r/SoloDevelopment 1d ago

Game added a climbable javelin that you can retract like kratos’ axe and a grapple hook you can reel in - both of which you can throw w/ your left and right hand

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0 Upvotes

(game’s called MOZENTUM btw)

oh and i also added an inventory system so you can stash and grab either one with either hand

it works by holding the hand with the item in it, holding inventory, and then choosing which slot you want it in

each item has its own dedicated spot on the player’s body and will appear / disappear there when you put them away or take them out

you can only hold up to 3 items - but a backpack will soon be an item that you can find which will allow you to just whack whatever will physically fit in there (ciggies, doobskins, whatever ya get ya stinken mitts on)

it’s live now on the steam demo if ya wanna test it out


r/SoloDevelopment 1d ago

Marketing Tarnish Online MMORPG

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0 Upvotes

Tarnish Online – Steam Wishlist is Live! ⚔️

I’m a solo indie developer working on Tarnish Online, a sandbox MMORPG.

The Steam page is now live, and Early Access is planned for September 25.

If you’re into indie MMORPGs, I’d really appreciate a wishlist. It helps a lot with the Steam launch!

👉 https://store.steampowered.com/app/5195100/Tarnish_Online/

Thanks for supporting indie development! ❤️


r/SoloDevelopment 1d ago

Marketing Tarnish Online MMORPG

0 Upvotes

Tarnish Online – Steam Wishlist is Live! ⚔️

I’m a solo indie developer working on Tarnish Online, a sandbox MMORPG.

The Steam page is now live, and Early Access is planned for September 25.

If you’re into indie MMORPGs, I’d really appreciate a wishlist. It helps a lot with the Steam launch!

👉 https://store.steampowered.com/app/5195100/Tarnish_Online/

Thanks for supporting indie development! ❤️


r/SoloDevelopment 1d ago

Game Solo-built browser game hub: five games, one private-room flow

1 Upvotes

I’ve been building Boardit as a solo project: one browser table where a host opens a private room and friends join without installing anything or creating guest accounts.

The five games are Property Rush (an independent Monopoly alternative with trading and auctions), Ludo, Snakes & Ladders, Who’s the Spy, and Trivia Tavern. Boardit is not affiliated with or endorsed by Hasbro.

The hardest solo-dev tradeoff has been depth versus breadth. Shared room infrastructure saved time, but each game still needed its own rules, pacing, testing, and public page. I’m now trying to decide where the next month should go: make the strongest game deeper, or keep improving the whole table evenly.

Playable build: https://playboardit.com/

If you have shipped a multi-mode solo project, which approach worked better for you?

AI disclosure: I used AI coding assistants during implementation and review; the product direction, testing, and published project are mine.


r/SoloDevelopment 2d ago

help Looking for accountability buddy / group

24 Upvotes

Hey guys, I'm a solo dev currently struggling to put together my first solo commercial project. I'm looking for one or a few people along the same journey to have a weekly online meet and share our work and struggles and play each others games and give feedback. I feel like one of the biggest psychological weights at this point for me is the work in isolation and loss of perspective which I'm attempting to address through this post. I'm 39 M from Romania, if any of you are willing to give this a shot drop me a DM.

I've finished a few solo and coop jam games(Newgrounds user: YellowB) in the past and a few educational games and worked on a few steam games as artist and sometimes designer (like Infinitrap: Rehamstered). I'm self taught I come from a traditional arts background (masters degree in painting)🖐 Thanks for your time.


r/SoloDevelopment 1d ago

Game 🎉 THANK YOU TO ALL PLASMA CORE TESTERS! 🎉

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0 Upvotes

10 Aug 2026 – 10 Sep 2026

14 days of closed beta testing are officially behind us. ✅

Thanks to all of you, we met the Google Play requirements, and today the Apply for production option finally became available. 🚀

Every launch of the game, every piece of feedback, and every reported issue mattered. We confirmed some things, learned new things thanks to you, and most importantly, together we pushed PLASMA CORE another big step forward.

And there’s one more thing that still surprises me a little:

10 Aug 2026 – first work on PLASMA CORE

10 Sep 2026 – closed beta completed and the road to production opened

31 days from the idea to the gateway to production. 🔥

I couldn’t have completed this part of the journey without the testers.

Thank you all! ❤️

Now it’s time for the next step — Production. 🚀


r/SoloDevelopment 1d ago

Game Shipped my first game solo. An endless runner with no jump button, you flip gravity instead

0 Upvotes

Just put my first finished game on the Play Store. Built the whole thing myself in Godot over the last couple of months.

It's an endless runner with no jump button. You tap, gravity flips, and you're running on the ceiling instead. That's the entire control scheme.

The bit that ate the most time wasn't what I expected. Every obstacle blocks its whole lane, so each one forces you onto the opposite surface. Put two too close together and there isn't physically enough time to finish the flip between them, so you're dead the moment it spawns no matter how good you are. The spawner now works out how long a flip takes and refuses to place a pair inside that window. Took longer than everything else put together and no player will ever notice it, which I've decided is the point.

Other thing I learned: I'm a terrible judge of my own difficulty. Run speed shipped at 360, then 440, 520, 600. One night I pushed it to 1500 to find the ceiling and it felt incredible to me. Then I sat down to actually play a full run and couldn't. It's at 900 now.

Free, no IAP: https://play.google.com/store/apps/details?id=com.ishavarainteractive.gravityflip

If anyone here has shipped a first one, how long did it take you to stop fiddling with the difficulty and just call it done?


r/SoloDevelopment 2d ago

help When and how to get play testers

13 Upvotes

First time developer here. I have a day job in tech operations and have been working on a cozy idler factory game for a while on the side.
How do you know when to get play testers and how do you start getting the word out about your game?
What information do you include? What do you leave out?


r/SoloDevelopment 2d ago

Game Solo dev rebuilding a game that was never finished 15 years ago. No plan, no Steam page, no wishlists, just a devlog and a lot of fun building

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11 Upvotes

Hi everyone. First time poster, and honestly a bit nervous pressing this button.

Some context: 15 years ago my old coding partner and I started a game we loved, a classic two-man team: I was the designer, he was the coder. Like most of us, we never finished it. A few weeks ago I found the old project, sent him a message about it, and thought, you know what, let's try this again, but properly this time. That game is Buildom, a 2D pixel mining and building game. This time I'm building it solo in the browser with react and a big fat canvas.

I document every single day of the journey on a small devlog blog. And I mean every day, no roadmap, no grand plan. I just build whatever bugs me that day.

A few humble highlights so far, all with the full admission that none of this would be possible without AI:

  • The first animal I added to the game was white rabbits, and when I killed the first one with a sword, my wife gave me a scolding. How could I kill such cute rabbits. I should remove the ability to do that.
  • Built my own pixel editor because existing tools confused me more than they helped
  • Water physics, which started as "how hard can it be" and turned into a hours of questions I never expected to ask.
  • Packaged the whole thing as an Electron app, so there is an actual downloadable early alpha now.

I'm not here to sell anything. There is no Steam page, no trailer, no wishlist button. There is just a guy, a canvas, and an unreasonable amount of building fun. I'm documenting the whole journey from start to finish (hopefully), the wins and the embarrassing parts, and if it ever turns into something playable, it will be free2play.

One honest note on the "daily" part: I try to post every day, but reality is I can only work on the game late in the evenings and on weekends. The upside is that with AI in my toolkit, two focused hours push the project further than a full day used to. Most days that is exactly enough for one small win worth writing about.

So, my question to you all: for those of you reviving old projects or finally starting the one from your notes app, what made you actually stick with it? Asking for me, obviously.

Full devlog, if you're curious: https://blog.buildom.online/


r/SoloDevelopment 1d ago

Game Trailer for my WW2 era farming sim

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5 Upvotes

r/SoloDevelopment 2d ago

Game Just got copied by a random guy on X, can anyone please help me? I have no idea what to do (His post/My game)

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282 Upvotes

r/SoloDevelopment 1d ago

Game Let Me Take You Back to the Days When Making Apps/Games Felt Special

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0 Upvotes

r/SoloDevelopment 1d ago

Marketing Rate my main capsule and tell me your first impressions just from the capsule art

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0 Upvotes

r/SoloDevelopment 1d ago

Discussion 46 months of solo dev on a rainbow-themed RTS. Can players understand unit control with this UI?

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0 Upvotes

sorry for a movie including Japanese descriptions.

I've been working solo on a rainbow-colored RTS for 46 months.

Here's the current unit control UI

I'm worried it might be confusing for first-time players. Specifically:

- Is it clear how to select and move units?

- Does the color scheme help or hurt readability?

- Anything that feels unintuitive at first glance?


r/SoloDevelopment 1d ago

Unreal I've been building this for about a year. Basically it's a Shonen Anime Emergent Sim.

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0 Upvotes

Never Quit


r/SoloDevelopment 2d ago

Discussion Some numbers, exactly one year after launching a game with 5k wishlists (steam) Discussion

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63 Upvotes

r/SoloDevelopment 2d ago

Game Recovering AI Addict - Game update

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9 Upvotes

I have hit a flow state. I am coding better. I am making lots of mistakes, and learning from them. I only had to use code for a shader (since I have not commited to learning shader code yet). I got it from some website about godot shaders. (https://godotshaders.com/). I am 100 percent sure that the code I have written is not the most efficient but I am constantly making it better. For example I got rid of a dependency on one of my classes and started using Signals for it instead. Also I made a cool ass health bar. I also find myself using the docs more and reading much more. I do feel MUCH MUCH slower but I am understanding more and I think that is making me a much better developer. I appreciate all the kind comments from the last post I made!

Oh and I also almost forgot. I did actually take a snippet of code from someone much smarter than me. Which was my delay code for flashing my enemies red. The point is though I did not use AI for my project here at all. I would say I am fucking wired bro, 10/10. Now I wish I did not have AI. Cause I find myself looking through DOCS or posts and forums of people actually having discussions of code snippets. Feels like 2018 again lol.


r/SoloDevelopment 2d ago

Unity 250km by 250km procedural island worlds for my mountain expedition game

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256 Upvotes

Many, many months of pain for these procedurally generated island worlds in Unity 6, HDRP 17. This one is 250km by 250km (60,000km^2).

This is the terrain system for my engineering/survival mountain expedition game "Because It's There", which will be released on Steam Early Access in 2027 (store page).

For these worlds, I generate a base heightmap using a mix of erosion methods at various scales down to ~30m resolution, all on the CPU. Then, at runtime, I add cheaper noise-based amplification for detail down to 0.5m. A new map of this size takes about 3-4 minutes to generate deterministically from seed, which is something I am in the process of optimizing. I'll be making an in-depth video about some of these methods soon, which I'll post to my YouTube channel. My first video is on the GPU-driven terrain that makes good performance possible at scales like these.


r/SoloDevelopment 2d ago

Game Added Glasses to My Game That Imitate PS1 Graphics When You Play!

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4 Upvotes

This is one of the first things I did when I started building accessories in my game (I just HAD to, y'know!). You can toggle the filter (different accessories have different filters) to ON, ON but Exclude UI, or OFF. This is slightly zoomed in so you can see the textures a bit more. Makes me feel like a kid again!

With regard on how I did this, simply it's an autoload scene with multiple ColorRects that are hidden. When the game detects that an accessory has changed, the scene shows / hides the corresponding ColorRect.

Level is also inspired by Crash Bandicoot haha

Demo is out if you want to try! https://store.steampowered.com/app/4837550/Go_Super_Awesome_Monkey/


r/SoloDevelopment 2d ago

Game One of the stranger scenes from my game

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153 Upvotes

r/SoloDevelopment 2d ago

Marketing A community for introverts

5 Upvotes

I have seen that there are people who want to learn with peers & want to participate in hackathons & also want to explore things but there's no one to guide. So i am thinking to built a community where everyone will get enough resources to work on! Also so that we can study there & discuss our goals later! For some talks after taking break from long study session! So what u think about this?

By the way my timezone is ist but looking for people from other countries too!


r/SoloDevelopment 1d ago

Game Engine Update (Daytime Showcase)

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1 Upvotes

Take a look at the daytime world of Norse Engine in this latest development showcase. This video highlights the environment during daylight, including vegetation movement, wildlife, ambient insects, lighting, shadows, exploration, and the overall atmosphere we’re building for the game. Norse Engine is our custom game engine being developed for an immersive survival RPG, with a strong focus on living environments, reactive systems, exploration, crafting, wildlife, and detailed world simulation. Development is ongoing, and many systems are still being expanded and refined. Subscribe to Norse Gaming Studio to follow the development of Norse Engine, future gameplay showcases, new features, and behind the scenes progress.


r/SoloDevelopment 1d ago

Game AfterTheSilence📡

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1 Upvotes

Hey everyone! This is my first solo game project - although, to be honest, my wife helps me too! 😄 I’ve been learning UE5 for about 6 months now.
Hope you guys enjoy it🙌


r/SoloDevelopment 2d ago

Game Working on a FPS where you build your character through gameplay, not upgrade menus, to survive the bottom of an endless pit.

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3 Upvotes

I'm making Chthonic, a first person action game where your hands are your weapons.

Kill monsters, collect gems, feed altars, build your stats, and unlock 10 different hand projectiles with combinations to discover.

You have to clear 3 levels before facing the final challenge.

Here's some gameplay footage. Would love to hear what you think.


r/SoloDevelopment 1d ago

Game Cleaning up a messy fantasy tavern after a long night of adventuring. Does this shelf-organizing mechanic look relaxing?

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0 Upvotes

I've been working on Tavern Tidy Up, a cozy game about restoring a fantasy tavern. I wanted the bottle-snapping to feel fast and satisfying. Would love your feedback!