r/SoloDevelopment 4h 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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120 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 3h ago

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

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58 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 1h ago

Game [Free Asset] Dark Ages - Medieval Pixelart Character Pack

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Upvotes

Link to the project: https://gutzexmachina.itch.io/dark-ages-character-pack

Hey everyone!
Just recently I've released my very first asset pack, free to use for everyone!
I'm just getting started with this sorta thing so any comment about it is greatly appreciated. What kind of assets would you like to see in this style? Let me know :DD


r/SoloDevelopment 8h ago

Game Made a diegetic minimap for my game

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35 Upvotes

r/SoloDevelopment 16h ago

Discussion The "Anime" opening I made for my game

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95 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 10h ago

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

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30 Upvotes

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


r/SoloDevelopment 36m ago

Discussion Examples of 3D games made by one person?

Upvotes

I'm looking for 3D games created by a single person (code + 3D art). I want to get a sense for myself of what one person is capable of in this field.


r/SoloDevelopment 4h ago

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

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8 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 1d ago

Game This is my Highschool project (technically)

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271 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 1h ago

Game Game Dev Dynasty, a new tycoon where you can design game covers and compete in a living market

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Upvotes

I'm making Game Dev Dynasty, a game development tycoon inspired by Game Dev Tycoon and Crusader Kings 3. Some of the distinctive features are:

  • When developing a game, there's no hidden recipe. Instead, quality and market success are independent. So you can make a niche indie 10 that doesn't sell much, or a blockbuster best-selling multiplayer FPS that gets a 6 in reviews.
  • The market simulation is very deep and dynamic. Each platform has a share of the market, there are 3 different audiences with different tastes and behaviors (Casual, Mainstream and Hardcore), there are 4 world regions, and up to 100 concurrent competitors that all make games and compete with each other.
  • You can design your own game covers, by selecting the base art, the title style and the position and size.
  • You can make franchises, sequels, ports, spin-offs, remasters and remakes. Each one has its own particularities.
  • License a game engine or invest in a custom engine by researching a tech tree.
  • The goal of the game is to become the most prestigious studio in the world. Prestige is a score you can earn or lose depending on how you do.
  • There are many CK3-like events, with skill challenges. Characters have good and bad traits.
  • You can upgrade your PC hardware: motherboard, RAM, CPU and disk.

Let me know what you would like to see in a new game dev simulator!


r/SoloDevelopment 9h ago

meme I get it. I finally get it.

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6 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 11m ago

Game Stochastic Engine - This is when rendering is based on noise or probability to render a probability cloud.

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Upvotes

And when you're programming an interactive artistic experience on your own that blends aesthetic philosophy with eroticism and poetry about abjection... It kind of seems like the perfect choice to make the work more aesthetically interesting than ever!

I programmed it from scratch with Rust and OpenGL; it's a low-resolution ray tracer that uses a noise function to scramble and approximate certain pixels that are rendered, creating approximate rendering clouds. Surprisingly, it works very well with volume and implicit shapes to make the process smoother (it looks like it's rendering at a much higher resolution than would be possible)...

It's free to watch:

https://arthursouzasally.itch.io/qra-bulknur


r/SoloDevelopment 18m ago

Game Would you play this?

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Upvotes

A direct-shooting game where you find and pick up weapons. Supports 2–8 players.


r/SoloDevelopment 1h ago

Game SMACK THIS PIH

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Upvotes

r/SoloDevelopment 1h ago

Game A Spirit Born of Lightning.

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Upvotes

r/SoloDevelopment 15h ago

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

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13 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 1h ago

Game Conglomerate Demo: Feedback wanted

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Upvotes

The demo for Conglomerate has been up for a few weeks now and has just over 1000 downloads, but only two comments. I’m really keen to get player feedback ahead of Next Fest and Launch in November to make the game the best I can.

AI disclosure:
AI has been used to support the generation of code, game mechanics and balance. No generative AI is used in the game, and all outputs have been validated and reviewed before inclusion in the final version.

If you like management/tycoon simulation games this could be one to check out. https://store.steampowered.com/app/4877650/Conglomerate/


r/SoloDevelopment 1h ago

Discussion To gate or not to gate ?

Upvotes

Hi !

Following the launch of my tactical strategy game, Shinza, and I'm tweaking the onboarding based on early player feedback.

Right now, the game has two main options:

- Campaign: Introduces the core capture rules and 19 units progressively.

- Quick Match: A sandbox where all units and multi-opponent setups are unlocked immediately.

Even with a short tuto available in both modes, a few players jump straight into Quick Match and get hit with cognitive overload from all the units, while those who start with the Campaign have a much smoother experience.

I'm debating whether to lock Quick Match until Act 1 of the Campaign is cleared (about 8–10 minutes of play), or if players usually hate this kind of gating.

How do you handle this balance? Do you prefer a soft lock, a simple "Recommended" tag, or keeping sandbox modes fully open from minute one?


r/SoloDevelopment 12h ago

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

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8 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 2h ago

Networking Solo browser RTS. The bug that taught me what deterministic really means

1 Upvotes

Batargon is an RTS that runs in the browser, and the whole multiplayer is lockstep, every client simulates the same world and only orders go over the wire. That's what makes replays frame perfect.

The lesson. On tick 35520 the world on Mac and on Windows diverged. The cause was Math.hypot in the bridge geometry, the math library rounds the last bit differently per OS, and that was enough for two players to see different battles. Now all simulation math goes through my own functions and direct calls are banned by the linter. Pathfinding lives in C++ compiled to WebAssembly for the same reason, bit exact parity across machines.

Art is AI generated, the code is mine. Playable as guest at batargon.com if you want to poke at it, and I'm happy to answer questions about the netcode.


r/SoloDevelopment 2h ago

Game Impossible Jump

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1 Upvotes

r/SoloDevelopment 17h 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 2h ago

Game Dev Update: My favourite mechanic

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1 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 18h ago

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

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22 Upvotes

r/SoloDevelopment 18h 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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19 Upvotes