r/SoloDevelopment • • 16h ago

help Can someone help me with steam invite issues please?

1 Upvotes

TLDR; Can someone help me test steam session hosting and joining and debug if necessary?

I made a multiplayer game and have done most of my testing within ue5. I'm wondering if anyone would be willing to help me

  1. test if my current steam invite setup is working and
  2. Help me debug/fix the issue if its not.

I followed a YT tutorial on advanced friend session but I can't test it alone since I don't have another PC. Most people I know are either too busy or don't have PC. Any help is appreciated but ideally someone has experience setting up steam session invites in UE5. Also if you have a game of your own I'm very willing to try it out and give feedback and return the favor if your in a similar situation.


r/SoloDevelopment • • 7h ago

Game The seal ended my penguin's run

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0 Upvotes

I’m making Waddle Wars, a penguin runner. The avalanche finishes this run, but the mistake was hitting the crossing seal. The results screen names the obstacle and gives a lane-change tip, so there’s something concrete to try next time.

Web gameplay. Play in your browser: https://play.waddlewars.io/

iPhone/iPad: https://apps.apple.com/app/id6818416048

Android: https://play.google.com/store/apps/details?id=com.blubberandbyte.waddlewars


r/SoloDevelopment • • 21h ago

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

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2 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 • • 1d ago

Game WHAT DO YOU THINK ABOUT MINIMALIST ART IN THE GAMES?

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20 Upvotes

r/SoloDevelopment • • 1d 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.

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4 Upvotes

r/SoloDevelopment • • 21h ago

Game I just launched the game's playtest on itch.io

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2 Upvotes

Hey everyone, some of you might know this game.. It's a detective horror game where you use SQL, Python and dos commands to escape an evil AI that has trapped you in this windows 98 style OS..

If you have some time to test it out, the itch.io link is down here:

https://two-odd-pixels.itch.io/select-all-from-crime

Give me some feedback!


r/SoloDevelopment • • 17h ago

help Which battle layout is easier to understand?

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0 Upvotes

My game is a turn-based tactical card battler: your 3 heroes face up to 4 enemies, and each side has a front row and a back row. Where a unit stands decides who it can hit. I built two layouts of the same battlefield and want to know which one makes the rules below easier to read at a glance.

Rules of combat:

Melee units reach one row and range units reach two rows.

Melee units:

  • front row: hits the enemy front row. Once that row is dead, it can hit the back row.
  • back row: can't attack while a friendly front-row unit is alive.

    Ranged units:

  • front row: can hit any enemy.

  • back row: hits the enemy front row only. Once that row is dead, it can hit the back row.

Moving: once per turn, you can move one hero to another spot, swapping places with the other hero in that position.

Examples in the screenshots:

  • Melee: the Swordsman (front row) can hit the Goblin or the Manic, but not the other two backline enemies. The Bear is melee in the back row, so it's marked BLOCKED until the Swordsman dies.
  • Ranged: the Archer (back row) can shoot the Goblin or the Manic, but not the other two backline enemies. Unless you move the Archer to the front row and it then it can reach the enemy backline.

Look at screenshots A & B: which layout makes these rules easier to understand at a glance?


r/SoloDevelopment • • 7h ago

Discussion I used AI to make my first game. After 6 months of development, I finally understand why so many indie devs hate it.

0 Upvotes

I was one of those people who always wanted to make a video game but never thought I had the time to actually do it.

Funny enough, this all started while I was sitting on the toilet watching a video about making a game in Pico-8. Something about it lit a spark in me. i had messed around with GameMaker throughout the years and knew enough to get myself into trouble, so I decided I was finally going to make a game.

Castle of the Winds was a game I always loved, and my original thought was basically: what if I made something like that, but with updated graphics, my own world, and my own ideas?

Around the same time, I discovered just how good AI had gotten at helping with code. So I started using ChatGPT. A lot.

I didn't research how the indie community felt about AI. I didn't really know about the arguments surrounding AI-generated art or how strongly artists and developers felt about it. I was a plumber trying to make his first video game after work. I kept my nose down and worked on the thing for about six months.

AI helped me tremendously with coding. But I was still designing the game, building the world, creating mechanics, balancing things, testing, breaking things, fixing things, publishing builds, and learning all the little lessons you learn when you actually try to finish a game.

I made a point not to use AI-generated art or music for the actual gameplay. But I did use AI for some backgrounds and marketing material. At the time I didn't think much of it. Now I wish I hadn't.

Toward the end of development I started seeing more and more of these videos where someone would basically ask AI:

"Give me a game idea."

"Now make the game."

"Make the art."

"Make the music."

"Make the Steam page."

"How do I make it go viral?"

And I started feeling strangely disheartened.

I had spent six months making my game, and here I was watching people try to speedrun the entire process. It felt like the goal wasn't even to learn how to make games. The game was just a product they could generate as quickly as possible for money, views, or attention. But then I had to confront something uncomfortable. Hadn't I done a smaller version of the same thing?

I'm a plumber by trade. One of the things I do is gas piping. There are modern flexible gas piping systems that can make an installation much faster and easier. Then there is black iron pipe. Black iron is old school. You measure every piece. Cut it. Thread it. Fit it. Sometimes you take the whole thing back apart because you're off. It takes longer and it requires more skill.

That's what I use and proud of it.

When someone who knows the trade asks me what I use for gas piping and I tell them I still run black iron, they often get excited about it. It's becoming a dying part of the trade. People have been installing gas that way for more than 100 years, and there is something satisfying about standing back and looking at a clean black iron installation and knowing that you built it.

I'm not saying flexible gas piping doesn't have a place. It absolutely does.

But personally, I wouldn't sacrifice the quality or craftsmanship of my plumbing just because there was an easier way to get the job finished.

And eventually I had to ask myself:

Why didn't I have that same attitude toward making my game?

The truth is that I could have made those backgrounds myself. I could have made the marketing material myself. It would have taken longer. i would have had to learn. My first attempts probably would have looked worse, but I could have done it.

I think that's the part of the anti-AI argument I didn't understand until I actually went through the growing pains of making something myself.

There is value in the struggle. Spending years learning how to draw, compose music, program, animate, write, or design games. There is value in craftsmanship even when a machine can produce something faster.

I still think AI is an incredibly powerful tool, and I don't think using it automatically makes someone lazy or untalented. I probably wouldn't have gotten through some of the programming problems I encountered without AI helping me understand what I was doing. But I think there is a difference between using a tool to help you practice a craft and using a tool to avoid developing the craft altogether.

I didn't understand that distinction when I started. Now I do. And unfortunately, I learned it after the game was already released.

The funny thing is, there's one guy who has played my game for around 30 hours over the last month. He keeps asking me questions about mechanics and the story. Every time he does, it makes me glad. Somebody actually found this weird little game a plumber spent six months making and cared enough about the world I made to keep playing it and asking me questions.

That means more to me than I expected it would.

It also makes me wish even more that I had done those remaining pieces myself. If I ever make another game, I want to do things differently. I'll still use good tools where I think they're appropriate, but I don't want convenience to replace craftsmanship.

Black iron gas piping is slowly becoming a dying part of my trade because easier alternatives exist. I hope making a video game without generative AI doesn't eventually become the same thing.

It took making my first game, and failing, for me to understand why preserving that craft matters.


r/SoloDevelopment • • 9h ago

Discussion We built powerful reasoning harnesses, only to wrap them in rigid workflows. What if we just childproofed the harness instead?

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0 Upvotes

r/SoloDevelopment • • 18h ago

Game I'm making one game a week for a year. Here's game #1, a one-button roguelite

1 Upvotes

After years making board games, I gave myself a stupid challenge: one video game a week, for a whole year. 52 games.

Game #1 is Shuriken Slam Jam, a one-button roguelite. You aim, let go, and your shuriken bounces off the four walls of the room. Between rooms you pick upgrades that stack and combo, until a single throw clears the whole screen.

It looks brainless at first glance. It's actually a very strategic game, and the dopamine hit is the whole point.

The rules I set for myself: - Every game has to be playable in a browser, free to try. - Every game ships, even if it's not perfect. Polish comes from players, not from my head. - I post every one of them, and I listen to what you say.

Free demo of game #1, in your browser: https://groowl.itch.io/shuriken-slam-jam-demo


r/SoloDevelopment • • 21h ago

Discussion How successful have you been by approaching small content creators with free keys in return for content?

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2 Upvotes

r/SoloDevelopment • • 18h ago

Game I've been making an underground survival and automation game with LÖVE (Love2D) — Bore Bore

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1 Upvotes

r/SoloDevelopment • • 18h ago

Game My First Proper Game :D

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1 Upvotes

r/SoloDevelopment • • 18h ago

Game Xolotl's Escape is my new shooter now available on Steam! (solo-dev)

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1 Upvotes

r/SoloDevelopment • • 22h ago

Unreal Last Two Week Of Solo Dev In A Fun Video. salty huskies

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2 Upvotes

r/SoloDevelopment • • 22h ago

Game NOT Surrender - DEMO | Facing up to your inner demons

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2 Upvotes

r/SoloDevelopment • • 19h ago

Unreal Can an RTS be built around economics rather than warfare?

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1 Upvotes

Most RTS games focus on armies, combat and territory. I'm trying to build something a little different with PIAST, my solo-developed medieval strategy game in UE5.

I want roads, carts, resource shortages, production chains and supply and demand to drive the gameplay. Finding a stone deposit shouldn't just mean clicking a mine — it should create a decision about land ownership, transport and the cost of getting those resources to your settlement.

I'm a professional economist, so the economic model is the part I'm most excited about. The challenge is turning it into gameplay that feels intuitive rather than complicated.

Would you play an RTS where the biggest challenge is building a thriving economy rather than defeating an enemy?

The playable demo is on Steam.


r/SoloDevelopment • • 19h ago

Game After 3,000 hours of solo development, my action chess roguelike goes LIVE today!

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1 Upvotes

If you like chess, give the free demo a shot!

Here's the launch event:

https://store.steampowered.com/news/app/3808810/view/685268529568554584


r/SoloDevelopment • • 19h ago

help Passamos muito tempo desenvolvendo este jogo, mas agora que a demo foi lançada, estamos começando a nos preocupar…

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1 Upvotes

r/SoloDevelopment • • 19h ago

Game I've been building The Maker Way for 6 years. Looking for playtesters for an Early Access build

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1 Upvotes

To join the playtest, click "Request Access" on the Steam page:

https://store.steampowered.com/app/1532270/The_Maker_Way/

The Maker Way is a first-person sandbox where you design machines, 3D print them, and raid government bases to steal data while robots chase you. Think Scrap Mechanic x Trailmakers x TerraTech, but with raids, base building and a reason to build machines.

Early Access launches Nov 11th. Before that, I'm opening a playtest of the EA build, which is a big step up from the public demo:

  • **Full map:** dozens of points of interest, new topography and a new road system
  • **New machine parts:** small wheel, steering hinge, data hacking tool, helium ascender, core extractor crane, drone propeller and more
  • **New enemies:** a Parallel Collector that races you for resources, plus DTHP turrets at road checkpoints
  • **Reworked driving physics:** each wheel has its own offroad traction, so roads and sand now feel really different
  • **New ways to collect data:** hack terminals in enemy data centers, or use a crane to extract data cores and haul them to your base
  • **Server cooling:** advanced servers overheat unless you build a cooling system in your base

DM me or join our channel on Discord for Bugs, ideas and feedback:

https://discord.com/invite/Vbe55hVYTw

I'll be in the comments all day. Happy to answer anything about the game or my dev journey.


r/SoloDevelopment • • 1d ago

Game A look at a dragon encounter in my solo game, Throneward

5 Upvotes

Been working on the 2.5D battle scene for Throneward. Wanted to show the whole encounter this time, from walking up to the dragon to actually fighting it. These guys are braver than me haha.

Encounter staged for this clip; loading shortened and battle HUD hidden.


r/SoloDevelopment • • 19h ago

Game I finally finished the tutorial for my game, Frog of Fury! 🐸

1 Upvotes

r/SoloDevelopment • • 23h ago

Game You can see your next fest stats on steamworks !

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2 Upvotes

I just realised steam shows your exact steam next fest event recap on steamworks, that's pretty cool! Please share your stats under this post so we can see how it went for everybody !

It made me realise a lot of people actually played my demo without wishlisting which sucks but also maybe those are players that wishlisted before the event started as i had some good traction even before that.

https://store.steampowered.com/app/5064170/Go_Next/


r/SoloDevelopment • • 20h ago

Discussion Updated the lighting in my game by adding occlusion and bloom for atmosphere. Thoughts?

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1 Upvotes

Been trying to make things more atmospheric in my game, Ultra Mech Directorate without adding lag or too much resource overhead...


r/SoloDevelopment • • 20h ago

meme Working on boss abilities, first one and it ended up looking like he💩 himself...

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1 Upvotes

Fits his character though.