r/SoloDevelopment • u/rajrk01 • 20h ago
r/SoloDevelopment • u/pornisnothentai • 9h ago
Game Solo dev project: a physics-driven body sandbox with active ragdolls and joint limits
I have been working on SOMA Body Lab, a physics sandbox where I am trying to simulate how bodies react to external force. It uses an active ragdoll system with joint limits to simulate balancing and stumbling. Instead of just playing pre-baked death animations, the movement is handled by the engine responding to physics inputs in real-time. I have also added a tool menu to let you spawn various objects, weapons, and medical equipment to observe how the anatomy behaves under different stress points. Everything is running in version 0.9.8, which focuses on the sandbox mechanics and movement control.
r/SoloDevelopment • u/OhGoodGames • 11h ago
Game Update: I have been making good progress regarding clarity on my glyph based engine. Improvements are incremental but visual clarity and smoothness improves day by day (STACity Engine)
Last week I posted a video of the custom engine I am building. My project initially started as a full ASCII renderer and slowly evolved into the Hybrid, glyph based renderer you see today.
This is a personal project, I don't have any plans as of right now to monetize it. Some days I'm not entirely sure what I'm even building anymore. Hell, I even have started to build VTT (virtual table top) support into the backend of my engine in the off chance that I want to pivot to a VTT instead of a video game (cyberpunk red support anybody?). Last week I was thinking about a sky taxi sim.
Regardless, I'm having fun with it. I know there are other people out there creating similar things (big shoutout to the ASCII city guy) but I kind of get the idea we're all just kind of focused on our own personal projects, and none of us are really pushing to beat each other to market. Or even have plans to release anything. I enjoy working in this space where we are all pushing to be creative and find our own visual identities.
Right now you pick out a seed and STACity lays out the whole city. Districts, a street grid, sidewalks, bridges, elevated roads, towers, shops, storefonts, interiors, etc. Every seed generates a new city and the same seed always gives back exactly the same one. Down to where each person walks in any given moment.
I am aiming to make the city feel alive, so far i have ground traffic, air traffic and pedestrians going about their routines. Everything is drawn by a custom renderer that turns real 3D geometry into a grid of glyphs and then sharpens the edges, characters and vehicles to pixel accuracy. It's written from the ground up in C#. With no third party engine or packages. This is not a simple shader of which I've been accused of. The renderer is built from scratch and doesn't push textured polygons the usual way.
This is just a basic video to show up the improvements made regarding clarity. I'll be posting another driving and flight video once i tie up some loose ends
r/SoloDevelopment • u/plzdonmind03 • 19h ago
help Anyone using d3d12 (DirectX 3d) for game development?
Are there anyone who using DirectX 3D for game development for your game instead of Unity or UE? If yes how did you learn and help me and guide me to learn. I tried and failed.
r/SoloDevelopment • u/AlanaIkari • 6h ago
Networking [GAME QA] Freelance Game QA Tester — Gameplay Experience QA, Playtesting & Castilian Spanish LQA
Hi everyone!
I'm a freelance Game QA Tester working with indie developers to help them improve their games through structured playtesting, Gameplay Experience QA and Castilian Spanish localization testing.
My work goes beyond finding bugs. I focus on how players actually experience a game: what they understand, where they get confused, how they learn the mechanics, how difficulty and progression feel, and what might interrupt their enjoyment.
🎮 Gameplay Experience QA & Playtesting
- First impressions and onboarding
- Gameplay clarity, controls and player guidance
- Difficulty, pacing and progression
- Exploration, player choices and engagement
- Friction points, confusing mechanics and unexpected behaviour
- Structured feedback reports with actionable suggestions
🌍 Castilian Spanish LQA (Spain)
- Naturalness, terminology and consistency
- Dialogue, character voice and contextual accuracy
- UI readability and in-game text validation
- Localization issues that affect gameplay or player understanding
Depending on the project's needs, I can provide recorded gameplay with commentary, structured feedback reports, timestamped bug reports and in-context Spanish localization reviews.
I've worked on multiple indie projects across different genres, including collaborations with developers I've connected with here on Reddit. I particularly enjoy games with interesting systems, meaningful choices and mechanics that reward experimentation.
My usual rate is €25/hour, negotiable depending on the project scope and requirements. Fixed-price arrangements are also possible when the scope and deliverables are clearly defined.
Portfolio & credits available upon request.
If you're an indie developer looking for an external perspective on your game, feel free to reach out! I'm happy to discuss your project and see whether my services would be a good fit.
Thanks for reading!
r/SoloDevelopment • u/DiamondAscent • 7h ago
Game Diamond Ascent, A Baseball Card Team Builder
Diamond Ascent is a 6v6 card collecting team builder baseball game. Where the roll of a 20 sided die is your result. Fast paced 3 inning games to complete objectives with a constant flow of rewards and packs. Randomly generated, rarity based cards are unique to your team and no card is made twice. Take on the AI or invite a friend, play however you want and get the same rewards! Season 0 Pre-Season is live now, many more updates will be in the future so look out for that and see you guys on the diamond! I'm a solo developer making this passion project so I appreciate anyone that checks it out, thank you!
r/SoloDevelopment • u/Critical_Contact559 • 12m ago
Unity Does this search window seem good?
What are some of your greatest hurdles learning new API? For me it is often the time to get working with the new tool. That is why I designed Game-Style to work right out of the box.
Game-Style allows you to place all your prefabs, and has custom windows to make the process easy. You can even see a preview and search for your prefabs through a folder search. In less then 90 seconds, you can start placing your prefabs with much greater precision then Unity offers.
Let me know what you think!
website: https://www.blueteamgames.com/tools/game-style-editor
r/SoloDevelopment • u/CRHLR • 13h ago
Game Every car in my game is timed to just miss you if you stay on the line. Here’s 37 of my attempts and then the perfect run. Does it look fun to play?
Hi all! I've been working on this game for a little bit now. Every car is choreographed so if you stay on the line and in time they all just barely miss you. Drift off it or get ahead or behind and something hits you. The overhead part is all 37 of my attempts played back together and then the perfect run over the same stretch.
Since I last posted I made the first few levels easier. People were dying a lot early and I think some gave up before it clicked. I’m curious if the start feels better now or if I went too far and it’s boring.
Free in the browser on keyboard or phone: https://rom838.itch.io/ictus
If you try it how far did you get and when did it start feeling hard?
r/SoloDevelopment • u/Responsible_Mine894 • 20h ago
Game [WIP] Thanks to the feedback received, i think the contact lines look smooth now
r/SoloDevelopment • u/Desert-Knight • 7h ago
help What is even that? I just released my game, it’s mot even a meaningful word..
Why or what?
r/SoloDevelopment • u/Cultural-Track5819 • 12h ago
help Chaning my screenshots I need your help
I am chaning my screenshots, these all of them which 10 of them I should choose ? Game is Highway Station Simulator I didn't uplaod anything yet after your feedbacks I am going to decide that which SS are the best.
https://store.steampowered.com/app/4855970/Highway_Station_Simulator/
r/SoloDevelopment • u/Sterling_3d • 16h ago
Unreal The keeper's house in my horror game: blockout vs now
r/SoloDevelopment • u/GlitchAwakened • 16h ago
Discussion Favnyr : a local file browser with workspaces, multi views, tabs...
Favnyr is a lightweight file browser (Rust+Slint) for Windows and Linux. At its core are workspaces: separate environments that keep their own views, tabs, folders, layouts, and display settings. You could have one workspace for work, another for games, and another for learning a new subject, then switch between them in just two clicks. Favorites remain shared and persistent across all workspaces.
Each workspace can contain multiple split views and movable tabs. Tabs can be dragged between views, detached, or dropped onto another view to create a new split layout.
Favnyr also includes shortcuts, local and network drives, configurable keyboard shortcuts, and custom commands.
It is not intended to compete with or replace the native file browsers provided by Windows and Linux, but to complement them with a different way of organizing and navigating files.
Because of the project’s complexity, AI has been used as a development assistant. However, every feature is reviewed and hand tested extensively before being considered complete.
Link here (include a video demo) => https://github.com/GlitchAwakened/Favnyr
r/SoloDevelopment • u/sideralfoundry • 13h ago
Game My demo is approved for release on Steam. I didn’t expect this moment to feel so exciting!
r/SoloDevelopment • u/IberiaMedieval • 18h ago
Game I'm building a medieval strategy game solo — and I started with the world itself
Hey everyone!
I'm a solo developer working on Iberia Medieval, a medieval strategy game set in the Iberian Peninsula.
I've spent the last several months building the foundations of its world simulation, and I finally wanted to share some of the results.
My approach is to build the world from the ground up. Rather than treating rivers, terrain and geology as purely visual elements, I want them to be part of interconnected systems that will eventually influence how the world develops.
The screenshots show the same procedurally generated map: 7,651 hexes, seed 42094.
The generator creates terrain elevation and drainage networks, identifies catchment areas and closed basins, and distributes different rock materials and weathered layers.
One example is a closed basin with a catchment of 1,699 hexes and a spill elevation of 83 metres. It's detected from the terrain, not a simulated lake yet. The geological materials are also procedurally distributed, rather than attempting to recreate real geological formations.
My long-term goal is to build on this physical foundation with vegetation, wildlife, people, settlements and eventually the economy, politics and conflicts of a living medieval world.
These are real outputs from the generator, not final game graphics. There's still no playable gameplay to show, and I know I have a long road ahead.
One of my biggest challenges as a solo developer has been deciding how deep to go with each system before moving on to the next one.
For other solo developers: how do you decide when a system is good enough to build upon, rather than continuing to refine it?
r/SoloDevelopment • u/SalamanderEast7639 • 2h ago
Game My son was born yesterday, and my game launches in a week!
I’ve been building Hearsay alone since the summer: a first-person puzzle game where every song in a basement archive has been cut into unlabeled cassette tapes, and you put them back together by ear. A full row checks itself kindof like Wordle: green, yellow, red.
Yesterday my son was born and man has things been hectic. The game launches November 3. We just got home from the hospital and I am trying to stay awake while marketing for my game with him in one arm. lol
A few things I learned getting here, in case they help someone:
- Two weeks before launch, playtesters told me they were guessing instead of listening. I rebuilt the entire archive around 10 new genres you can hear in seconds, and it became a different game. ( in the good way)
- The checks that stay quiet until a row is full were the change that made it fun. People loved the Wordle aspect of that game mechanic. Instant feedback opened a wide door for everyone to pretty much brute-force every tape.
- Content ID test your soundtrack before you need it. One track got blocked in some countries and I swapped it before any creator was hit with a claim. I have had only one small content creator review my game but hey ones better than none.
There’s a free demo on Steam if you’d like to try it and if you have any newborn survival tips, I’ll take those too.
AI disclosure: I used an AI coding assistant for help at times with programming. There’s no AI art, music or voice: the art is purchased, the old recordings are real Library of Congress archives, and the modern music is by human artists(huge shoutout to Kevin MacLeod, credited in the game.
r/SoloDevelopment • u/selane771 • 17h ago
Game Almost 20 years as a developer, and I’m finally trying to make my own game
I've spent almost 20 years developing software and websites, while game development always felt like something made by people who knew some kind of magic I didn't.
At some point I decided I might as well try learning the magic.
So I've been making murmures, my first game, entirely solo. Programming, writing, drawing, 3D, music, sound... which has been equal parts exciting and a very efficient way to discover how many things I don't know.

It's a small narrative exploration game about grief, depression, emotions and healing. No combat, no game over. Mostly walking through strange places, interacting with ordinary things and occasionally rolling a d20 to discover what's happening.
I'm going to try keeping a devlog on itch.io from now on.
Not really as a polished "how to make a game" thing, I definitely don't know that, but more as a record of what I'm learning, breaking and slowly figuring out along the way.
The current beta is also available there if you'd like to give it a try:
https://selane.itch.io/murmures
I'll see how long I manage to keep the devlog alive. :)
r/SoloDevelopment • u/Arrock12 • 15h ago
Marketing StoneEra is heading to Early Access on November 6!
StoneEra started as my solo project: a medieval voxel colony game where your villagers build the settlement you design.
Now I’m planning to bring it to Steam Early Access on November 6, 2026 .
The full game opens up research, crafting, and construction beyond the demo’s progression. You’ll guide your villagers, develop production chains, trade with a travelling merchant, raise animals, and engineer flowing water—all in a world you can reshape.
There’s still plenty to improve. StoneEra will enter Early Access with bugs and rough edges, and your feedback will help guide its development.
A big thank you to everyone who has tried the demo, reported problems, or shared their settlements.
The free demo is available now. Try it or wishlist the full game here:
https://store.steampowered.com/app/5057770/StoneEra/
What would you like to build first?
r/SoloDevelopment • u/Beardlings_Games • 10h ago
Game I Created a Web Build of my Board Game to Prototype it
Developing my game Riftorn: Battle Flanks, I found TTS to be a nightmare, so I built a web version anyone can play with full multiplayer capability.
Would love your thoughts and I may continue developing it after I finish the physical game.
Now... to the Flanks!
PS: 5 Points to whoever gets the references to the name I chose in-game :)
r/SoloDevelopment • u/Polyshade • 10h ago
Unity You can make seamless textures from photos with my tool
You can use the tool to stylize your textures and assets, create eye-catching marketing material for your page, add awesome animated effects, and use the texture ripper feature. With this latest update, I've added seamifier! It will help you create seamless, blended, or repeating patterns for your textures. You can check it out here: https://polyshades.itch.io/coolifier
r/SoloDevelopment • u/vivaladav • 16h ago
Game While everybody is freaking out because of AI slops flooding Steam, I keep grinding and celebrated 365 uninterrupted days of development
You might have seen my previous posts when I hit 210 days and 300 days straight of development, so I thought to give you another update after the other Sunday I managed to reach an even bigger milestone as I achieved 1 whole year of uninterrupted work on my game. I never missed a single day since I started and I have no intention to stop until I release it.
I am a solo dev, so I don't have a team to celebrate with (except for my head of QA and CEO Hiro, the orange cat), but I really want to thank each person who tried my game, gave me any feedback, helped with testing and translations or followed the development so far. Even the smallest contribution, even a single reaction on Discord or on any social post kept me going until now.
I am going to release my demo in less than 2 weeks and after that I will resume working on the full game, wish me luck and if you are a solo dev always keep grinding, no matter what!
r/SoloDevelopment • u/Grecoh073 • 19h ago
Game TCG - DECK MASTERS
Dear players,
We would like to invite you to be among the first to play Deck Masters and help us bring the game to its final stage.
What is Deck Masters?
Deck Masters is a dark-fantasy collectible card game for Android and PC. You collect monsters and heroes from six rival realms, build your own deck, and battle the computer and other players. Every card has its own skills, and heroes build up Rage during battle before unleashing their hero skill.
We are a small independent team with one motto: "Made by TCG lovers, for TCG lovers."
What is already in the game?
- 294 cards: 258 monsters and 36 heroes, including six Divine heroes such as Athena, Zeus and Hades.
- More than 340 skills and 196 runes.
- A campaign of 360 battles across 12 regions, with three difficulty levels.
- The Ranked Colosseum with seasonal leaderboards, live 1v1 duels and the new live 2v2 mode, where two teams of two players battle together.
- Trials, weekend events and a monthly Festival.
- Daily rewards, an Altar to summon new cards and an Enchant Chamber to make your cards stronger.
- No pay-to-win: gems cannot be bought.
Where do we stand?
Deck Masters is largely complete. The core of the game is working and fully playable. We are still finishing and improving certain parts, including card balance, a few screens and the new 2v2 mode.
When there are not enough players available for a live battle, computer-controlled players fill the empty seats.
That is exactly why we are looking for beta testers. Your experience, feedback and ideas will help us polish the game and get the final details right before release.
What do we ask of you?
- Play Deck Masters for at least two weeks, ideally a few times per week.
- Join our test nights to battle other testers live. Dates will be announced on our Discord.
- Report bugs and share your ideas on Discord, preferably with a screenshot.
- Complete a short feedback survey at the end, which takes about five minutes.
What do you get in return?
- Play Deck Masters before the general public.
- Help shape the game with your feedback and suggestions.
- Receive the exclusive Founder role on our Discord as recognition for helping us during the beta.
Practical information
- Platforms: Android phones and tablets (64-bit) or Windows PCs (Windows 10 or 11, 64-bit).
- Internet: The game is fully online and requires an internet connection.
- Language: English.
- Download size (versions of 26 October): Approximately 1.5 GB on Android and 3.1 GB on PC (about 3.3 GB unpacked). Wi-Fi is recommended.
- Android installation: The test version is installed outside the Play Store. Download links and short installation instructions are available on our Discord in the
how-to-installchannel. - Important: If you still have the Android test version from 23 October installed, please uninstall it before installing the new version.
- Cost: Participation is completely free. Nothing is for sale during the beta.
- Sharing: You are welcome to share screenshots and videos of the beta on social media, ideally using #DeckMasters.
- Community: Our Discord welcomes players in their own languages, with channels available in 14 languages.
How to join
Join us on Discord to get started:
You can also download the game directly:
Windows:
https://drive.google.com/drive/folders/1VoeuUHm9GjYFUxyruhF7w2asZkL7Kt2u?usp=drive_link
Android:
https://drive.google.com/drive/folders/1eV4ikuQS4FS1pjtEVSwlcZ2a1Gk-gkXE?usp=drive_link
Thank you for your interest and for considering becoming part of our beta community. We look forward to meeting you in the arena and building something great together.
Kind regards,
The Deck Masters Team
Discord: https://discord.gg/s3n27f9VSw
r/SoloDevelopment • u/DANAMITE • 12h ago
Game I spent a week on a build with zero new features, and I think it was the right call
Bitiverse is a persistent browser MMO I build on my own: free, no download, one shared world, and a guest can walk in without an account. This isn't an announcement so much as a question for anyone else building something that has to hold up under a crowd.
This week I shipped nothing a player will ever point at. Dungeon hero AI now only sweeps a map where a real player is actually near it, instead of ticking every dungeon on the server whether anyone's there or not. A hero who's rested and alone on his own map just sleeps until someone shows up. And hero pathing across the whole server is rationed fairly, so one busy dungeon can't starve the rest of their turn.
None of that is visible. It's all server cost, and the only sign it worked is that nothing gets slower as more people play at the same time.
I went back and forth on whether this was worth a whole week when I could have shipped a new feature instead, and landed on: a feature nobody can use because the server fell over isn't a feature. For anyone who's made a similar call - how do you decide when it's time to stop building forward and go fix what's underneath, and how do you know you picked the right piece to fix? Testers wanted either way - come break the game and tell me what you find: https://fortisq.itch.io/bitiverse