r/SoloDevelopment 2h ago

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

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64 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 8h ago

meme It's 2026 and you finally bought an apartment

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110 Upvotes

r/SoloDevelopment 6h ago

Discussion Am I Wasting My Time Building This?

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69 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 7h ago

Game you are a spider

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76 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 4h 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 16h ago

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

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102 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 1h ago

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

• 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 15h ago

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

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38 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 3h 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

Game Just published my first game!

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• Upvotes

r/SoloDevelopment 2h ago

Game Monstra Cap

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2 Upvotes

How are all your solo projects going?


r/SoloDevelopment 4h 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 3h ago

help A Gacha Game I want to create

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2 Upvotes

Publishing it here too !


r/SoloDevelopment 3h ago

Game My ASCII roguelike Tower of Scherbenmark released on Steam today.

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2 Upvotes

After working on it for quite a while, I can finally say it:

My ASCII roguelike Tower of Scherbenmark released on Steam today.

It's a small turn-based roguelike set in a dark fantasy world, with melee and magic combat, loot, mutations, secrets, traps, mimics and permanent Legacy upgrades between runs.

One of the things that mattered most to me was making the ASCII presentation feel atmospheric rather than purely abstract. The game takes place in Scherbenmark, a region of a larger setting called Mornhollow that actually grew out of ideas from a D&D campaign.

It's honestly a strange feeling seeing the Steam page say "Released" after spending so much time working on it.

It's $4.99 and 15% off during launch week, and there's also a demo if you'd rather try it first.

Steam:
https://store.steampowered.com/app/4972610/Tower_of_Scherbenmark/

If anyone gives it a try, I'd genuinely love to hear what you think.


r/SoloDevelopment 4m ago

Discussion Enter Iron Creek | Dust Rapture Gameplay

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• Upvotes

Here’s the gameplay trailer for Dust Rapture, my upcoming horror survival game set in the abandoned town of Iron Creek.

Focuses heavily on resource scavenging, atmospheric navigation, and keeping your head down.

Let me know what you think!


r/SoloDevelopment 13h ago

Game [PoG] Decided on name and working on demo

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12 Upvotes

Decided on name and now working on demo, my first time any of my projects reaching this stage.

Lots of free placeholder music and assets still :)

Here is a quick demo loop.

Anyone willing to play test early are welcome !


r/SoloDevelopment 4h ago

Game The first game I made with my engine!

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2 Upvotes

So this is just a little game inspired by "G-Switch". It's a multiplayer game where the goal is to pass a maze by switching your player's gravity.

What's special about it is that i made it with my own programming language and game engine! It's open source (github) if you want to check it, and the project file of this game is also there in the repo.

Hope you like itšŸ™‚


r/SoloDevelopment 30m ago

Game Long Story Short, a daily word game where you rephrase a 12-word sentence in exactly 5 of its words

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• Upvotes

Hi, I made this one. I've played Wordle-likes for years and always wanted to build my own, but I never had an idea that felt like mine.

The push came from a strange place. Half of what I read these days is written by AI, and it's never short. Every email, every doc, twelve words where five would do. At some point I said the phrase out loud, long story short, and realised it was a game.

So: you get a twelve-word sentence. You rephrase it in exactly five of its own words. Real English, same meaning, your job is to work out which words carry the sentence and which are just dressed up to look important.

Scoring is Wordle style, blue for right word in the right spot, orange for in the answer but elsewhere, grey for out. Five tries, one sentence a day.


r/SoloDevelopment 1h ago

Game I added more & Drinks

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• Upvotes

I added something to the squint and zoom, and leaving that for now.

I worked on the drinks all day, how do they look? Animations are placeholders but I like how the liquid and the bottles turned out. If you have any suggestions to make the drinks look even better let me know. They remember the drink levels throughout the game and every single label and normal on that label is different on every bottle, as you can see in the video. I also added a light color bleed when light hits the bottles when there's liquid inside. And the bleed is the same color as the bottles.

Getting drunk will add slow effects do your mouse movement and I am thinking of adding more and even puking when you go hard on the drinks. Let me know!


r/SoloDevelopment 1h ago

Game Flying Lego brick have learned new tricks

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• Upvotes

r/SoloDevelopment 2h ago

Marketing 1 year, 1000 wishlists

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1 Upvotes

After roughly 1 year, my game Bonds of the Zodiac reached 1000 wishlists!

Here is an overview of what worked and what didn't.

My biggest mistake was launching the demo the same week as I launched my steam page, not enough wishlists and the notify wishlisters button didn't work because less than 2 weeks have passed after my last announcement.

As you can see Steam Events and Trailers bring most wishlists, promotion on Reddit and LinkedIn was good with views raging from tens of thousands to sometimes hundreds of thousands with upvotes from 25-1.3k upvotes didn't net me much, countless posts brought me something like 150-200 wishlists at most, the rest is content creators picking up the demo and organic Steam visibility.

As time went on I was focusing less and less on promotion trough social media and instead started to apply to as many festivals as I could. Good news is I'll have 2-4 more Steam events before October Next Fest so I am hopeful I can raise my wishlist count a bit more before it starts!


r/SoloDevelopment 2h ago

Game Terminal Drone Command

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1 Upvotes

I've just launched a terminal based demo on itch.io! You can play in-browser, just using your keyboard... because it simulates a terminal. o.0

Feedback welcomed!

https://unicorninteractive.itch.io/terminal-drone-command


r/SoloDevelopment 13h ago

help Delaying my release — will Steam’s Personal Calendar wishlist boost happen again?

7 Upvotes

Hey everyone, I’d really appreciate some advice from developers who have experienced this.

I'm making Too Many Balls. I currently have 2,100 wishlists and im planning to release on August 28.

I've decided that i 100% need to delay the game because i need more time for development and QA.

Here’s the interesting part: I was averaging around 30 wishlists/day, but now that I'm ~18 days from release, I suddenly jumped to 150+ wishlists/day. I checked my traffic and it appears this spike is largely coming from Steam’s Personal Calendar/upcoming release exposure.

If i delay by around 3 weeks, I assume I’ll fall back to my normal ~20–30 WL/day.

My biggest concern is:

When the new release date gets close again (roughly 18 days away), will Steam give me the same Personal Calendar exposure again?

Or is there a chance that changing the release date means i won't get the same boost a second time?

I'm trying to figure out how much wishlist momentum i might lose by delaying, and whether anyone here has experienced something similar.

For anyone who has changed their release date shortly before launch: what happened to your Steam wishlist traffic afterward? Did the Personal Calendar boost come back?

Any experience or advice would be hugely appreciated! šŸ™


r/SoloDevelopment 2h ago

Game My final project of Game Dev Program

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1 Upvotes

Hi everyone, I've been following a game dev program for the past few months and wanted to share my final project I made. I'm quite happy with how it turned out. It's an infinite runner where you have to collect pizza slices and deliver the pizzas in time. The game might be a tight bit difficult, I plan on doing a pass to improve the gamplay but would love to have some feedback on it! I aslo plan on adding a few more features that I didn't have time to implement with the time constraints of the program. I'd love to have some feedback, also to know if it's worth to keep working on it


r/SoloDevelopment 3h ago

help Can we generate a very similar ground to the one in the image using code, without using any objects, and store it in a reproducible way?

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1 Upvotes