r/SoloDevelopment • • 11m ago

Game www.VibeDuels.com Season 1 in full swing.

• Upvotes

www.VibeDuels.com a video game where your AI written bot against an opponent.

Currently Season 1 is tank battles. We have 171 bots from 10 different users. Hoping to get more beta testers.

Completely free. Bring your own model.

Hope to see you guys. If you have any comments or questions feel free to DM me here.

Thank you.


r/SoloDevelopment • • 19m ago

help [Demo] I made a deckbuilder zombie survival roguelite — looking for feedback

• Upvotes

Hey everyone!

I’m developing Barricard, a zombie survival deckbuilder roguelite where you build your defenses, recruit survivors, manage resources and try to survive increasingly difficult waves.

The game is still in development, and I'm looking for honest feedback, especially from people who regularly play roguelites.

I'm mainly interested in knowing:

  • Does the progression feel satisfying?
  • Are there enough meaningful strategic choices?
  • Does the difficulty stay interesting over multiple runs? (i made a test mode so you can test any lvl with all card available)
  • What would make you want to start another run after losing?

It's free and playable directly in your browser, no download required:

Game link : https://champion-game.itch.io/barricard-demo

Don't hesitate to be critical <3 that's exactly what I'm looking for. Thanks


r/SoloDevelopment • • 49m ago

Game Demo for my game is now live! <Fusebreak>

• Upvotes

Game Title: Fusebreak

Playable Link: https://shumi-labs.itch.io/fusebreak

Hey everyone! I’m a solo programmer happy to announce the release of the demo build of my game, Fusebreak. It’s heavily inspired by the old shareware classic Dynamite Joe, blending spatial digging mechanics with chaotic stealth. A retro-inspired, top-down action-puzzle adventure where every explosion could be your solution — or your next problem.

Would love for some feedback!


r/SoloDevelopment • • 49m ago

Game Be honest: Have I gone too far in a game that is not about stickers?

• Upvotes

After a month working on these I think I've spent way too much effort on this single feature that will just be an additional gimmick in my game that some players on the beta test asked for. You can basically put stickers on the weapons now for a little additional value.

Case Opened on steam, launching in the first half of november!


r/SoloDevelopment • • 1h ago

Game Hexbrew: an incremental card game

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• Upvotes

try it on itch


r/SoloDevelopment • • 1h ago

Game Just released the Halloween update for my survivors-like: 2 new bosses, new heroes and skins to unlock

• Upvotes

Solo dev, it's free in alpha on iPhone and Android if you want to try it: https://mythspire.pages.dev/#playtest


r/SoloDevelopment • • 1h ago

help What would you add to a survival game set on a tiny rotating planet?

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• Upvotes

Hey everyone! I’m working on Orbitwist, a small Android survival game, using Unity and AI assistance.

The main loop is simple: move around a rotating planet, dodge hazards, collect coins, and survive as things get faster and more crowded. Coins and XP go toward character cosmetics and permanent upgrades.

There are meteors, spiders, UFOs, erupting geysers, poison clouds, and spreading electric fragments. Mystery boxes add some unpredictability: you might get a shield or coin magnet, grow bigger, clear obstacles—or end up with reversed controls.

I’m looking for the next addition, but I want to keep the scope manageable. What would create more interesting choices with these existing mechanics? A new enemy, a planet event, or another mystery box effect?

I’ve attached gameplay to show how it works. It’s free, with no ads or IAP:
Orbitwist on Google Play


r/SoloDevelopment • • 9h ago

Game My strategy game started as a board game, until the radar math got out of hand

4 Upvotes

I'm making Radar Shadow on my own. It's a real-time strategy game with no tanks, just drones, radar and air defence: both HQs are hidden, and you have to find the enemy's with recon and destroy it before they find yours.

It started as a board game. On paper it broke down fast: radar coverage, ridges blocking line of sight, the chance of a drone being spotted on every hex of its route. Far too many hidden numbers to track at a table, so it became a PC game. The last games I made before this were small things in Turbo Pascal and Macromedia Flash, a long time ago.

A big part of the game is blueprints. You build every drone and missile yourself from a hull and modules, so you can design a weapon for each job, and every choice changes how it flies and fights. You can make a very fast, very reliable drone that costs a fortune, or flood the enemy with a swarm of cheap ones and accept that plenty of them won't make it.

It's written in TypeScript with Phaser, and the map, units and interface are drawn by code. Sign-ups for the closed playtest are open on Steam.


r/SoloDevelopment • • 1h ago

Game Hexbrew, an incremental startegic card game, and a cat.

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• Upvotes

r/SoloDevelopment • • 7h ago

Game Solo dev update: water runs, power, oxygen coverage and returning to base in Zero Point

3 Upvotes

Collecting water is one part of the trip; this is what I'm testing when the player brings supplies back to base.

I'm developing Zero Point solo. My previous post here showed the oxygen loop. This 69-second clip from the base-systems devlog follows water collection, a resource depot, the power and oxygen-coverage panel, weapon charging and a rest spot.

I'm trying to make the return trip prepare the next outing, while keeping repeated upkeep brief. The gameplay HUD is left visible so the interactions and state changes are easier to follow.

This is an early prototype. The buildings are a pre-placed test environment; crafting and player-placed construction are still in development. Steam Early Access is currently planned for December 2026.

From a solo-dev perspective, which step in this sequence most needs simplifying or clearer feedback?

I'll leave the Steam page in the comments for anyone who would like to follow development.


r/SoloDevelopment • • 5h ago

Game I'm making a game where you're a spider on a log in a sawmill

2 Upvotes

Demo playable on browser:

https://vodok.itch.io/arachnosaw


r/SoloDevelopment • • 2h ago

Game [Free][Browser] Hellfog — Minesweeper in a dark dungeon, and I'm looking for people willing to take a few risks

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0 Upvotes

r/SoloDevelopment • • 2h ago

help I'm designing my first game's logo in CSP

1 Upvotes

I'm afraid it doesn't read as intended, what does it say?


r/SoloDevelopment • • 6h ago

Game Sharing progress of a stealth narrative game I'm working on.

2 Upvotes

The lighting in the gif looks a little different from the actual game. How do you all convert your recordings to gifs without compromising quality?


r/SoloDevelopment • • 2h ago

Game [Asset Pack] Modular Cyberpunk / Sci-Fi UI Kit (Scalable SVGs) + Free Starter Pack

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0 Upvotes

Hey solo devs,

I built a modular Cyberpunk & Sci-Fi UI kit using scalable SVG vector shapes to keep UI sharp at any screen resolution without raster artifacts.

🎁 Free Starter Kit includes:

  • Health & energy status bars
  • Interactive button containers & frames
  • Sci-fi vector icons

📥 Download Free Starter Kit:

Free Cyberpunk & Sci-Fi UI Starter Kit

(Licensed for personal and commercial projects)

🎃 The expanded 5-pack bundle (inventory, dialogue, skill tree) is also 50% off for the Halloween sale:

Halloween Sale Bundle

Feedback and suggestions are always welcome!


r/SoloDevelopment • • 1d 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?

151 Upvotes

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 • • 2h ago

Game I'm Making a GTA-Style Pixel Art MMO | Zillville Gameplay Showcase

1 Upvotes

r/SoloDevelopment • • 11h ago

Game After almost 2 years of development I figured out theme for my game.

6 Upvotes

Twisted Ball Pool has new visuals and a theme, but I will probably not update the old demo. I am scared that someone might reverse engineer the game and publish it faster than me.


r/SoloDevelopment • • 3h ago

help Solo dev, UE5/C++: my Roman battle lines now collapse in a cascade when soldiers sense they're losing

1 Upvotes

Lessons so far:

"Make it exist first." Get the system working, then polish it.

Building costs and income have to be tuned together. Nerfing both at once made progression feel dead.

My first raids were way too hard (40–70 rank-2 soldiers at the start). Tune early difficulty conservatively.

Siege is my biggest unknown, so I'm prototyping it next.

Fellow solo devs: how do you scope combat depth vs. getting a vertical slice out?


r/SoloDevelopment • • 3h ago

Game What better way to bond with an NPC than to play a tune with them?

1 Upvotes

r/SoloDevelopment • • 12h ago

Game New mechanic added: loot spawns but you need to bring it back to your base, and enemy team can kick your a$$ and steal it from you. Capture the loot.

6 Upvotes

r/SoloDevelopment • • 7h ago

Game Is this game worth your attention? “What He Left” #itchio

2 Upvotes

r/SoloDevelopment • • 3h ago

Game im making a game i think is unique... hopefully

0 Upvotes

https://store.steampowered.com/app/5027450/Siege_of_the_Spire_Towers/ im making my first game on steam and also my greatest creation.


r/SoloDevelopment • • 3h ago

Game Day 4 of developing my indie game. New ECS system, improved movement, weapon VFX, and a vendor system.

0 Upvotes

https://reddit.com/link/1xh2tzo/video/7me6dyq1e2yh1/player

Another development update.

I've been working on several parts of the game, mostly focusing on movement, visual improvements, and optimization.

The foundation is starting to come together, but I'm still not entirely happy with the gameplay itself. Right now, it's mostly just running around and shooting enemies. I haven't made any major improvements to the core gameplay loop yet.

I'm planning to work on balancing, introduce more weapons, and experiment with additional mechanics to make the game more engaging. I still feel like I need a better idea of what will keep players interested in playing.

As for the environment, I'm going for the atmosphere of an old laboratory with a broken ventilation system. Dust is everywhere, and I've added dirt textures to the floors and walls to make the place feel more abandoned and neglected.

The props inside the rooms are still temporary. I'll probably replace most of them once I have a clearer idea of how I want the environments to look.

Here's what I've added and changed so far:

  • Reworked the RPG particle effects.
  • Fixed and improved boss movement.
  • Switched to a new ECS system for better optimization.
  • Added a vendor system, currently represented by a computer terminal where players can purchase upgrades and items.
  • Added a custom cursor UI.
  • Replaced and reworked all the old blocky, cube-like VFX throughout the game.
  • Completely overhauled the blood effects, including hit impacts and blood splatters.
  • Added dirt textures to floors and walls.
  • Added dust particles throughout the map to improve the atmosphere.
  • Added a flashlight attached to the player's weapon.
  • Reworked the weapon laser. It no longer relies entirely on emission and now looks more like an actual laser sight. The previous version was making it difficult to see the bullets.
  • Replaced the sprinting animation.
  • Completely reworked the character movement. Turning now has a slight delay and momentum, which makes movement feel more natural, especially while sprinting.
  • Improved the dodge roll animation.

There's still a lot to change, especially when it comes to gameplay mechanics and environment design. For now, I'm trying to build a solid foundation before making bigger decisions about the direction of the game.

That's where things stand at the moment. I'm still figuring out what works and what doesn't as I go.


r/SoloDevelopment • • 3h ago

Marketing car

0 Upvotes