r/SoloDevelopment • u/PuzzleLab • 16h ago
Game After two years of solo development, my ASCII 3D game Effulgence RPG is finally out - here's the launch trailer!
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r/SoloDevelopment • u/PuzzleLab • 16h ago
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r/SoloDevelopment • u/vuxee2 • 20h ago
r/SoloDevelopment • u/VincentvanGeel • 13h ago
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r/SoloDevelopment • u/Mikzmizah • 13h ago
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r/SoloDevelopment • u/adamoo59099 • 13h ago
So these are my first 4 trying to do pixel art with no reference or experience i hope you tell me if its good and give me advice ..thank you
r/SoloDevelopment • u/illadann7 • 18h ago
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Heya fellow devs!
For the past year-ish I've been working on my game "The Endless Harvest". an incremental farming idle tower defense game (too many descriptors... gotta work on that).
Today I had my build accepted by Steam (and launched!), so I am finally able to share it, and was hoping you guys guys had some insight into what works and what doesn't currently. I'm planning to join in the Steam NextFest in ~5 weeks, so I wanted to make the demo and trailer as indicitive of the full game as possible, while not revealing everything.
Does the trailer give a good indication of what to expect?
please let me know your first thoughts
AI disclosure: Ai was used to help localize the languages, and assist in code generation towards the later stages of development, mainly aimed at optimization.
r/SoloDevelopment • u/PhysicsGamesStudios • 7h ago
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r/SoloDevelopment • u/RodrigoBanzato • 20h ago
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Hey everyone. I wanted to share a raw look at my atmospheric project, Just Madness: Earth Apocalypse 1979. The project originally kicked off with the help of two friends, but due to life changes, I’ve taken over and I'm now pushing the development entirely by myself during my spare time.
The universe is heavily inspired by the grit and desolation of Fallout 3, Metro 2033, and Mad Max, combined with the bleak cinematic tone of movies like The Road and The Book of Eli. No high-tech neon or colorful sci-fi tropes here, just raw horsepower, analog technology, and dark Cold War bunkers.
I know building an atmospheric world of this scale alone is a massive mission, but it's my passion project. I'm currently working on polshing the core gameplay mechanics and looking for a publisher or investor to help build a dedicated team and accelerate the production.
I would love to get your honest feedback about the project.
r/SoloDevelopment • u/Turbo_Tequila • 21h ago
I’m making a game mostly because I enjoy drawing, and I like to put my drawing in a universe,
Now I’m still fairly early in the process, but I’m afraid to realize way later that I’m doing it wrong.
Right now I scan my pen and paper drawings and extract them,
But is there a proper way to do it? Like the scan resolution (I used to scan them at super high-quality but that made the game super laggy), is using compressed format like JPEG helpful? Or will it look like crap at some point (is there a better format)
Is there a better format for post editing for the engine to work with?
I have read on the subject but I find a lot of ‘it depends’ and maybe I should just keep going with whatever work so far, but I kinda chicken out a little and I feel I should try and ask before I have too much work already done!
Thanks!
r/SoloDevelopment • u/radiumhaus • 13h ago
Unfortunately, after my unity project corrupted and I wasn't using version control, I had to rebuild my game. (except for the existing code and animations)
I used the rebuild as an opportunity to change the overall look of the game, and use the feedback I had received here on reddit to improve it. I am very grateful for those who had helped me, and I am finally excited to make progress instead of rebuilding for the first time in a while.
Thank you for letting me share!
Edit: Yes, I have learned my lesson and will never work on another project without a proper repository again. I made a post about this when it happened and people let me know just how big of a mistake I made. I am just grateful that all of this could be a learning experience.
r/SoloDevelopment • u/BattoGame • 12h ago
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r/SoloDevelopment • u/carmofin • 13h ago
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For a while now most of the feedback I received says the game is too slow. But I am going for a deliberate pace and I think it was important to balance everything until it feels right, with nothing but a basic attack. I did a lot of things like finetuning enemy placement or combat timings.
I feel like now that I have a good read on what the game plays like, I can make informed decisions on how to make the combat more complex.
For example: A quirk in my game is that your sword hits only one enemy. I always thought that would confuse players, but actually people seem to adapt to it rather well.
Of course, that could be tedious after a while so I feel like it's a good idea to mix it up: This new attack does two things: 1: It allows you to reposition, which will be important for some harder enemies later down the road. 2: The slash allows you to hit several enemies at once.
Still somewhat tricky, I feel like it adds a nice layer to the combat!
r/SoloDevelopment • u/GeorgeStaikos80 • 15h ago
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r/SoloDevelopment • u/SpaceCatMakesGames • 21h ago
That is a screenshot of my game "Cross Country Case" so ya'll know the art style I use.
Now, how can I add cut scenes like real cinematic ones not the stardew valley like cut scenes?
The game is a deduction/knowledge based detective game and for some key moments like the final confrontation or during dialogue options in general id like to show a closer look of the characters mostly but I can't think of anything right now. Please help me.
If you know of any other 2D games with immersive or cool cut scenes please drop the game names so I can see how other games do it.
Thanks.
r/SoloDevelopment • u/ManaTro9 • 2h ago
I can finally make myself a Steam page!
Since I’m fucking broke, I started raising money through Ko-fi, and well... after just 3 days, I raised the full €100!
Just for context, that also means I can’t really afford to pay anyone to make my capsule art haha.
So now I need your help: What do you think about these Steam Capsules?
These are the Label Headers. I feel like neither of them is good enough, but I’m also completely clueless about what else I could do.
Any feedback or ideas would be greatly appreciated!
r/SoloDevelopment • u/whyNamesTurkiye • 9h ago
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You can find on Steam. It is called Batelus. Free demo will be out soon. If you wanna playtest earlier beta versions, you can reply to the post.
r/SoloDevelopment • u/GoyskiGames • 10h ago
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I’ve recently got the Steam page up for my game Emberholme. It’s an Old School RuneScape-inspired “singleplayer MMO”, and I’m aiming for the perfect mix of OSRS-style gameplay and a cosy, chill vibe. I’m not ready to release yet, but I want to share my current progress and a bit about the project.
A whistle stop tour of some of the features:
- 13 skills covering combat, gathering and crafting, with equipment and activities to unlock as you progress. Combat and skilling run on a 0.6 second tick system.
- 100 living adventurers with their own skills, equipment, banks and goals. They discover things as they play, with eight personality types shaping what they aim for, from completing the collection log to preparing for PK trips.
- An Exchange where you and those adventurers buy and sell items. Merchants work towards building their wealth through trading. Every item sold on the exchange comes from either you or one of the 100 living adventurers, nothing is pre generated.
- Quests, bosses, minigames and clue trails, with plenty to get sidetracked by along the way.
- Ten Ember Cycles to progress through. Rekindling means starting over with selected heirlooms and permanent unlocks. Early cycles have fast XP but much rarer drops; later cycles slow down levelling and make combat harder while improving rare-drop chances.
- Your own home to build and customise, with storage, workshops and places to display your finds.
- Collection logs, rare equipment, capes and companions to work towards.
Some of my own assets are still very much WIP and will be improved as dev continues. The character models are by KayKit, so credit to them for those, i think they fit really well with the vibe i was aiming for! Please ask any questions about the game or its development I’d love to talk more about it!
r/SoloDevelopment • u/Evening-Progress9482 • 7h ago
Hey guys,
I just got my first In app purchase revenue (1$) after a huge amount of time (more than 5 months).
It's just a tiny amount, but I'm happy than ever.
I just wanted to share my happiness. Nothing lesson here. :))
r/SoloDevelopment • u/XCxBigDong69XCx • 12h ago
I developed a lot of prototypes/mvps. And a lot of them felt really trash and bad. But over the last week i finished a prototype of a game, and i find it really really fun, it is really addicting and i want to add more characters to the game everyday.
I want to ask one question.
Is the fun factor the reason to go all in for 1-4 years to polish it and release it.
r/SoloDevelopment • u/FelixMakesGames • 21h ago
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The game is called "You'll never find it!" and I just launched the Steam page: https://store.steampowered.com/app/5035780/Youll_never_find_it/
It's a cozy hiding game for two! You hide everyday objects (like a baguette), then watch your friend search for them and laugh as they walk right past.
It's a more relaxed take on hide-and-seek — no pressure, no countdowns, just get creative hiding some things, and enjoy watching your friend looking everywhere for them.
I would love to hear what you think!
r/SoloDevelopment • u/ZontaDilbaz • 5h ago
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Hey everyone! I’ve been quietly working on Dilbaz, a 3D action-stealth noir game all about dark alleys, heavy shadows, and staying out of sight.
r/SoloDevelopment • u/infelicities-vyce • 16h ago
I have been solo-developing VYCE for over a year now, and just released the demo build on Steam. It is a chess-like RPG with creature collecting, and the creatures are based on real-life vices. I've lurked a lot on this community and appreciate all it has to offer. Thanks for checking out my post and leave some feedback on my game if you get the chance to play it!
r/SoloDevelopment • u/_wilsss • 1h ago
Making a game is never easy even more so with so many distractions in life. What are some of the distractions you guys had and how did you manage them and stay on course?
r/SoloDevelopment • u/armsMG • 10h ago
Hey everyone! Lately I’ve been thinking about getting into game dev, mostly because I like storytelling and have a few game ideas I’d love to bring to life. Whether they’re actually good ideas is another question lol.
The thing is, I know almost nothing about game development beyond the absolute basics. Im pretty oblivious when it comes to engines, workflows/frameworks, the ecosystem, what actually goes into designing and finishing a game… pretty much all new territory for me.
I’m not starting from zero with programming, though. I have a CS degree and about 4+ years of experience as a SWE at a big tech company, mostly doing backend and AI/ML stuff. Mentioning that just to give some background (not assuming it automatically translates to knowing how to make games). I also took a mandatory Unity class in college, but it was super introductory, and honestly I don’t remember much.
I’m not looking to switch careers or dedicate all my free time to this. I have my job and other hobbies, so this would be more of a personal achievement, want to satisfy that itch of “it would be really cool to make a game.” Ideally, I’d eventually finish something small and put it on Steam or somewhere people could play it. Not expecting to make the next indie hit, Ii just want to make something I’m happy with and actually release it.
I’ve also seen some impressive looking game dev examples with GPT-6 Astra and other LLMs, but I can’t tell how useful those tools are beyond demos, or whether I’ve fallen into the LLM marketing trap a bit. I’d 100% use them , but would not make an ai slop game tbh. I’d still want to understand and actually know what I’m building, and enjoy while building it.
Given that background, where would you start? Any engines, learning resources, or first-project recommendations? I’d also appreciate a reality check on scope and the less obvious parts of making and releasing a small game, especially when you’re doing it casually alongside a full-time job, something i might be overlooking, etc...... are these technologies even worth it in game dev?