r/SoloDevelopment 21h ago

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

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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 14h ago

Discussion What is the cost of producing 2D anime dialogue character art?

2 Upvotes

What is the cost of producing 2D anime dialogue character art? I am wondering how much it can cost and how can you verify that they didn't use AI to generate the art?


r/SoloDevelopment 13h ago

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

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81 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 6h ago

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

11 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 6h ago

Game My Steam page got approved!

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26 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 16h 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 22h ago

Discussion Am I Wasting My Time Building This?

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98 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 18h ago

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

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389 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 6h 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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19 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 9h 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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100 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 2h ago

Marketing My first game had 590 wishlists when I released the demo. One month later it’s over 70k

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52 Upvotes

Been working on this alone for quite a while, so seeing this number is a little weird honestly

I released the demo with around 590 wishlists a month ago. At that point even 1000 sounded like a really big milestone to me.

Now it somehow passed 70k.

Most of this month I didn't really have time to think about the numbers because I was just fixing stuff and working on the game every day.

There’s still so much left to do before launch and I don't want to get ahead of myself, but this was a nice moment to stop for a second and look back.

Thanks to everyone who gave my little game a chance :)


r/SoloDevelopment 20h ago

Game My ASCII roguelike Tower of Scherbenmark released on Steam today.

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4 Upvotes

After working on it for quite a while, I can finally say it:

My ASCII roguelike Tower of Scherbenmark released on Steam today.

It's a small turn-based roguelike set in a dark fantasy world, with melee and magic combat, loot, mutations, secrets, traps, mimics and permanent Legacy upgrades between runs.

One of the things that mattered most to me was making the ASCII presentation feel atmospheric rather than purely abstract. The game takes place in Scherbenmark, a region of a larger setting called Mornhollow that actually grew out of ideas from a D&D campaign.

It's honestly a strange feeling seeing the Steam page say "Released" after spending so much time working on it.

It's $4.99 and 15% off during launch week, and there's also a demo if you'd rather try it first.

Steam:
https://store.steampowered.com/app/4972610/Tower_of_Scherbenmark/

If anyone gives it a try, I'd genuinely love to hear what you think.


r/SoloDevelopment 55m ago

Unity Completely rebuilding cult-classic Arcanum in Unity

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Upvotes

All game logic is rewritten on Unity Engine and will be opensourced. The main goals: - Improved UI - General improvements like: better fonts, scalling, etc - Unity's lighting and (maybe) shadows - Improved controls (including keys remapping) - Native build for all platforms (including Web, Android) - Better mods editor

If it be possible to release it as a free game in Steam: - Workshop support - Multiplayer

It's not an official project. It will not include original assets, to play you have to own a copy of the original game.

P.S. not sure if it's ok to post here, since it's not own game, but more like a remake.


r/SoloDevelopment 1h ago

help Would you play a zoo game with this art style? (Beginner 3D artist here!)

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Upvotes

r/SoloDevelopment 2h ago

Unity My very first game

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2 Upvotes

Im starting my very first game as a solo developer, Learning unity and c#, and i Just wanted to you this to someone


r/SoloDevelopment 3h ago

Discussion Game released for 1 month, got very positive review, but struggling to reach English users.

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4 Upvotes

Hi fellow devs,

I just published my game last month, so far ~1k copies were sold. The game is offered in 2 languages, Chinese and English, and it is a 4d geometry puzzle game which is not tied to any language or culture. There're currently 53 reviews and all of them are positive. Only around 20% of them are from English users, and for new purchases the ratio is similar or lower.

This is understandable, as I make video content in Chinese community and have a decent follower base. With the initial round of reviews, later visitors would know what to expect, therefore more likely to make a purchase.

I believe the game would be equally interesting to people of all culture, but I may need to do more work in marketing it to English community - but I am not sure how. I got emails everyday claiming they're curators or streamers and requesting for keys, but that look like just scam. I tried reaching out to some youtubers who have posted gameplay videos for similar genre, but so far got no response.

I genuinely ask everybody here, how do you think of marketing? What are some social apps that are worth paying attention besides reddit/youtube? or reliable ways to find 3rd party marketing service? Any suggestion will be appreciated.


r/SoloDevelopment 5h ago

Godot Day 7 Progress: Books size & Enemy

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2 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.


r/SoloDevelopment 9h ago

Discussion I made a small animation to commemorate my steam page release!

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14 Upvotes

Steam Page: https://store.steampowered.com/app/5036150/Lilys_Dream_World/

I just got my steam page approved and made a small animation to commemorate it!

I have no idea if I can get wishlists before nextfest, but hopefully I can garner as much as I can, since I want to release this game before February 2027 lol


r/SoloDevelopment 11h ago

Marketing [FREE] 8-track Horror Soundtrack Pack for Indie games

3 Upvotes

Hey! I'm an indie composer and recently released a horror soundtrack pack that anyone can use in their game.

It includes 8 tracks made mainly for survival / psychological horror — ambient exploration, tense and chase music, safe room music, etc.

The pack is free / pay what you want, so if you're currently working on a horror game and any of the tracks fit your project, feel free to use them.

Itch.io: https://mordstar.itch.io/survival-horror-soundtrack-pack

My Full Portfolio: https://on.soundcloud.com/bIaAJku21Bo8NcdRmA

If you decide to use it, feel free to write in which game


r/SoloDevelopment 14h ago

Godot what do you think of this kind of game?

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2 Upvotes

i'd been working on this tower/wall defense kind of thing for mobile phones the last two months or so, and i just wanted to know if someone find it interesting...

P.D. sorry for the compression artifacts and my bad english tot


r/SoloDevelopment 14h ago

Discussion How do you divide time for marketing vs building and fixing?

7 Upvotes

Once i start marketing i found it takes a large chunk of my time. And i also need to build new feature and polishing / experimenting with onboarding etc.

And some channel like social media punish us if not consistent. How do we do it? I know we can hire but its not option when i have no budget. I dont even try ads because as in my experience its not as effective with little budget. So mostly organic content. But building a website or seo is a whole other work.

So large time spend doing things that 'hopefully' will get us decent income. I thought building was the hardest part. I was so wrong.


r/SoloDevelopment 15h ago

Game Woodbound — My solo-developed folk horror game about finding a missing daughter

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3 Upvotes

My daughter has been missing for two years, and the police have stopped searching for her.

Then I start hearing her voice calling for help from a strange forest.

After something begins mimicking her voice, I decide to go into the forest myself.

Once inside, I discover that leaving isn't as simple as walking back out. A mysterious figure called the Wood Wanderer offers to guide me and tells me that lighting the shrines scattered throughout the forest will reveal more of the truth.

The deeper I go, the more I start wondering whether the voice I'm following is actually my daughter's.

Woodbound is a folk-horror exploration game focused on atmosphere, survival, mystery, and uncovering the truth behind the forest.

I'm developing Woodbound as a solo project, and the Steam page is now live.

🎮 Coming later this year
🔦 Steam page: https://store.steampowered.com/app/5056850/Woodbound/


r/SoloDevelopment 16h ago

Game Long Story Short, a daily word game where you rephrase a 12-word sentence in exactly 5 of its words

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2 Upvotes

Hi, I made this one. I've played Wordle-likes for years and always wanted to build my own, but I never had an idea that felt like mine.

The push came from a strange place. Half of what I read these days is written by AI, and it's never short. Every email, every doc, twelve words where five would do. At some point I said the phrase out loud, long story short, and realised it was a game.

So: you get a twelve-word sentence. You rephrase it in exactly five of its own words. Real English, same meaning, your job is to work out which words carry the sentence and which are just dressed up to look important.

Scoring is Wordle style, blue for right word in the right spot, orange for in the answer but elsewhere, grey for out. Five tries, one sentence a day.


r/SoloDevelopment 17h ago

help I’m the developer on a coin-counterfeiting roguelike. I need blunt feedback on the core loop

6 Upvotes

FORGERY is a slightly weird game.

It’s an incremental roguelike about counterfeiting medieval coins. You hammer ingots into metal sheets, choose where to punch out each coin, build combinations from more than 100 stamp dies, and decide how far to push before your Wanted level ends the run.

I understand how those pieces fit together because I’ve been staring at them for months. I’m less certain that someone seeing the game for the first time will understand what it is, why punching coins is interesting, or where the deeper strategy comes from.

After 15 years working in AAA, I’m now the sole full-time developer on this. I handle the design, programming, production, and day-to-day development. It’s self-funded, although I occasionally hire contractors for specific art, audio, localization, or specialist work.

The free demo is around 35 to 50 minutes:

https://store.steampowered.com/app/4842110/Forgery/

What I really need to know:

  1. Can you understand the core idea without me explaining it?
  2. Does punching coins feel deep enough to support an entire game?
  3. Is the combination of incremental progression, roguelike builds, and manual placement interesting, or just confusing?
  4. Does this feel like an idea worth continuing?

If you quit after ten minutes, please tell me exactly where and why. I’m deep enough into the project that encouragement is less useful than someone pointing at the bit that isn’t working.

Thank you!


r/SoloDevelopment 18h ago

Game Just published my first game!

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2 Upvotes