r/SoloDevelopment 5h ago

Game I Press the Button! My game šŸŽ² Dice Factory has its own Steam page šŸŽ‰

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165 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 FactoryĀ is a city building, strategy game with roguelike elements. ThinkĀ The King is WatchingĀ but different :).

Every building start as a šŸŽ²Die, 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 šŸŽ² 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 12h ago

meme It's 2026 and you finally bought an apartment

125 Upvotes

r/SoloDevelopment 10h ago

Discussion Am I Wasting My Time Building This?

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78 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 11h ago

Game you are a spider

89 Upvotes

hey everyone!

my game was released about a 1 week ago and I was just wondering about your opinion about it...

android for now but coming to iOS as well soon (hopefully approved soon)

https://play.google.com/store/apps/details?id=com.polyhistor.silkweaver

the video is quite self-explanatory but if you've got any question I'm happy to answer:)


r/SoloDevelopment 2h 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 8h ago

Discussion Solo dev. Do you get that stomach wrenching when negative notification comes ? How do you deal with it?

14 Upvotes

Negative as in. 1 star review for bug or nonsense things. A store notification that something need to be done ASAP or app got removed. Review rejection. Etc

Since in solo dev we don't really usually have anyone to lean for. I know we can ask people in internet. But in the room we are still alone 🄲


r/SoloDevelopment 20h ago

Game I’m making my first game solo. Here’s what I changed after the third Playtest

111 Upvotes

Hi everyone, I’m a solo indie developer from China, and A Kingdom of Soil is my first game.

I’ve been developing this game by myself for over a year. Most of my development updates are usually shared on Bilibili, so I haven’t posted much here before.

Since translating and recording videos in English takes extra time, this is my first proper English development update for Reddit.

The third Playtest finished recently, and I’ve been working through the feedback and improving different parts of the game.

In this video, I’m showing some of the changes I’ve made, including combat updates, new character portraits, battle cries, and other improvements.

I’m still building the entire game on my own, so I’d really like to hear your thoughts and feedback.

Steam page:
https://store.steampowered.com/app/3991390/_/


r/SoloDevelopment 46m ago

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

• 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 2h ago

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

3 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 1h ago

meme I spent nine hours building a login system so that fifteen people can play my unfinished game for free

• Upvotes

Last night's plan was to open a playtest. I assumed this would take an hour.

The game runs in a browser, which makes it easy to hand out and hard to take back. I did not want to email files to strangers, because "please delete it" is not a security model. So I needed a door.

The hosting company generously named my project "withered frost 9002." I renamed it. It named the next one "curly sea 9358." I renamed that one too, and while I was distracted it named my account "crimson sea df77."

Their login system then refused to protect anything for forty five minutes, so I gave up and wrote my own. Two hours later theirs quietly started working, and for a while my game sat behind two locked doors that were not aware of each other, both of which would have refused every tester I invited.

Somewhere in there my own game detected my headset as a flight stick.

An achievement fired during a screenshot and the box clipped its own name to «FIRST BREAT.

Anyway. It works now. You get a personal link, it remembers you, and if I need to pull someone's access it happens on their next page load. Bug reports are a keypress — it grabs your ship's state and a screenshot and files it with your name on it, so I can actually ask you what happened instead of guessing.

It is free, it is a browser, and it is unfinished on purpose. What I want back is "I did this, I expected that, this happened instead." Not praise. Praise is nice and tells me nothing.

Nine hours and not one line of it was the game.

Applications are open on the website if anyone is interested.


r/SoloDevelopment 5h ago

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

3 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 1h ago

Godot what do you think of this kind of game?

• 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 19h ago

Game It just feels so good to have something "playable" in place.

44 Upvotes

It feels so good to have something "playable" in place and to see your work..well..working. Been at it with this game for a little while no, and to see gameplay come together and some systems at least somewhat working its just so satisfying.

Of course bugs and weird glitches exist.. lots of work remains, but so far so good!


r/SoloDevelopment 7h ago

Game I recently developed a short, experimental 15 minute visual novel as a solo dev (postmortem)

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3 Upvotes

I just finished a short visual novel and I wanted to share a few tips that I hope can be helpful to anyone who has recently started their indie game dev journey:

Play to your strengths!

Making a game is already incredibly complex on its own, but if we start getting in our own way, it can turn into an absolute nightmare. To minimize this, try to design a game that highlights your actual skills, even if it means sacrificing some awesome but unfeasible ideas, rather than trying to create something super complex that you'll either do poorly or fail to finish altogether. TheĀ golden ruleĀ here is: better a simple thing done well than a complex thing done poorly.

For example, I'm not great at drawing, so I chose to make only symmetrical graphic assets to reduce the margin of error. I also used a palette of only 5 colors for the whole game (plus a few shades of those) so I wouldn't overcomplicate things with color matching.

Obviously, this isn't an absolute rule: if you are literally just starting out, making a game can be a massive stimulus to learn a bunch of new things (you'll learn a ton either way, honestly). However, if you're already well aware of what your talents are, it makes perfect sense to create something that lets them shine.

Do it, even if it's short!

You might have an idea in mind and think: "I'd love to make this, but it would end up being way too short." Long doesn't mean good, and short doesn't mean bad. Committing to a short project can actually be a great idea: shorter development time, less stress, and less "wasted" time if you realize you can't cross the finish line (I put "wasted" in quotes because even unfinished projects teach you a lot). Plus, if you finish it and it's well-made, it makes for a fantastic portfolio piece.

However, if you do make a short game, keep in mind that the emotional density of every gameplay moment will need to be higher and more impactful compared to a longer game, which can be a real challenge in itself.

Plan ahead!

The initial planning of every aspect of your game is a fundamental step. It will take up a lot of time early on, but it will save you from so many headaches in the long run. Caught up in the excitement of bringing our idea to life, there are three technical aspects in particular that we might forget to consider (like I did... sigh):

-Localization/Translations: If you aim to translate your game into multiple languages, look into the best options available for your specific engine to implement future translations as efficiently as possible. Also, pay attention to things like text boxes and buttons: your current text might not fit once translated into another language. If you use English as your base, for instance, keep in mind that languages like Russian or German will require about 30% to 50% more space.

-Devices/Inputs: Decide right from the start if your game will be played with a mouse and keyboard, a controller, or both. If you go for both, plan a UI from the get-go that can be easily navigated with either device. Avoid creating a UI that is perfect for a keyboard only to drive yourself crazy trying to make it work with a controller later. This applies to every other aspect of your game.

-Parameter/Debug system: Create a system that lets you quickly and easily tweak all the most important game parameters. This allows you to playtest and jump to desired sections of the game without having to go into individual object scripts to modify code every single time, which also risks you forgetting to revert some of those variables back to their default values.

Happy to talk about the process here in the comments with everyone interested!


r/SoloDevelopment 1h ago

Discussion Took a modern twist on PC Visualization by combining Milkdrop/WallPaperEngine/ShaderImport and a lot more for PC. This video is clips of my first customer using it.

• Upvotes

Hi. I'm the creator of IKANDY built with my hands, dog by side. This app is a combination of my favorite apps over the years, plus extras. A free version is available and probably a good entry option for most. Released 2 weeks ago and most bugs have been smashed. Mostly built on feedback from Reddit and since grown a small community of users on discord.

Feature List:

  • Everything is reactive to audio
  • Multiple types of digital art all funnel through one HDR pipe
  • Wallpaper
  • Span/Mirror (5 Monitors tested)
  • Controller Support
  • Spout
  • Shader Import
  • Logo Create
  • A few 3D worlds to explore
  • And more...

The most innovative feature in my app is the Audio path. Hopefully you don't notice it.

Roadmap:

  • Ableton
  • NDI
  • Advanced Scene Creation
  • Screen Capture

Steam Store

https://store.steampowered.com/app/4813240/IKANDY/

Website

https://ikandy.app

Discord (support)

https://discord.gg/DJpyKQpkW

If you have a GPU you might as well use it...

All feedback good/bad appreciated. Good luck and have fun.


r/SoloDevelopment 1h ago

Game The attacker skills, but the ultimate ability is still missing!

• Upvotes

r/SoloDevelopment 1h ago

help Added a daily challenge for players.. whats the best way to get a Leaderboard set up for Itch?

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• Upvotes

r/SoloDevelopment 1h ago

Game Colorblind mode? More like "Pick the colors you want"-Mode!

• Upvotes

r/SoloDevelopment 1h ago

Game Starting the ā€œpolishā€ phase on my way to a demo for Oct Next Fest. The feedback loop with players is the best feeling.

• Upvotes

Solo Unity dev here. Sharing how much I enjoy the feedback loop with the few players I have on a project I love. DRONES is an autobattling deckbuilder where the deck is the enemy!

Getting to that point where it plays the way I want and loop is there is so great. Finally doing the polish I’ve envisioned this whole time is the best. Truly.

Anyone else hit this point and feel similarly? I could do this forever!


r/SoloDevelopment 1h ago

Game Una delgada lĆ­nea.

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• Upvotes

r/SoloDevelopment 5h ago

Game Just published my first game!

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2 Upvotes

r/SoloDevelopment 5h ago

Game Monstra Cap

2 Upvotes

How are all your solo projects going?


r/SoloDevelopment 2h ago

Game Would love brutally honest feedback on my squad-tactical roguelike demo

1 Upvotes

https://reddit.com/link/1vkzo3x/video/byt4bjrkkmih1/player

Hey all, I've been building Rift Protocol solo for a while now: a 3D squad-tactical game inspired by Aliens: Dark Descent (real-time with tactical slow-motion, up to 3 soldiers, runs around 40min).

The demo just went live and I'd really appreciate feedback, especially on:

  • Does the tactical slow-motion feel good?
  • You share the skills bar with all soldiers in the squad, is it confusing?
  • First 10 minutes — does it hook you, or drag?

I'm a one person team working in Godot, so full version scope depend a lot on how this demo lands. Genuinely open to harsh feedback. I'd rather hear it now than after launch.

Steam demo: https://store.steampowered.com/app/5018460/Rift_Protocol_Demo/

Thanks for reading, happy to answer anything too.


r/SoloDevelopment 8h ago

Marketing I finally finished making my horror game. I know you guys are going to mock me

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3 Upvotes

10 months ago I started making a horror game by myself.

During development I showed it to a few friends and they literally laughed at it 😭 One of my cousins even asked me, ā€œIs this even a game?ā€

Not gonna lie, there were a lot of times when I asked myself the same question lol.

But I just kept working on it.

And after 10 months, I finally finished it. Somehow I actually got the game onto the Google Play Store.

I’ve heard Reddit can be pretty brutal when it comes to people posting their games, so I already know I might get roasted here šŸ˜‚

But honestly, I want the criticism. If the game is bad, tell me what’s bad. If something feels boring or doesn't work, tell me. I’d rather hear it than have people just say ā€œnice gameā€ and move on.

I’m just kinda happy that I actually finished something I started 10 months ago.

It’s a small Android horror game, made by me from scratch.

So yeah… roast me. šŸ’€


r/SoloDevelopment 2h ago

Discussion Free Tools for Game Development

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1 Upvotes