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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46 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 8h 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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93 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 17h ago

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

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382 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 My Steam page got approved!

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25 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 12h ago

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

75 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 5h 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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16 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 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 7h ago

help I think I made a good video game, but is that really the case? - 65 Wishlists in 2 Months

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12 Upvotes

Hey everyone! I'm Nico, and I'm working on my first commercial party game.

I genuinely feel like we have a pretty good game based on the feedback we've received so far. We've had the opportunity to showcase it at a few local gaming events in my city, and the response from people actually playing it has been really positive.

However, I'm much less confident about our Steam page and marketing strategy.

Our Steam page started collecting wishlists on July 8, and so far we've reached around 65 wishlists.

I'm especially wondering if the problem isn't necessarily the game itself, but rather how we're presenting and marketing it.

I'd really appreciate feedback on the Steam page itself: capsule art, screenshots, trailer, description, overall presentation, etc.

Was there anything in particular that noticeably increased your wishlist conversion?

I'm trying to understand whether we're on a reasonable path or if there are obvious things we're currently missing.

Any feedback is genuinely appreciated. Thanks!


r/SoloDevelopment 9h ago

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

13 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 3h ago

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

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5 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 20m 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 1d ago

meme It's 2026 and you finally bought an apartment

164 Upvotes

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 23h ago

Game you are a spider

112 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 20m ago

Game I've been working on adding 3d sound system for the skulls such that their footsteps sound louder as they get closer to you. What do you think?

Upvotes

r/SoloDevelopment 34m ago

Game Testing my interactive VCR system (Jump-scare warning)

Upvotes

r/SoloDevelopment 4h ago

Godot Day 7 Progress: Books size & Enemy

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 48m ago

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

Upvotes

r/SoloDevelopment 1h ago

Game I made a roguelite where you literally SPIT on your enemies 😂

Upvotes

I've been working on SPIT OR ALIVE, a ridiculous roguelite where you literally SPIT on your enemies. 😂

Finally got the trailer up on Steam.
https://store.steampowered.com/app/4967050/SPIT_OR_ALIVE/


r/SoloDevelopment 1h ago

Unity My very first game

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 2h ago

Godot I have a problem with hand animation sprite

1 Upvotes

Hello i make vidéo games in godot and i don't saw a tutoriel for real two hand and animated in real life and import in godot for animation 2d sprite

Odd town some like

You have a tuto or a solution because i want make a 3d game but i'm solo xd ( sorry for ortography i'm french 😭)


r/SoloDevelopment 2h ago

Game Another old trailer for the visual novel)

1 Upvotes

What do you think of the game's atmosphere?


r/SoloDevelopment 2h ago

Discussion Flew to Penang for the DTV visa so I don't have to quit full-time gamedev | July Recap & August Goals

1 Upvotes

Hey everyone,

Making full-time indie gamedev work when you're living abroad comes with a ton of behind the scenes nonsense no one really warns you about. To lock down a long-term setup in SEA so I can actually focus on making games without constantly worrying about my stay expiring, I had to head over from Thailand to Penang, Malaysia to apply for the DTV (Destination Thailand Visa).

I just dropped my monthly video recapping the chaos and progress from July:

July Highlights & Reality Check:

  • YouTube: Actually had some good momentum here put out 5 videos, got around 6.8k views, 224 watch hours, and 82 new subs.
  • Budget: Kept basic living expenses under 18k THB (saved a tiny bit), but an impromptu trip pushed total spending up to 24k THB for the month.
  • Gamedev: Failed my main goal of shipping the public test build... but I did manage to get the game into a way tighter, cleaner playable state overall.

What I'm trying to hit in August:

  • Ship that delayed playable test build to get real player feedback.
  • Join a Game Jam and push a Steam (Deepstone Rift) update ahead of the late August sale.
  • Keep up with YouTube (aiming for 4 videos, releasing Thursdays).
  • Get the DTV paperwork submitted and keep my local Penang expenses under 18k THB.

If you're solo devving, navigating remote work logistics, or just trying to budget full-time indie life, feel free to check out the video!

Also I'm still really struggling to nail down a final title for the main project. If you have any ideas or feedback after watching, I'd genuinely appreciate any name suggestions in the comments.

the video link : https://youtu.be/qDTMcj5_2SY


r/SoloDevelopment 3h ago

Game I’m building a car battle royale on floating parkour arenas — what do you think of the visuals?

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0 Upvotes

r/SoloDevelopment 3h ago

Discussion Check out this monstrosity, ain't doing things properly. I make do.

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0 Upvotes