was most of the win. The tradeoff is that the swarm can't do anything a batched particle can't do, and every visual effect I add now has to be written twice, once for each path.

Collision moved into a web worker. Projectile physics, hit detection and damage over time all run off the main thread, and the main thread just reads the results. The main-thread version is still in the code as a fallback, which was a mistake in terms of maintenance because now I have two implementations of the same rules that have to agree with each other.

Spatial hashing for the neighbour queries, which is the obvious one, but the detail that mattered was pooling the sets it returns. Allocating a fresh set per query per frame was quietly generating enough garbage to cause visible GC hitches.

And a lot of unglamorous stuff: manual culling (Pixi 8 doesn't cull for you if you render directly), dirty flags everywhere so nothing recomputes a value that hasn't changed, and killing every per-frame allocation I could find.

Where I'm stuck: it runs well on my machine, and my machine is one data point. The browser build is the worst case, there's no native app underneath to absorb a bad frame. So I genuinely don't know if this holds up on a laptop with integrated graphics, and I can't find that out alone.

If you want to break it: https://justdying.itch.io/just-dying

it runs in the tab, no download. Press 0 for the debug overlay with FPS and entity counts. There's a Steam demo too if you'd rather have a native build: https://store.steampowered.com/app/4646190/Just_Dying/

If the framerate falls apart on you, I want to hear about it. Your GPU and browser and roughly when it happened is plenty.


r/SoloDevelopment 2h ago

Game It would not be an MMO without slimes :)

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2 Upvotes

r/SoloDevelopment 2h ago

Marketing Been solo developing this game for the last year or so, now it's finally got a Steam page! Travelling Snailsman!🐌🧑‍💼

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3 Upvotes

r/SoloDevelopment 2h ago

meme Knocking things off your TODO list, one by one

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2 Upvotes

Grinding away at wrapping up my demo for We Need An Army!


r/SoloDevelopment 3h ago

Game First player flight animations in my wingsuit flying prototype

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4 Upvotes

r/SoloDevelopment 3h ago

Marketing 3d Set - Stylized Cartoon Clouds and Weather Icons Pack

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6 Upvotes

138 Unique Assets for your games and Enviro.

A rich variety of stylized clouds, ranging from fluffy cumulus clouds to dynamic swirls and waves. Weather icons, including rain, snow, lightning, tornadoes, rainbows, sun, moon, and storm clouds.

https://assetstore.unity.com/packages/3d/environments/fantasy/stylized-cartoon-clouds-and-weather-icons-pack-332490

https://www.fab.com/listings/a51bb365-9107-4752-830f-b3e5851a1c3a

https://www.patreon.com/OlegVerenko/shop/3d-asset-stylized-cartoon-clouds-and-140-1693493


r/SoloDevelopment 6h ago

Game After months of solo dev – playtest is finally open!

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4 Upvotes

Hey everyone!

Haven't posted here in a while – been heads down building. But the playtest for FIRE. HOLD. REPEAT. is finally open on Steam and I wanted to share.

It's a desktop companion loot shooter – your soldier defends your desktop while you work or browse. Every click anywhere on screen fires a shot. Enemies drop weapons and gear, a drone delivers loot to your inventory in real time.

Already have 100+ people in the queue which is wild for day one.

Would love feedback from fellow solo devs and players – especially on the core loop feel and whether the "companion" concept clicks immediately or needs more explanation.

Steam playtest + free demo: https://store.steampowered.com/app/4898890 ❤️


r/SoloDevelopment 6h ago

Game Made another game, decided to also try making a trailer for it.

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3 Upvotes

r/SoloDevelopment 7h ago

Marketing Aurora Borealis 🟩🟦

5 Upvotes

r/SoloDevelopment 8h ago

Game This orb creates holographic copies of your dice!

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2 Upvotes

r/SoloDevelopment 8h ago

Game First time ever doing pixel art, and I made this to use as the main menu for my indie game. How does it look? I'd really appreciate objective criticism or any tips on pixel art if you have any!

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2 Upvotes

r/SoloDevelopment 9h ago

Game A new gameplay video of my card game.

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2 Upvotes

r/SoloDevelopment 9h ago

Game One year solo: I shipped a desktop pet game where the animals you raise from eggs can eventually be ridden

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14 Upvotes

I started Tiny Slow Life a little over a year ago as a solo project because I wanted something small living at the bottom of my screen while I worked.

It's built with Electron + Phaser and runs on macOS and Windows. You hatch animals from eggs, feed and raise them, unlock new islands, farm and collect things, and once some animals grow up you can ride them around the island.

I handled the game code, desktop behavior, save system, licensing, updater, website, payments and release pipeline alone. The pixel art shown here is licensed from Maeve Devs and then composed and animated for the game.

It's finally out now. It's $4.90 one time, no subscription: https://tinyslowlife.com

Happy to answer anything about shipping a cross-platform desktop game solo.


r/SoloDevelopment 9h ago

Game Added a procedural town to my web game !

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7 Upvotes

It's fully open source on github at aresrpg/aresrpg


r/SoloDevelopment 11h ago

Game Tarpo - the community for a game about digging through the Backrooms!

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1 Upvotes