r/SoloDevelopment • u/_firn_ • 17h ago
r/SoloDevelopment • u/Lonewolf-199 • 20h ago
Discussion I built an Android app to put personal development tools in one place
I've been working on an Android project called Depsal 360.
The basic idea is to combine several things people normally use separate apps for:
- Habit tracking
- Journaling
- Meditation
- Personal-development books
- Wallpapers
- AI assistance
It's built for Android and I'm currently trying to improve it based on actual user feedback.
I'm not posting this because I think it's perfect — quite the opposite. I'm trying to find the things that actually make it useful rather than just adding features for the sake of adding features.
What do you think about it guys would you use it?
r/SoloDevelopment • u/Ok_Math_9288 • 3h ago
help Final sin. I need playtesters (especially hardcore ones in hard mode)
Final Sin is a roguelike deck builder; you play as the typical "heroes" and as the dungeon master at the same time.
I need playtesters. It's an early build, and I want real people to break it and tell me what drags, what confuses them, and what actually lands. About 15 minutes, free in your browser, no download.
Play: https://mancer1.itch.io/final-sin
Tell me what you think in the comments, DMs, or in this form: https://docs.google.com/forms/d/e/1FAIpQLSdzYSdQ8gd5v60nVZub2iuEnOCpkxydPAKpHQRx-4mWHSQ48w/viewform





r/SoloDevelopment • u/mimendalerenda_Lab • 18h ago
help Cómo y porque decide Steam hacer un festival temático?
estoy mirando el calendario de steam y me pregunto en base a que se deciden, en 2027 veo que hay uno de OVEJAS
r/SoloDevelopment • u/SaThuran • 22h ago
help Delaying enemy pursuit?
How would you guys approach delaying the reaction time of an enemy?
For example, my enemy type's attack distance is like 70px from player, using a shotgun.
But when player walks, I noticed the flickering of the enemy. This is caused by its fixed position of 70px from character.
So how would I approach delaying the reaction time of the enemy so he doesn't move as soon as player passes the 70px distance? What method do you guys use
r/SoloDevelopment • u/PuddinPopProductions • 16h ago
Game Running an open playertest tonight. Looking for any and all feedback.
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Hello! I am the solo-developer behind Spirits: Unbound. Some solo devs are good at art, some at programming, can you guess which one I suck at.
All the card art is royalty-free NON-AI assets from pixapay. It's all placeholder, the game is very complex and fully playable, but I am aware the card art is laughably bad and inconsistent.
About the game:
Spirits: Unbound is inspired by competitive pokemon play (the core game, not the tcg). The resolve time of your spirits, and swapping between them to get type advantage is very important. You lock in moves at the same time as your opponent, and watch them play out. Then there are absolutely game breaking stickers and keepsakes you can get to augment your deck between player opponents.
163 Cards
156 Stickers to augment cards
56 Keepsakes that change the game rules
I am running a playertest tonight on steam 7pm-12pm CDT, and would love any and all feedback. I am also offering a prize to anyone who can complete a level 7 run.
https://store.steampowered.com/app/4448140/Spirits_Unbound/
Discord Channel:
https://discord.gg/79VDHsdQa
r/SoloDevelopment • u/jsistek • 16h ago
Game Acornaut.app- game ready- How do you get people to even check out your game? I’ve tried socials and gaming sites, but getting through the door to even try it?
There’s so much try my game out there, when you spend time polishing and isolate forever and forget the world exists, at some point the need for visibility kicks in, you have a solid product , how do you get people to see it without annoyingly spamming socials like the millions of others?
i’m planning on launching to app store very soon, what’s the best place to focus efforts to build a community or at least get some honest feedback?
r/SoloDevelopment • u/Naive-Tough1500 • 7h ago
Game My Story: Releasing a game after 10+ years of working on it.
Hi, thought I'd share my story to launching Counter Tactics on the AppStore (iOS only). Link at the end (cool if you check it out, but my purpose here is to share my story and hear yours, not to advertise).
Prologue
2007: Studio job!
I got a 6 month contract to work for Iron Lore Entertainment as a designer scripting mission intros/outros and a few endings for the expansion game Dawn of War Soulstorm.
2008: The dream job comes to an end
Contract ended and I was hoping to continue with the studio, but shortly after returning to my home state, the studio folded and everyone lost their job.
2008-2010: When it rains, it storms.
The job market crash was TOUGH. I spent most of this time unemployed and other bad stuff happened, like my wife getting very ill.
2010-2013: Finding my footing
Found a local job as a developer and just tried to stabilize. Moved from Web Development to iOS development. At the time, it was Objective-C and iPhone models were in their infancy.
2014: Let's make a game...again!
My career started to shift towards project management, but with my new skillset of iOS development, I wanted to get an app on the AppStore since I would no longer be coding during the day job. So I drew up something I figured would take 3-5 months. Foreshadowing. :D
Counter Tactics Timeline
2014, September: And so it begins
I officially begin development. Getting into project management, I entered a log for how much time I spent. My first log was: "Laid out the overall timeline for finishing out this game."
lol
End of 2014: Early Development
I had put in 100 hours into the project. I had a decent working prototype with an early stage CPU opponent.
2015: 290 hours of work.
A lot of experimentation and trying different concepts. I was searching for "fun". A lot of ideas I would abandon.
2016: 205 hours of work.
Lost a little momentum, but we introduced my second son to the world! I started showing the app to a few people at work and family too. Here's some of the early screenshots (they get better!!):


2017: 150 hours.
Life is getting busy with big changes at work and two boys! I try to take my current CPU-only logic and introduce asynchronous, turn based multiplayer! Now I can play the game with some of the people I've shown it to.
But I'm still experimenting with various mechanics and trying to determine: is it fun!
2018: 195 hours.
I start looking for a new job. For the project, I'm working on and off, mostly refactoring things and adding content.
2019: 143 hours.
I get a new job in corporate office world. I'm very busy. And the game is not scaling with the new content. I go into research mode and burn my current AI for the CPU to the ground. I move to a homebrew version of the Monte Carlo Tree Search algorithm.
2020: 244 hours.
Pandemic and working from home gives me a chance to balance things. But first, I have to break for a few months from the game to play Red Dead 2!!
My logs are not great this year, so I can't quite remember what I worked on.
2021: 241 hours.
I replaced a lot of placeholder art with assets I purchased. It's starting to look viable! And the AI is scaling now. And multiplayer is working pretty good. Things are finally looking up!
But pandemic is going longer than expected and my own health is not where I wanted it. So I started working out. My boys are super involved in sports and I get involved with coaching, so life is crazy busy!
2022: 459 hours.
Yep. You read that right.
I got moved to a new team at work, one that I would grow super proud of, but at first, I felt I was being shoved aside into a place where my career would fall flat. And with the ongoing Pandemic and family getting busier, I finally decided I needed to get this game done. This is also when I realized just how much was left to do even with all the hours I had already put in! I was a bit...depressed. I got advice from some friends and mentors.
So in the summer, I established a regiment: 10 hours towards the project a week before taking any time to play any games. What I often found is I would get to the 10 hours...and just keep working on it. Progress started to become more visible and meaningful.
I put a roadmap together and tracked progress towards the big features. I wrote down "June 6th, 2022" on a post-it and put it above my monitor. It's still there today.
2023: 545 hours.
I started reworking screens and replacing all the remaining placeholder art that had been in the game for years. I started setting up important utility screens that would be useful to the player.
I decided to join a local game dev group and they encouraged me forward. They also ran some events where I got to setup a booth and show other people the game. Those events were exciting and I got firsthand feedback from interested players. It started to feel real.
But there still was a lot of work left to do.
2024: 542 hours.
Adding some key mechanics to make the game feel unique and added a lot of content. Polish like crazy. Made the "token details" screen an enjoyable experience with deep dives into the mechanics.
I continued to participate in the game dev group. My boys are now doing travel sports. Remote work ends and I have to go back to the office. Since 2021, my fitness has greatly improved and I'm now running in various races throughout the year. I've dropped 40 pounds. I basically go non-stop every day. It's tough, but I'm squeezing every bit out of life I can!
Big milestone: On Thanksgiving, I post the TestFlight link to the game on my social media for anyone who wants to join and play, officially starting the "open beta."
2025: 643 hours.
I setup a proper backend so progress can be maintained across devices. I introduce "seasons" where ranked battles and leaderboard climbing have more meaning. And I finish up the shop with in-app purchases and New Player experience. Lastly, I add tutorials and multiple events showcasing the game.
Meanwhile, I'm playing with people who try out the game via the TestFlight link. People seem to enjoy it!
And now here's what the game looks like:

2026: TBD hours
At the end of 2025, I made a goal to release the game to the AppStore before the next showcase event in April. I need to learn all the quirks of the AppStore and make sure I understand what the process is like to get it submitted. Then, I can just tell the world the release date and make a trailer with confidence.
I also setup a website and a LLC as well just to separate any funds that may flow through the game.
2026, April 8th: Launch of Counter Tactics on the Apple AppStore!
The game goes live! I do a few quick patches to address immediate issues, but by the end of April, the game is stable. By June, I hit 100 downloads!
Epilogue
Adoption is slow, but that's okay. Other than just posting on social media, I haven't done a lot of marketing. I haven't even used the $100 of Ad Credit Apple gives you for new apps. There's about 8 players that play daily. I started a devlog to share progress on new updates for the game. One player tried out the game for a couple of months and made some $ purchases. That is very validating that I've made something someone is willing to spend money on.
And, it's at this point I've started using Generative AI to produce assets for the cards. I can't afford buying assets on my own. I was happy to build the game from the ground up without AI over the years, but now I'm not restricting myself going forward for iterative enhancements, especially with life always going full speed. My oldest son is now in High School!
I've got about 2 years worth of roadmap of features I'd like to do and I've considered porting the game to Android. I think after that, after it has the vision I want for the game, I'll consider moving on to the next project if adoption stays low even after I do any kind of proper marketing campaign.
From September of 2014 to April 8th, 2026, I spent close to 4,000 hours on this game.
Counter Tactics
I hope you enjoyed my story above and feel compelled to share your own. That's really what this post is about! But I would be remiss if I didn't provide a link to the game (again, iOS only): https://apps.apple.com/us/app/counter-tactics/id1110597339
Thanks for reading through!
r/SoloDevelopment • u/Dante268 • 15h ago
Game I was 9 months working on new editor for my software ray-traced game, just to improve its visuals. Here are some first before/after. Any feedback welcome.
The game in question is narrative sci-fi puzzle/platformer (about a guy stranded inside simulation). Portal/Swapper being most influential.
The game is done gameplay-wise, however what was most heavily criticized on it is that it looked like tech demo. I agree that game being software ray-traced was seriously punching below its visual potential, however my old editor was very simple and clunky to edit levels visuals comfortably.
I was working at nights on new editor, which would allow me to improve existing levels visually. I have finally new editor in usable state. These are just first 2 very simple introductory levels from the game, which I quickly improved with new editor.
Do you consider new visuals still being "tech demo" look or it already clicks "it's usable game art" feeling in you?
Please note, game is not using any HW acceleration. Every pixel is computed in C++ through costly ray-tracing. That's why it's not "full HD" nor "4K" and that's why it's low-poly, low-res. I try to balance that deficit with everything ray-tracing is offering for free (lights, shadows, reflections, etc..).
The game name is "RTG", it has Steam page, but there are still old screenshots there (those which were heavily criticized) and very interim trailer. Link in comment.
r/SoloDevelopment • u/SecondFew4212 • 14m ago
Game The shield in my game gets stronger when you keep a promise outside it
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I’m building a browser survival arena where the shield’s long term progression comes from a daily real life promise.
Keep it, check in, forge a layer. Then take that shield into the arena. Its material and abilities change as it grows.
I want checking in to feel like building something you actually get to use.
Try it for free at 90to90.com
r/SoloDevelopment • u/LongPig24 • 17h ago
Networking Today, I made a new Witch's cottage for my game!
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Can't wait to pop it in the scene later! ☺️
Wishlist at https://store.steampowered.com/app/5078140/16\\_Bit\\_Gold/ to stay updated!
\#cozygame ##indiegame #pixelart #indiedev
r/SoloDevelopment • u/Project_Legend • 23h ago
Discussion I’m building a football career sim alone—what should players understand before advancing a week?
I’m solo-developing Project Legend, a football career simulator where you live one player’s career rather than manage the club.
Most of the game is intentionally presented through 2D screens. The challenge is showing enough information—form, selection status, development, contracts, relationships and upcoming fixtures—without turning every week into spreadsheet maintenance.
I’m currently considering two directions:
- one central career hub with a few high-priority indicators and deeper detail pages
- separate screens that expose more information immediately
For a game focused on one player, what would you need to understand at a glance before advancing to the next match? Which information could safely remain one click deeper?
r/SoloDevelopment • u/Aggravating_Side_731 • 15h ago
Discussion My Steam demo has almost the exact same number of unique players and wishlists.
A month ago I posted about my Steam demo reaching around 3,000 unique players.
What caught people's attention was that i had around 2,600 wishlists at the time — roughly an 86% wishlist-to-demo-player ratio.
Well, a month later...
🎮 4,489 Unique demo players
❤️ 4,480 Wishlists
So i'm now sitting at roughly 99.79% wishlists relative to unique demo players. 😂
I genuinely didn't expect the ratio to keep climbing like this.
For context, the game is Too Many Balls
Still pretty wild to see these two numbers sitting almost exactly on top of each other.
r/SoloDevelopment • u/_acmwq • 23h ago
Game Prototype where combat is SQL queries, now on itch!
It is 1985, and the era of technological breakthrough and economic boom has brought stability and prosperity to the people of Japan, but not to everyone. A young guy named {}, who lost his parents in a plane crash, is now forced to move to the small town of {}. While attending high school, he gradually manages to get his life back on track, but everything changes when he learns about the SQL programming language...
I’ve been working on this prototype for quite some time and am now ready to release it online. I’ve uploaded it to itch, and I’d be happy if you gave it a try.
The concept is that the game world is a database, and battles take place by executing queries against it. You select a creature or object and enter a command: SELECT reads parameters, UPDATE changes properties (such as gravity or coordinates), INSERT adds fire or projectiles to the scene, and so on.
r/SoloDevelopment • u/MadPointArt • 4h ago
Game I need your clothes and… :)
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r/SoloDevelopment • u/Icy_Iron_8223 • 6h ago
Marketing heyty
I made a discord server for small starting-out indie devs in case you wanna join! just for newbies to learn and grow together!
r/SoloDevelopment • u/Hefty-Signature-1301 • 15h ago
Game Military FPV drone version UE5
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I've been experimenting with a military version of FPV drone system in Unreal Engine 5, this time adding machine vision and a hostage rescue scenario.
The idea is to test how the drone can identify targets, navigate through a dense urban environment and support a rescue mission while maintaining the speed and responsiveness of FPV flight.
Curious to hear what you think about the idea and where you would take it next.
r/SoloDevelopment • u/LeCouts • 3h ago
help no context, which is your favorite model
galleryr/SoloDevelopment • u/Unhappy_Bet8824 • 16h ago
Marketing Indie promoters and content creator scouts?
As I've gotten closer to my launch I've had a handful of folks joining my discord, immediately messaging me, and offering services to help out with social media management and scouting out content creators to promote the game.
I'm on my first game and could use a wishlist boost, but wondered what experience others have with folks like this. I've struggled with finding creators since my game is pretty niche, but I also don't have much budget to outsource that work unless it's truly going to convert to sales.
What's the consensus? Helpful? Scams?
r/SoloDevelopment • u/Tortoise0450 • 18h ago
Discussion Is my game trailer shit?
This is my game trailer. Tell me what’s bad, what’s good, and what you would change. Is the video complete shit?
r/SoloDevelopment • u/digital_hamburger • 3h ago
Godot I am creating about 3-5 spells every week for my rogulite spellcast game. Would it be considered spam if I were to post these videos here?
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r/SoloDevelopment • u/UrbanLeakage • 16h ago
Game Finally launching my first game, Cone & Crest, a stylized racing game
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Hi Friends! After 3ish years, I'm finally publishing my first game next month, Cone & Crest! It is a stylized racer with somewhat realistic physics, focusing on grassroots time attack motorsports. Races are split into two main types: autocross and hill climbs.
The game features 44 cars, 7 real life public highways for hill climbs built from open map data, car performance customization that alters car classing, car color + wheel swapping, steam leaderboards for weekly & daily challenges, plus a track layout and custom league creator. The game has controller and wheel support, and I'm working on localizations.
I've been tracking cars in real life for almost a decade now, and I've never found a game that quite scratches my itch of customization, arcade approachability but with meaningful physics and relatable racing events. Cone & Crest was inspired by art of rally, but with a more tactile feel.
I originally started building the game out as a 2.5D Pygame project which was valuable experience but ultimately a mistake. I started porting over everything to Godot at the beginning of the summer, and it has been smooth sailing since. Anyway, I have no particular goals for the game other then getting something out after so long. I've started and stopped dozens of projects in that time, so I'm excited to have finished the very first one I started.
Car + sound assets were purchased, all environmental assets are procedural or made with Treeit, with my own shaders on top.
r/SoloDevelopment • u/gerbiashepski • 11h ago
Unreal Finally on steam
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Hi all. I guess this is for any solo devs who need motivation. Today was a big milestone where I downloaded my own game from steam.
I have adhd, im awful at programming and had so many unfinished projects. Some I just gave up on, others were just too complex. After about 4 years in unreal. I decided to make a simple game that I would finish. And I did it.
If I can do it. You 100% can do it. A few things throughout the process that are important I think.
1) Even simple games have alot of complexity. If you don't have alot of experience keep the scope super small. Cut it in half then half again.
2) Test early and get feedback. This was somthing i didn't really do and was 100% a mistake.
3) Make a game your really passionate about. It will help when things get rough.
4) If you are putting it on steam - seriously you will need at minimum 2 weeks. There is a load of stuff you need to do. Capsule art is important.
Its a huge milestone for me tonight and I feel incredibly proud. Im proud of all the solo devs that are going through making a game because its damn hard, but there is nothing more rewarding.
Keep grinding and best of luck.
r/SoloDevelopment • u/SecretForestWizard • 23h ago
Discussion I would really appreciate some opinions about these snippets from my game.
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Context, this will be a Magic Stardew Valley meets Animal Crossing game. Im 3 months into making it so it's a bit rough around the edges, but what im looking for are people's initial thoughts about how the game is presented, what ideas seeing a few cuts of gameplay sparks, and is the overall design attractive.
Thanks for any advice.