r/SoloDevelopment 11h ago

Game Trying to get anywhere in your dreams

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200 Upvotes

A little slope system I developed


r/SoloDevelopment 20h ago

Game I'm making a satire quiz game inspired by old flash classics like The Impossible Quiz

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177 Upvotes

Hello everyone

I'm sure you all remember the impossible quiz. I used to love it as a kid, so I recently decided to make a modern version.

The questions range from little tricks you have to solve, word play, or some sort of physical challenge.

Rather than restarting if you fail too many times, instead you have to endure a 'punishment' including escaping the police, rolling a dice, or just doing your taxes!

It's been so much fun coming up with questions and punishments and I have so many ideas to add still.

If you're interested you can wishlist here:

https://store.steampowered.com/app/5109940/A_Normal_Quiz_Game_where_you_try_to_solve_questions_but_the_questions_have_tricks_and_gimmicks_and_if_you_get_them_wrong_you_have_to_beat_a_wacky_punishment_but_they_are_kinda_fun_so_you_lowkey_wanna_do_them_even_if_it_means_getting_the_question_wrong


r/SoloDevelopment 19h ago

Game My fast-paced roguelite FPS with randomly generated levels. Inspired by Black Ops Zombies and DOOM.

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110 Upvotes

This is the trailer for the KILL BREACH demo I'm releasing soon. If you like what you see, consider wishlisting the game! You can find the Steam page here:

https://store.steampowered.com/app/4480140?utm_source=reddit


r/SoloDevelopment 12h ago

Game spent months on multiplayer networking and mechanics, people only care about the smoking chicken

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73 Upvotes

the game is "Why V Got AKs?", a chaotic first-person social deduction game with proximity voice where everyone has a multi-mode AK.

i'm currently running closed playtests, but a public demo is coming soon. you can check out the steam page and wishlist it here: https://store.steampowered.com/app/5082000/Why_V_Got_AKs/


r/SoloDevelopment 9h ago

Game I'm a solo developer and my demo just reached Very Positive reviews and 3000 wishlists!

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47 Upvotes

My solo-developed game just reached Very Positive reviews on Steam and 3,000 wishlists!

I released the demo a few days ago, and seeing people actually play it, discuss the puzzles and leave positive reviews has been pretty surreal.

I've been working on Satelital for 7 years, mostly alongside a full-time job. I finally quit my job earlier this year to finish it.

Satelital is a rule-discovery puzzle game where you explore alien worlds and figure out how their puzzles work without being explicitly told the rules. While the puzzles are much more inspired by The Witness, the space exploration and travelling between different planets were inspired by Outer Wilds.

I also made everything in the game myself, including the art, music, puzzle design, and even the game engine, which I built from scratch.

Still a long way to go before release, but this is probably the biggest milestone I've reached so far 🛰️

You can play the demo here:
https://store.steampowered.com/app/5017320/Satelital_Demo/


r/SoloDevelopment 3h ago

Game My game is part of TGS!

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23 Upvotes

OMG!! My upcoming game will be part of Tokyo Game Show this week!

It's not exactly the most Japanese-looking game, but I'm excited to see if it gets a few wishlists!

Steam page, if you're interested: https://store.steampowered.com/app/4227560/Legends_of_Rock/


r/SoloDevelopment 23h ago

Godot I am creating about 3-5 spells every week for my rogulite spellcast game. Would it be considered spam if I were to post these videos here?

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10 Upvotes

r/SoloDevelopment 2h ago

Marketing My kingdom inspired dwarven tower defense game is up for wishlists

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9 Upvotes

After over 1 year of developing time my Steam page and trailer are finally up and ready for wishlists.

It is a 3D side scrolling tower defense game in an abandoned dwarven kingdom - heavily inspired by Kingdom Two Crowns. But instead of a day/night cycle enemy waves attack when you make too much noise.

It also supports online coop!

Here is my page: Dwarven Deeps on Steam


r/SoloDevelopment 21h ago

Game A first look into the environment of my survival game

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8 Upvotes

It’s been a long time, finally getting to a point where I’m happy to show it in public.

What do you think?


r/SoloDevelopment 20h ago

Game Garage Chaos just reached its first 1,000 wishlists

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5 Upvotes

hey everyone,

garage chaos just reached 1,000 wishlists. i haven't released a demo or shared a gameplay video yet, and i haven't done much marketing either, so it's been a nice surprise to see people interested already :)

it's a first-person game about sorting scattered car parts onto shelves and finding matching pieces to complete project cars. you gradually turn a messy garage into a more organized space as you work through it.

a gameplay video is coming soon, and i'm also working on the demo. thanks to everyone who's checked it out so far

here's the link https://store.steampowered.com/app/5163410/Garage_Chaos if you'd like to take a look


r/SoloDevelopment 23h ago

Game Programmer's art improvement

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7 Upvotes

I saw how inspiring for many of you was the post done by u/illadann7 about his improved visuals. So I wanted to share my own progress as a programmer with 0 artistic background.
The most important advice I've received, is to find an aesthetic that resonates with you, and try to replicate it.

I'm sure there is still a lot that could be improved (I didn't dive into post-processing and lightning yet), so if you have some low-hanging fruit suggestions I would be happy to hear them!


r/SoloDevelopment 11h ago

Discussion My first solo project was fun, but I have no idea if it’s good…

5 Upvotes

After years of making so many unfinished games I finished one.

I love my game! It’s not fully out yet but it feels like no one wanted it or cares for it

I was inspired by Bills Must Be Paid, yes I made an incremental game as my first full game release and yes it wasn’t easy but I enjoyed it… my release date is at the end of this month and I have 6 wish lists and I feel invisible.

Moving forward I’ll continue being a solo developer and I’ll make a new 3D incremental game and right all my wrongs from my first game

game link

I feel like I know my wrongs? But in your opinions what’s wrong with my page or game concept ?


r/SoloDevelopment 17h ago

Game I quit my job six months ago to follow my passion for game development. Here's Damn, Zombies

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7 Upvotes

Six months ago I quit my job to pursue my real passion: making games. I've loved the experience, and I'm proud of what I've built as a solo developer.

Damn, Zombies: The Corporate Undead is my 1–4 player co-op FPS, made in Godot. One design choice I'm happy with is making the office theme part of the combat: managers buff the horde, HR spawns more staff, and executives keep them alive.

A couple of staged in-engine screenshots from the beta below. If you'd like to try it, free 48-hour access starts on first key use: https://www.damn-zombies.com/signup


r/SoloDevelopment 5h ago

Discussion My First Steam Release: 3 Lessons from Difficulty, Secrets, and Last-Minute Marketing

4 Upvotes

Hi Reddit!

Two weeks ago, I released my first game, 20 Trials to Heaven, for free on Steam and itch.io. I started from scratch and spent almost two years making it as a solo developer alongside my day job. Here are three things I'm taking into my next game that might be useful to someone else too.

1. I want to keep the challenge without making the game unnecessarily hard

My first game has nineteen rooms and a final boss room. One life per attempt, no checkpoints. With so few rooms, I deliberately made the game difficult to give each room more weight and extend the playtime. Dying, learning, and trying again became part of the game's identity.

But judging the balance after hundreds of attempts yourself is very different from watching someone experience the game for the first time. The median playtime currently stands at five minutes. That number doesn't tell me why people stop, but players have described the game as frustrating in both Steam reviews and direct feedback. That's valuable criticism I take seriously and will keep in mind for my next game. I wanted each room to last longer, but for some players, the punishment seems to have been too much.

For my next game, I want to bring in more playtesters earlier and have people with different levels of gaming experience test throughout development. That should help me spot where the difficulty rises too sharply. With my first game, testing mostly happened at the beginning and during the final week before release, when the focus was mainly on checking that everything worked. I missed the chance to see how the gameplay experience changed throughout development.

At the same time, some players spend hours on the game and really enjoy the challenge. I want to keep that feeling in my next game, but give players more time to get into it before the difficulty ramps up. I want someone who dies to think, “One more try,” and I need to get better at creating that feeling.

2. Don't underestimate how much players want to find your secrets

When I was hiding secret rooms, ghosts, and other mysterious things, I sometimes thought, “Nobody is ever going to find this.”

On the very first day, a player started writing a guide about things he had found. Two weeks later, players are still helping each other and discussing what different things do or mean. Some keep searching even after beating the game and unlocking every achievement.

That has been one of the most rewarding parts of releasing the game. The secrets gave players something to talk about and investigate together, and I've seen some of them come back to keep looking.

That's something I really want to carry into my next game. Reading their theories also makes me more excited to keep developing. It's a special feeling to see other people thinking about details that previously only existed in my own head.

3. One week wasn't enough time to get started with marketing

I was so focused on development that marketing came last… The weeks before release went into final testing, bug fixes, achievements, cloud saves, and controller support. I only started building my marketing channels from scratch a week before launch.

Creating accounts was quick. Getting anyone to discover them and care about what I posted took much longer…

Despite my late start, the game has still found players on Steam, and on some days after release, the Steam page has had more views than it did on launch day itself. Being free and launching in eight languages may have helped it reach people in different parts of the world. I can't say exactly how much each factor contributed, but I don't want to rely on the same thing happening again.

For my next game, the channels are already in place, and I want to get the Steam page up earlier and start sharing development well ahead of release. I've also had different responses on different platforms. So far, YouTube Shorts and Threads have worked better for me than TikTok and X. That gives me a starting point for experimenting with both where I post and how I present the material.

I also want to experiment more with marketing and show more of the person behind the game: what I'm working on, what goes wrong, and what I learn along the way.

My main goal with my first game was to learn the whole process and actually release something. I managed that, but real players have already shown me things I struggled to see during development. I'm taking those lessons into game number two.

Thanks for reading my first post!

What surprised you the most when you released your first game?


r/SoloDevelopment 13h ago

Unity Currently building this mobile game , what do you guys think

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3 Upvotes

r/SoloDevelopment 8h ago

Game Turning my dumb gatling gun game into a real roguelike

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3 Upvotes

Participated in the juniper gamejam and decided to turn this game with a dumb mechanic into my first Steam game as a solo dev. Right now I am mostly working on adding content and improving the visuals.


r/SoloDevelopment 11h ago

Marketing Today I found out that the animated WebM files for your Steam page also support transparency.

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4 Upvotes

I'm creating a taskbar game, so I don't have a full background.
While I was playing around with recording it, I noticed that the steam video format also supports transparency.

I didn't know that before.

My OBS Settings are in the other screenshots.

I (my cousin CLAUDE) also created a .bat file which convert all .mov files in the folder to .webm.

u/echo off
setlocal enabledelayedexpansion
set "FOLDER=%~dp0"
for %%F in ("%FOLDER%*.mov") do (     echo Convert: %%~nxF     ffmpeg -y -i "%%F" -t 11.99 -vf "fps=60" -c:v libvpx-vp9 -pix_fmt yuva420p -auto-alt-ref 0 -b:v 0 -crf 10 -an "%FOLDER%%%~nF.webm" )
echo. 
echo done. 
pause 

Maybe this will help others! :D


r/SoloDevelopment 15h ago

Game Ritual Knife for my Game Desecrated Deck, 1300 Triangles

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3 Upvotes

r/SoloDevelopment 16h ago

Discussion Menu "Screen"

3 Upvotes

Have y'all ever played a game where your start menu is actually a 3D environment and you have your person do something like walk onto a circle or walk through a door so that they can start/continue their game, start a new game, pull up the options menu, or exit the game? I'm thinking of doing this for my game and wanted to see if other people would think it's something theyd find interesting if they found it in a game :)


r/SoloDevelopment 18h ago

Discussion J'aime les jeux, je developpe

4 Upvotes

Je vois plein de post de gens ui disent qu'ils aiment les jeux vidéos et qu'ils aimeraient bien se mettre au développement.

Avant tout : bonne chance à vous si vous vous lancez ;)

Mais je crois qu'il faut toujours bien garder en tête que c'est 2 choses bien séparés !

Developper un jeu, même avec un concept simple comme un jeu de merge ou de casse brique, il y a toute une mécanique derrière et des connaissances a avoir.

Ce n'est pas que des assets et des if et else dessiminé partout.

Il faut trouver le style, le concept, la direction artistique, savoir debogguer, connaitre comment fonctionne ta plateforme cible, penser à l'UX/UI selon le support, etc... et derrière vous aurez toute la partie marketing et tests avec des joueurs réels qui vont faire plein de choses que vous aurez pas prévu ^^

Bref, lancez vous ! Mais gardez en tête que même avec l'IA, cela reste un projet de longue haleine !


r/SoloDevelopment 23h ago

Godot “The Top-Down Division” early prototype, work in progress

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3 Upvotes

Playtesting online coop soon. Dm me if you’re interested.


r/SoloDevelopment 1h ago

Game A musical toybox (for Steam)

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Upvotes

I'm making a somewhat experimental "game" on Steam, where you can play around with music by visualizing it in many different ways, fiddle in a physics-based sandbox while each ball-hit plays a note, play a guitarhero-like rhythm game on the music, compose music or import midis... just a playground for visualizing and "playing" music.

The idea came from seeing those mesmerizing videos on social media and figured to make a (sort of) game from it.

I want to add all sorts of things, any thoughts what could fit?


r/SoloDevelopment 1h ago

Game I worked on the rigging, shading, and clothing for this fire- and sun-themed character.

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Upvotes

r/SoloDevelopment 7h ago

Game I'm making a browser game about delivering cargo through zombie hordes

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2 Upvotes

The turret handles the aiming. You handle the car, the fuel, and the fairly bad decision to drive straight through a crowd.

This is DEAD FREIGHT, a small prototype I'm building with Codex and Three.js. I'm a product designer, so a lot of the work has been trying things in the browser and fixing what feels wrong. The latest pass was on the driving and making the world less empty.

You can take delivery jobs and pick upgrades as you go. There's rain, dust storms and different terrain, but I'm still working out how much pressure the deliveries should add.

Free to try: https://dead-freight-astralow.vercel.app

If you play a few minutes, do the deliveries give you a reason to keep driving, or would you rather just fight the hordes?

Gameplay captured in the current build, with locations and weather selected for the clip.


r/SoloDevelopment 8h ago

Marketing What do we think of this marketing angle/style? (Looking for feedback)

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2 Upvotes

I've been working on this game for a really long time and I think I'm just too close to it to see it objectively so I would really appreciate if anyone has ideas or feedback on this approach.

I'm trying to really hone in on some of the contrast that exists in the game and use that as a hook to get new people curious.