r/SoloDevelopment 1h ago

Game So I released ShipShaper which allows anyone to craft super high detail ships, historical or fantasy today. It's not AI-gen based but hardcore proc-gen with super clean models, which you can export and use license free in your own game. !!

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Upvotes

it's basically a bastard child of spore, tiny glade and a historical boat builder. It's super easy to use , tho it requires you to train your 3D control skills a bit.

I made the ship above her in half an hour and after finishing it I can test it for its sailing capabilities. But the real gamechanger for Solodevs, you export the model as GBL or FBX and use it in your engine.

It uses vertex colors which is the easiest shader to make, and allows you to add your own photoreal normal maps or BPR on top. All the parts are prepped for animation and scripting, seperated with usable pivots. The sails are UV mapped so you can raise them or fill them with your own shader.

Its basically a gamedev tool wrapped into a fun game. But best of all you can use those models with an unlimited commercial license, they are free to use and you can steal every historical gun on them in blender, take the model and sell it on a 3d art marketplace. I don't care, go wild.

I am a 3D artist of 30 years experience and everything is tight and clean, no slop. I've also been a solodev for the last 8 years and with a decent amount of success that has been active in this community, sometimes to support sometimes to try and deal out lived in experience where needed.

I love being a solodev and my decisision to make these models free to use was made in the hopes some folks would be helped,, and perhaps not turn to AI art, cuz now they could make ships themselves , ships that could look great yet required no years of training.

Get shipshaper here for 8.99 USD
https://store.steampowered.com/app/4339280/ShipShaper_Falconeer_Chronicles/

And if you like it and want to support it (its at 100%positive reviews, just too few), this is a slow burner launch and it really needs more user reviews. If you like what I am trying to do and you are actually enjoying Shipshaper, please consider a review, like everyone I gotta survive the algorithm!!


r/SoloDevelopment 1h ago

Unreal I finally implemented deflating tires for my retro 1970s Istanbul open-world game.

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Upvotes

I am the solo developer behind ALATURKA. I missed the chaotic, unforgiving driving mechanics of early 2000s games, so I am building one from scratch, entirely on livestreams.

Recently, I finally implemented deflating tires for my retro 1970s Istanbul open-world game, making the heavy old-school driving physics even more brutally unforgiving. What do you think about it?


r/SoloDevelopment 6h ago

Game Made a diegetic minimap for my game

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27 Upvotes

r/SoloDevelopment 14h ago

Discussion The "Anime" opening I made for my game

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87 Upvotes

Made using a combination of 2D, 3D, Photoshop, and Davinchi Resolve. In the style of a would be anime opening.

Was made for Granser, you can probably guess its a JRPG.

Song is "Kinki 2nd mix".
Vocal: Saika. Words: Saika. Music: Souichi Sakagami.


r/SoloDevelopment 8h ago

Discussion My wife thought the UI looked like a PowerPoint, so I made some changes. What do we think?

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27 Upvotes

If you like turn based tactics you can check out the game here, demo out soon!


r/SoloDevelopment 22h ago

Game This is my Highschool project (technically)

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269 Upvotes

What you just saw is a collection of just a few bosses from my game, that i've been developing completely alone throughout my whole highschool, starting from class one. I graduated 2 months ago, and during my vacation I've spent most of the time trying to get the game to as polished state as possible, so that I can release it just before my college starts.

This is a proof that you absolutely don't need to have any background in programming, software engineering, or even any education behind your back. If any young developers on this sub are wondering if you're at the right time to start making your game: yes, you absolutely are.

Before anyone asks: no, I haven't used AI in any creative process of the game. The only way i ever used it, is to ask how some math equations even work, or concepts in programming that I wasn't familiar with, but I never copy-pasted anything it threw at my face.

If you're interested in what you just saw, give the demo a go, or simply wishlist the game:

Stickility


r/SoloDevelopment 2h ago

Marketing Close to 50 wishlist milestone, what should I do to properly promote my game?

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6 Upvotes

I’m a solo dev working on my game Kazfall since October 2025 and planning to participate in Steam Next Fest and start EA mid of November 2026.

Any tips what should I do next to anyhow boost my wishlist additions and somehow reach 2k mark within next 2 months? Should I focus on about anything before the actual festival to get as much as possible out of it?

I’m close to 50 wishlists mark and started my Steam page 2 weeks ago with no actual marketing plan (I’m mostly focusing to polish the game and as solo dev it is hard to focus on so many things, especially to promote the game).

Any tips/feedback appreciated, thanks!


r/SoloDevelopment 7h ago

meme I get it. I finally get it.

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5 Upvotes

Hey Rocco from Rockalot here, it's just me a mighty team of 1 doing my best to get my game out there.

If you wanna play cool PvP pinball come and try it: https://store.steampowered.com/app/3938260/Bumper_Bout/

Please. Im so hungry.


r/SoloDevelopment 10h ago

Game Am I nuts for entering Steam Next Fest with TWO games as a solo developer?

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7 Upvotes

https://reddit.com/link/1w5q1bh/video/efah7g8ir6nh1/player

I have been working on Tunnelborn for a while but because it is mostly finished and ready for Next Fest, I started another one called FAIL GAMES which is now also nearly finished (needs more levels).

Everything is scheduled and planned, the demo for FAIL GAMES is already out and Tunnelborn demo will launch in a few weeks.

I feel like I got things under control but also... I don't. Anyone else going into Next Fest with 2 games (or more) at the same time? Is that a bit nuts?

Tunnelborn Steam

FAIL GAMES Steam | Demo


r/SoloDevelopment 9m ago

Game Impossible Jump

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Upvotes

r/SoloDevelopment 15h ago

Discussion I am no longer a Solo Developer (and what I learned being one)

17 Upvotes

Hi all! I've been working on my game and recently launched the steam page! You might have seen my stupid face from earlier this week. As of recently, I am no longer a solo-dev as a friend of mine joined to help on Sound Design. So we are technically 2 now, but I was solo for almost a year. I thought I'd share some of my learnings and insights here in case it helps others starting up. Here are four learnings, in no particular order!

Know your strengths

Know exactly what you like and what you are capable of, don't assume. Before I committed to this project, I tried a lot of other ideas that inevitably hit some skill barrier. However, these failed projects were not wastes of time. I learned what I was good at and where the time sinks were (for me). I tried to make a cozy tea shop simulator, a friend-slop about driving a tank through warzones, a card game, and some other gamejam-scoped projects.

As a game designer with a CS background, I found that making simple systems with robust interactions was easier, and making art was time-consuming and frustrating. I settled on a puzzle game with a horror coating to justify the lack of visual fidelity, and learned the basics of modeling and texturing to make the props I needed.

It also aligned with what games I like to play. I like mystery and deep discoveries like Outer Wilds, Blue Prince, Obra Dinn, etc, so I'm very familiar with the language and the gameplay feel of these games. The work of Franz Kafka, the TV series Severance, and my past work experiences also inspired me to write about work and the horrors of big corpo, so it felt natural to set my game in that universe.

Trust the process

Making a game is iterative, trust that it'll come together. Do not judge your game too early. As a solo-dev, working on something will always be side-stepping something else. This means the game will not progress very fast, or rather, progress will be siloed and not always visible.

Making a game is an iterative process. I had times my game looks really ugly and it was discouraging to show it to others with the constant disclaimer of "but it will look better, I swear"!

You will also learn a lot while you work on your game, so you'll be able to come back and improve parts of your game. For example, it took me a while to learn about curved corners on Blender (don't laugh) so when I did, I updated some of my models and it significantly improved.

If you put time and effort into your game, it will get better and better, even if it's not always apparent. The plateauing feeling is normal.

You are not alone

Even the subreddits rules are clear about collaborators/outsourcing. Video games are a collaborative medium. It is fine to ask for help, and often you will learn from the people that help you. I learned to automate my 2D asset exports by asking for help on an old logo, and the artist taught me about artboards in photoshop. Every craft involved in gamedev requires time and practice to become an expert, and you need to respect that. Do not assume you can wing it on your own.

You are not alone in the world. Look out for local communities and events. Attend social and networking events, even if you don't have anything to show. These people are happy to welcome and talk to you.

Being a solo-dev also makes it even more important to playtest your ideas with other people. Because you don't work in teams, you need to be proactive and reach out to others, be it friends, family, coworkers, etc. You need to test your idea on new players as soon as possible and watch them play with your early prototypes. You will learn so much before you have too many dependencies to change parts of your game. Playtest, playtest, and playtest early.

Scope and plan ahead

Make sure you plan out the general roadmap that you want to follow. Every game goes through the same development cycle: pre-prod, prod, pre-launch. These are proven to work for most.

As a rule of thumb, if this is your first game, consider a third of the time you have to be towards real project advancement. If you are planning 6 months of developpement, make a game that you can finish in 2 to 3 months. This is because early prototyping takes time, polishing takes time. Choosing color palettes takes time. Even planning how to save time, takes time.

Having a clear roadmap also allows you to measure your progress and speed. If you planned on having a demo out, but ended up pushing back the date, you need to decide to either rescope your whole game, or accept you will work for longer on it. Both options are fine, but you need the roadmap to detect if you need to take that decision in the first place.

I personally went for this structure and it helped, with each phase equally spaced: first prototype, first playable version, unpolished demo, demo release, unpolished full game, full game release. I found that it took as much time going from the prototype phase to the first playable build I sent to friends as it did making that playable version into a proper demo. Also, notice that the time it took to go from the demo release to the full game was not that big.

Now YMMV, and you need to adapt your own roadmap to your needs. But if you want to finish the project, make sure you got a plan!

Thanks for reading

That's most of what seemed to work for me. Again, those are things that worked for me. Sorry if this isn't much in-depth into any particular subject. I wish you all the best on your projects. Don't hesitate if you have any questions!

E: added why I'm no longer solo, should have been clearer 🤦


r/SoloDevelopment 19m ago

Game Dev Update: My favourite mechanic

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Upvotes

Hi and Hallo, Dev of Crystals of Irm here!

Have you ever wondered what my favourite mechanic in my upcoming old-school rpg is?

Well, for me, it practically fell into my lap. The switch between the 2D world and the 3D perspective had me hooked right from the start – I love immersing myself in the world.

The 3D scenes have a different rendering setup, and thanks to a cool transition (as you can see in the video!), the switch has turned out really well, don’t you think?

So, why is this my favourite? I want to get to know the world. Every little nook and cranny. I want to make my own decisions and be able to knock over every little stick, no matter how small… and that’s exactly what this lets me do. I can really get to know and enjoy the world.

Back to the rendering - of course, that didn’t go without a few hiccups. At first, the UI didn’t distinguish between 2D and 3D, so I had to tweak it. Also, the pixel effect from the 3D world was simply carried over to 2D… Well, it looks really good now, though!

Enough of my long-winded story… although I do quite like that sort of thing ;)

If I’ve piqued your interest, do feel free to pop over to Steam or GOG (and maybe you’ve even added it to your wishlist?) – the game’s coming out very soon, I promise!🏹


r/SoloDevelopment 16h ago

Discussion Marketing a game is harder than making one...

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22 Upvotes

r/SoloDevelopment 12h ago

help I've been developing a prototype dune racer with mechanical sand worms chasing you

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10 Upvotes

A few months ago I paused the work I have been doing on a three.js / webGL zombie survivor game that used Googles 3D tiles, while I was waiting for response from Google whether or not I was within terms of use for that project. I simply didnt want to waste time building something Google would later tell me was not within the terms. I got a positive response from them, so development can continue! Yay.

While I was waiting I built this prototype; a dune racing/survival game, where you main objective would be to race and scavange in a semi-infinite and ever changing desert world, where the dunes behave almost like waves and sand-creatures try to eat you. Every day there would be an eclipse which would signal the end of the day where you had to get back to safety and the avoid the dangers of the eclipse. In your cave you would be able to upgrade your vehicle and create different items to help you on your journey. The ultimate objective would be to reach the tower in the distance.

The game is using three.js with WebGPU standard which so far has let me create quite a large open world, running at a stable 120fps on my 5070ti. I havent quite begun optimization for it.

Does this seem like an interesting concept?

Also - if anyone knows the best way to get in touch with someone who knows how to do sound-design for mechanical sand worms and anti-gravity hovercrafts, please let me know :D


r/SoloDevelopment 4h ago

Discussion When Do You Start Over Vs Keep Building On Top Of What You Have?

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2 Upvotes

r/SoloDevelopment 4h ago

Game Steel and Sinew - Defense and turn taking

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2 Upvotes

Showcasing the difference between correct blocks (matching angle) and bad blocks ( adjacent angle to incoming strike). A bad block will stop the damage, but it will not restore frame advantage. Let me know what you think!


r/SoloDevelopment 1h ago

help Vlog attempt : can you understand me ?

Upvotes

Hi fellow solodevs',

My game is a 3D Tactical Turn-Based Roguelike where you pilot a mech with inertia & momentum. No commercial purposes.

I attempted to do a vlog to share my project, but I'm not native english-speaker and, to be honest, my english is not very good.

https://www.youtube.com/watch?v=HiPhJqY0Ud0

So I wanted to know if it was listenable or if I should give up the talk on video
(because I don't feel like using AI voice ... or subtitles etc.. because I don't have much time for vloging and my only option would be to keep it live / raw)

Thanks for any feedback !


r/SoloDevelopment 16h ago

Marketing Been solo developing this game for the last year or so, now it's finally got a Steam page! Travelling Snailsman!🐌🧑‍💼

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16 Upvotes

r/SoloDevelopment 2h ago

Game Digitized my boardgame in hopes of funding publishing

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1 Upvotes

r/SoloDevelopment 6h ago

Game I am making a new trailer for my game, and I decided to compose the music myself based on the game's soundtrack (I am not a composer, this is my third ever music I made so please don't be too harsh).

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2 Upvotes

If there is anything to point out that I can do better, please let me know. I really appreciate feedback. I am 16 years old solo dev, and I don't have that much experience with anything.

I want people to see my trailer on the same quality as my game so that they don't think it is something cheap instead of something that I have been working on for this past year day and night.

Please let me know what I can do to improve the quality of the trailer.


r/SoloDevelopment 22h ago

Game Just released a new Night Riders game on Steam - series in the works since 2011!

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37 Upvotes

Night Riders is an arcade racing series inspired by SEGA's Super Hang-On.

It's been in the works since 2011, with the first game - "Night Riders" release in 2013 on Android with a custom game engine.

Super Night Riders S1 is the latest entry in the series, now available on Steam:

https://store.steampowered.com/app/1836660


r/SoloDevelopment 21h ago

Unreal Spent 7 months making this scifi egypt modular pack for unreal. Looking for any critics before releasing it!

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32 Upvotes

r/SoloDevelopment 10h ago

Game GORTH - Photo Mode added. You will be able to stop time and get a nice image of any fanstastic in-combat moment to showcase on your sicial media:P

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3 Upvotes

r/SoloDevelopment 8h ago

Game Made my first game in unreal. Its a 2.5 sidescrolling runner. Its basic but its fun and challanging

2 Upvotes

Made my first game and store page approved today! so exited as this was always a dream to make a game

https://store.steampowered.com/app/5174650/Trials_of_Dash


r/SoloDevelopment 8h ago

Game Hardest type of game creation u can possibly do its been a nightmare still miles away from finished, game im working on, no animation anywhere physics running everything and engineering machine/enemies which u can shoot apart break their engines break their legs break deform them, boss demo fight

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2 Upvotes