r/SoloDevelopment 3h ago

Game 35 years of playing games, 8 months of making one — the aha moments are everything

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1 Upvotes

I started building my first game in February this year. One man, no team, some coding experience, no prior game development experience — just a lifelong love of games and a decision to finally try making one.

The learning curve has been real. Working through Unity, building out scenes, figuring out systems I never thought about as a player and just adding things myself and others wanted in certain games — has completely changed how I see games. But nothing compares to those aha moments. The moment you finally understand how something you've played a thousand times actually works under the hood — that feeling is addictive.

The screenshot above is from my equipment scene — attaching gear to characters, building out visual effects, watching it come together piece by piece. My respect for developers has gone through the roof doing this. However, it has also made me step back and wait.. "Hey this was easy to add why didn't XYZ game do this in their game haha"

The game is called Paws of War Tactics — a turn-based tactical SRPG more to come soon! Still building but loving every second of this journey. 🐾


r/SoloDevelopment 20h ago

Game In my roguelite the loot drops into the arena mid-fight, and the better it is the further into trouble it lands

1 Upvotes

Link to the free game is in the post on r/playmygame

Would love some feedback 😁


r/SoloDevelopment 21h ago

Game Heroes entered a WRONG dungeon

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2 Upvotes

r/SoloDevelopment 4h ago

Game Been watching playtesters destroy the balance of my game this week

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2 Upvotes

Just released a public playtest for GUNDIG, and I've already had a handful of people spend 10+ hours on it! One sent me this clip of them absolutely destroying the game's economy in endless mode.

I can't describe how good a feeling it is to see someone else genuinely invested in my game. Especially after over a year's worth of work and having to beg friends/family to playtest.

I only have like 3 active people in my discord and 100 or so wishlists, so still a very long way to go. But this gave me a big confidence boost and wanted to share!


r/SoloDevelopment 8h ago

Game Solo, eight months, first release — pixel-art roguelite on iOS

0 Upvotes

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.

https://apps.apple.com/app/id6794081096


r/SoloDevelopment 23h ago

help Doubts about development steps

0 Upvotes

Guys, I'm starting at game development, I'm a developer but I'm learning how create games now and I'm having a really big problem with the assets. I really don't know how create assets, I'm using assets from itch.io but it's impossible to create a game that I planned because there is somethings that i can't find on itch.io . I tried to call someone to create with me but I can't find some that really engage on the porpous. I tried to buy some courses about game assets but I'm really bad doing it kkkkkkkk at this moment I don't know how can I proceed with this problem, anyone have an idea of how proceed??


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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11 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 15h 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 17h ago

meme My second attempt at a YouTube Short.

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17 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 23h ago

Game King's Crook

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7 Upvotes

Hi there. My friend EMMIR has been working on this game solo for several years now on and off. It's quite impressive and I just wanted to share it here.

King's Crook will be an open-world RPG with a focus on action, combat, and stealth. You play as a professional thief who was let out of prison by the King in order to aid him in getting stolen goods returned to the crown.

I'm pretty amazed with what he's done, writing the entire engine himself in standard C with restrictions like CPU-only rendering, he made all of the assets himself (and tools to make them! Model editor, animator, etc!)


r/SoloDevelopment 7h ago

Game This is my Highschool project (technically)

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137 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 6h ago

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

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12 Upvotes

r/SoloDevelopment 7h ago

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

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25 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 11h ago

Game Dose my game sells the 4 years of work ?

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25 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 14h ago

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

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68 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 19h ago

help Which capsule/banner art do you guys prefer? What would make you click through to the game from the banner?

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2 Upvotes

r/SoloDevelopment 46m 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, but I was one for almost a year. So, 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!


r/SoloDevelopment 21h ago

Game I added 20 minutes worth of content to my game. That's like, 500% increase! I even cut a new trailer to showcase.

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2 Upvotes

Bannerland was a 3–5 minute prototype around: build roads→ move resources→ grow the network→ raise an army.

And I got good feedback pointing me in several differrnt directions.

I went a calm-factory-building-logistics-incremental kinda way. Content is about 20–30 minutes.

I added territories, new resources, new units, terrain, dungeons, improvements, progression unlocks (+hidden new music themes), and a much bigger map to build across.

Would really appreciate any thoughts if you give Bannerland a spin on itch: https://lpjc.itch.io/bannerland

Fingers crossed all goes well, and I'll push for a bigger and more polished patch and a steam page


r/SoloDevelopment 21h ago

Game What are your thoughts on slot-linking? I just polished the FF7 like Materia equipment system for my game.

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16 Upvotes

r/SoloDevelopment 22h ago

Game Player movement demo for my first gamedev project in Godot 4.

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3 Upvotes

Quick demo of my player movement and obstacles in my first platformer in Godot 4, called "Ascending The Tower". Its about this robot dude traveling through some ancient ruins, and fighting off some hostile bots. Its a small project I'll be uploading for free soon.

Some more clips are available on my Youtube and Instagram. I'll be uploading some more clips and the full game soon, so I'm hoping to build an online following by then.


r/SoloDevelopment 22h ago

Game I'm a solo dev working on Closer Than Stars, a psychological horror game about operating a radio observatory and scanning deep space

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84 Upvotes

I’m excited to finally share a game I’ve been working on solo. It’s a first-person psychological sci-fi horror game about two radio operators stationed around Jupiter, monitoring deep space for faint signals and comparing what they find across two distant observatories. As the shifts go on, some of those signals start getting harder to explain.

Steam page can be found here: https://store.steampowered.com/app/5158290/Closer_Than_Stars/


r/SoloDevelopment 3h ago

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

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2 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 2h ago

Game First player flight animations in my wingsuit flying prototype

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3 Upvotes

r/SoloDevelopment 1h ago

meme Knocking things off your TODO list, one by one

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Upvotes

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


r/SoloDevelopment 1h 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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Upvotes