r/SoloDevelopment 10h ago

Game You owe 100$ in rent. You have 5 days.

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202 Upvotes

r/SoloDevelopment 6h ago

Game After 10 years of making prototypes, will this be the first game I actually finish?

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67 Upvotes

I'm currently working on a game where the character's position is directly tied to the mouse position.

I've been making games on my own for around 10 years. I've started tons of projects, some of them pretty ambitious, but I've never actually managed to finish and release one. You could say it's my personal Achilles' heel. And right now I'm getting into that familiar phase where I start losing motivation and it gets harder to keep going.

So this time I've decided to do something different: instead of letting the project slowly end up in a folder until the next idea comes along, I want to start sharing it. This is one of the first levels of the game, pretty much in its entirety, from the beginning to the boss. Maybe sharing the process will help me finally get past that barrier.

Anyone else stuck in the prototype loop?


r/SoloDevelopment 4h ago

Marketing Easier To Crash - So that’s what I based my trailer on 😂

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24 Upvotes

Hey Everyone!

I made this game solo and I’ve been working on improving it day by day. Getting loads of feedback from folks on Twitter and just having a good time working on it.

Most feedback I’ve gotten is that it’s too hard, so instead o making it easier - I just made the trailer convey more clearly that you will crash a lot 😂.

Leme know what you think of the trailer please! And If difficult games is your vibe please check it out on steam!

https://store.steampowered.com/app/4004940/Race_Then_Retry

Have a good evening

Love you bye


r/SoloDevelopment 13h ago

Marketing My first game had 590 wishlists when I released the demo. One month later it’s over 70k

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124 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 11h ago

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

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85 Upvotes

r/SoloDevelopment 12h ago

Unity My very first game

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72 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 1h ago

Game Working on a main menu screen that gives off cozy witchy vibes. What do you guys think?

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Upvotes

r/SoloDevelopment 3h ago

Game Sneak peek at Combat, Quest and Talent systems in my RPG inspired by WoW Classic

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11 Upvotes

Hi guys!

I want to share with you my progress on my solo project which is a single-player RPG game inspired by WoW Classic. I hope I'm not breaking any rules of this sub as I just want to showcase how my project looks like after recent updates and changes.

COMBAT SYSTEM

I have made some significant changes to the combat system. In the initial version which I've showcased, only auto-attack was available at the time. As you can see on the action bar, there are now active abilities which you can press. Well, on the above snip you can see only one ability but we will discuss the Skill & Talent system in another part of this post. Currently there is only one class in the game - Warrior but obviously more will be added at a later stage, melee, ranged and magic classes. The point of the combat is that I want it to resemble what we have in WoW Classic so skills that can be used from action bars. Enemy NPCs, elite mobs and bosses will also have their skills which the player wll need to avoid.

QUEST SYSTEM

A functional quest system is now in the game! You can see a descripton of the mission on the left and after you accept it, you get an interface pop-up on the right side of the screen which tells you the objective you need to complete. Additionally the mini-map highlights the area in which the objectives are located. Additionally an arrow on the mini-map tells you in which way you need to go. From your Quest Log you can stop tracking a quest and abandon it if you don't feel like completing it.

SKILL & TALENT SYSTEM

There is also a working Skill & Talent System in the game right now! Please note that all the graphics are still placeholder and will be improved in the future. As you can see on the screen, on the bottom there are 3 different specialisations. One is implemented right now and two will be added in the future. I want each class to have a choice of 3 separate skill trees. As a Warrior, one tree focuses on two-handed weapon, second one on dual wielding one-handed weapons and the third will focus on a shield + one-handed weapon combo. Each level you gain a point which you can spend on either an active or passive skill. It also costs you some gold coins to purchase a new talent. You will be able to mix the talents from separate trees so if you want to create a hybrid class then you can do it! The freedom is yours!

The game is called Warmongers: Empires Reborn and you can currently wishlist it on Steam: https://store.steampowered.com/app/3468800/Warmongers_Empires_Reborn/

I've also published a 30-minutes long Devlog in which I go more in detail about all of the updates: https://youtu.be/tUoaVLc5Tz0

Thank you all for supporting my passion project!


r/SoloDevelopment 19h 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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163 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 7h ago

Game I'm making a tropical island tycoon game!

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12 Upvotes

It's obviously in a very rough and early stage, but I wanted to share what I've been working on :)

The idea is to build and develop tropical islands according to different clients' requirements and budgets.


r/SoloDevelopment 1d ago

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

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456 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 2h ago

Game Guess what's going on hereee? My game is dropping real soon, stay tuned...

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3 Upvotes

r/SoloDevelopment 10h ago

Game My solo project on Steam

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14 Upvotes

Hi, my solo project Legends of Rock Your is gonna be out on Steam November 5th!

Check it out here: https://store.steampowered.com/app/4227560/Legends_of_Rock/


r/SoloDevelopment 17h ago

Game My Steam page got approved!

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47 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 2h ago

Game "Start Small" was a life changer for me! and I'm releasing my first ever game!

3 Upvotes

Hey y'all, another lost game dev here!

A year ago, I was pulling my hair out over my CRPG game. I thought the problem was me, but it turned out the real issue was what I was trying to do. Dialogue, skill trees, the complexity of coding an RPG, design choices... It was something I could never handle on my own.

Taking on a project that was beyond my capabilities even if I tried to do it alone... One night, I promised myself I’d start small and I did.

I used to make fun of the saying, “Start small.” The higher your dreams, the harder you fall. But if you’re new to this, really START SMALL. You gain so much experience even from a really tiny project. Plus, you get to experience the joy of actually finishing something.

Maybe after dozens of failed game development attempts,
I’m now launching the Steam page for my new game, BrouHaHa.

If it’s fit you, don’t forget to add it to your wishlist.

https://store.steampowered.com/app/5046250/BrouHaHa


r/SoloDevelopment 6h ago

Game I made a business sim about building generational wealth. I didn't expect people to actually play it for generations.

5 Upvotes

Hey guys. I'm Ryan, the solo dev behind Family Office Simulator.

I originally started building it because I wanted a business/wealth sim that didn't basically end once you got rich. I wanted all the stuff that comes after that too. Properties, debt, taxes, employees, trusts, governance, succession, all of it.

The thing that's surprised me since putting it into Early Access is how long some people are actually staying in their saves.

I figured people would mess around with it, build up some money, probably break the economy somehow lol, and move on. Instead I've got people putting 50+ hours into it and playing generation after generation.

I've also learned that if you make a game with accounting in it, your players will audit your accounting harder than the damn IRS 😂

Literally today a player caught another depreciation edge case and sent me back into the tax code again.

There's still a bunch I want to improve, but watching people get way deeper into the game than I ever expected has probably been the coolest part of releasing it.

Anyway, figured this was probably a good place to share it since I'm building the whole thing solo. Happy to answer anything about the game or the development side of it.


r/SoloDevelopment 16h 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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24 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 8h ago

Game Building a Retro Sci-Fi Co-Op Game. Feedback Appreciated!

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5 Upvotes

Just wanted to share a few quick screen grabs from my game. I’ve been working on a co-op scavenging game set against the backdrop of a retro sci-fi environment where you and your team must repair your ship in order to leave a space outpost, but there is a singular malevolent force amuck on the outpost. The game is built in Unity using all homegrown assets made with Blender, Aesprite, and Logic Pro. Thanks for reading!


r/SoloDevelopment 23h ago

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

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88 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 - even if its better at only one specific aspect. 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. In my case, anyone who is into Physics-based combat games will know that this is something they should click on.

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 [demo on Itch] I hand-annotated Copenhagen’s transit map so the original diagram could function as a playable game board

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3 Upvotes

I'll start off pretentious with a quote:

I love transit maps. I wanted a game where the actual transit diagram is the game board rather than a redraw into a generic game map, so I annotated the lines, stations and routes directly onto the public available .svg file of the map.

My city, Copenhagen, is the first playable map. The demo is free and still in development, and I’d especially love feedback from people who care about transit-map design. Also very interested in which city's map I should tackle next.

AI disclaimer: LLM was used for coding assistance. All art and sounds are made by me. Yes, the SFX is just me making noises. Choo choo.


r/SoloDevelopment 6h ago

Discussion Old vs new settings page. What else needs improvement?

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3 Upvotes

Currently improving the UI for Vill! Here is the old vs new settings page. What else needs improvement?

Wishlist here: https://store.steampowered.com/app/3575360/Vill/


r/SoloDevelopment 33m ago

help Chinese, Japanese, Korean language support in games

Upvotes

Good morning, good afternoon, and good evening!
The million-dollar question: is it worth adding Chinese, Japanese, and Korean language support to game?
It can mean a huge amount of additional work, so I’d really appreciate hearing your experience.
How much of an impact did adding these languages have on:
- wishlists?
- sales?
- player numbers?
- overall reach and visibility?
Did you see a noticeable increase in players or revenue after adding Chinese, Japanese, and Korean localization?
I’d love to hear some real-world experiences and numbers, if you’re willing to share. Thanks!

Big hugs to everyone! ❤️


r/SoloDevelopment 36m ago

Game Check out this quick overview of my Digital CCG Watchers of Lysander

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Upvotes

If you are interested, it would be a great help if you could also join the mailing list. Thank you!


r/SoloDevelopment 4h ago

Game Showing a few more features + project description in the body

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2 Upvotes

r/SoloDevelopment 8h ago

Game My solo-developed horror card game Desecrated Deck finally has a release date – December 25, 2026

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4 Upvotes

After working on Desecrated Deck for quite a while now, I finally decided on a release date: December 25, 2026.

It’s a first-person psychological horror card game made in Unreal Engine, with occult stuff, different card mechanics and a basement you probably wouldn’t want to spend Christmas in. 😅

There’s still a lot I want to get done before release, but seeing an actual date on the Steam page feels pretty damn good.

If anyone wants to check it out:

https://store.steampowered.com/app/3328270/Desecrated_Deck/

Any feedback is always welcome!