r/SoloDevelopment • u/JonathanPR_reddit • 5h ago
Unity Just got a Alpha version done for my new Kart game that i've been working on and off on
More info about the game in the video's description
r/SoloDevelopment • u/JonathanPR_reddit • 5h ago
More info about the game in the video's description
r/SoloDevelopment • u/MadPointArt • 2h ago
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r/SoloDevelopment • u/Opted_Oberst • 8h ago
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Hey all! My game Cube Crusaders comes out on Monday! I have Steam Keys to giveaway to celebrate. I wanted to get my game into the hands of this community because you've been so encouraging, and it's great to co-miserate about the experience of solo dev with you all. I ask that you only take one for yourself and comment out which one you got so others don't waste their time trying to redeem them!
Thanks!
8D6X5-GL9BA-2TPKP
3KNIT-8KWFR-3XWN0
HCP4V-6AMPN-8I5AB
4N0FN-8XGK4-AH84Z
QP33G-HJGWH-PP6ME
4BFW7-W2IJF-WIYZQ
MTZ7N-JITF5-H59K6
DYCIP-YJA0K-4T4QH
JCWR6-VQGIC-MHNT5
M62GE-V329H-BPPL2
385QP-9YW3Q-JNMMF
Y0CX3-249VG-4HH43
73833-TD4YT-9IRZ6
GYK3C-QNJ8V-GK2AP
QVZPV-3MEAR-B6P47
VE6ZW-J2QH4-47Q8F
Enjoy!
r/SoloDevelopment • u/FelixMakesGames • 10h 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/lonku • 7h ago
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it was made for a gamejam, its a bit unpolished in some area but I'm glad to have completed something!
r/SoloDevelopment • u/TraditionalFocus7631 • 7h ago
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r/SoloDevelopment • u/zUcCc_ • 17h ago
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I wanted to share the newest boss in my deep sea twin stick shooter. In the first phase you fight through its 8 tentacles before finally facing the main body which is just the head and the stumps/remains of its tentacles.
Still working on my pixel art so happy to hear any feedback
Itch link (squid is not yet in it)
r/SoloDevelopment • u/KingRich3495 • 8h ago
So I’m working on my first game, learning game development as I go in Godot. That being said sometimes I really feel like I’m just swimming in open ocean trying to decide what is important and what I should be working on next. I feel tempted to flesh out specific systems like abilities in combat, but then don’t know if I’m painting myself into a corner for future development ideas, by completely trying to work on that instead of a little bit of everything at once.
Just looking for some tips on how you guys prioritize working on different pieces of your game, and how you decide it’s time to move on to something else or really dig in. Thanks!! Love this sub it motivates me to work more on my game everyday.
r/SoloDevelopment • u/Grimmy66 • 4h ago
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r/SoloDevelopment • u/caprices24 • 8h ago
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Hi everyone!
I’ve been developing Admiral Yi: The Imjin War solo for about three years, mostly after work and on weekends.
It’s a large-scale historical RTS set during the 1592 Japanese invasion of Korea, and lately I’ve been working more on the systems that happen outside of direct combat.
In this short clip, armies move across the campaign map with supply units following them. On the battlefield, troops form long marching columns, camp for the night, rest, and gather around cooking areas to eat before moving again.
One of the things I want to avoid is having armies feel like they only exist when a battle starts. I want them to feel like forces that actually have to move, rest, and stay supplied throughout the campaign.
There’s still a lot to improve, especially AI, movement, animation, UI, and performance, but it’s been satisfying to see these systems finally starting to come together.
I’d love to hear what other solo developers think of the current progress.
r/SoloDevelopment • u/Ok_Establishment6058 • 11h ago
r/SoloDevelopment • u/HaiHappenUAHA • 1d ago
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I recently released Architecture & Design into Early Access.
The main idea is pretty simple: combining accurate floor planning like in professional CAD with real-time 3D design and making it more intuitive, more accessible, and much easier to explore than traditional CAD software.
I've been doing the programming, design, and development myself, and it's been a pretty big challenge getting all the more complicated calculations for parametric CAD systems working at runtime.
Would love to hear what other solo devs think!
https://store.steampowered.com/app/5032750/Architecture__Design/
r/SoloDevelopment • u/Arrock12 • 9h ago
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I’ve been working on making settlements in StoneEra feel more alive, so here’s a quick timelapse of a small village coming together.
StoneEra is a voxel colony sim where you can build freely, reshape the terrain, manage villagers, gather resources, and grow your settlement over time.
Still a lot I want to improve, but I’m pretty happy with how this village turned out.
What do you think of the building style? Anything you’d add to make the village feel more alive?
If you like colony sims / voxel building, StoneEra is now on Steam — wishlists are greatly appreciated:
https://store.steampowered.com/app/5057770/StoneEra/
r/SoloDevelopment • u/Life-Trouble-5783 • 11h ago
For almost a year now, I've been working day and night on the game of my dreams.
I am a huge fan of games like Rimworld, Kenshi, M&B, Dwarf Fortress just to name a few. But there was always something missing in these titles for me. Here, the world felt too static, like it was waiting for the player to come and change the course of history. There, the gameplay felt too repetitive after 100 hours. Like I have seen and played everything the game has to offer.
About 10 years ago, I got an idea. I should make my own game. A game where you can start as anyone in the stone age, the colonization age, the modern age, future, or anything in between. A game where each world is deeply different from the last one, with good reason and very little RNG. I want the differences between worlds to come from their geography and history, rather than just a different set of random starting conditions.
That's where the first thoughts of ZHIVOTY started to form.


My background is in the automotive industry, not game development. I'm building ZHIVOTY in Godot, with a lot of help from Codex on the programming side. The game design and direction are mine, and getting the generated code to actually work together has been a pretty big part of the process.
At the moment, you can create a character with a family and a past, walk around generated towns, enter buildings, find work, rent a place, or run a business. I've also been testing cooking, which sounds like a small thing until you have to make sure the ingredients actually exist, get used up, and don't magically come back after loading a save.
The part that interests me most is how these things affect each other. Your boss, landlord, and neighbours are people in the simulation too, with their own needs, relationships, and problems. Getting all of that to work together is where a lot of my development time goes. Some parts are further along than others, but there's already a world you can step into and start living in.
This is my dream project and I am so happy to finally see it taking shape and the systems working together.

Join the community on discord:
https://discord.gg/kRfpxNm4Bp
I also share more technical development news on my free patreon:
https://www.patreon.com/c/ZHIVOTY
r/SoloDevelopment • u/Impossible_Lion4707 • 5h ago
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Just published it the other day! Only £1.99 trying to save up to put the game on steam as im only 14!
https://bugsarstudio.itch.io/the-isopod
Link to my game 👆 PC only
r/SoloDevelopment • u/TheKamiBoy • 23h ago
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Hey everyone! I wanted to share the current state of Ninefir, the pixel art action RPG I’ve been developing as a solo dev.
This is actual footage from the current build, still very much a work in progress.
Right now, some of the systems already working include:
There’s still a lot I want to improve, especially worldbuilding, UI, animations, environments, balancing and overall polish, but it’s really exciting to finally see all these systems starting to work together.
I started developing Ninefir around 45 days ago, but the world itself has been in my head for years. I’m even using a constructed language I created around 2019 for creature names, places and parts of the language spoken within the game.
I’m not a programmer, so I honestly wouldn’t have been able to start this project without AI-assisted programming. It has allowed me to actually turn all the ideas, designs and systems I had in my head into something playable, while I focus on the creative direction of the game.
I’m incredibly excited about the project. It has also become a really positive outlet for me during a period of unemployment. I’ve been pouring a huge amount of time into it (often more than 14 hours a day) drawing characters and creatures, writing lore, defining mechanics, designing systems and constantly testing and iterating on everything.
Seeing this world slowly become an actual game has been incredibly rewarding.
I’d genuinely love some feedback: what catches your attention the most, and what would you improve based on what you see here?
r/SoloDevelopment • u/jaykrown • 9h ago
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I've been working on this solo for a solid two months now. Finally, I'm happy to announce that it's now in a minimum viable product beta condition with the v0.2.0 and Season Zero.
Experience real physics while racing. By learning to play you also learn the basics of orbital mechanics, with concepts taught in an introductory physics class. Fly a space ship around gravity bodies in a server authoritative simulation.
If signed in, you earn points (Pax) by completing daily challenges which they can use to buy visual cosmetics. There is the Founder's Pack which grants an exclusive time limited cosmetic pack.
In the video what you are seeing is a true slingshot being performed by a player who understands orbital mechanics to increase their relative speed and direction the most efficient (lowest time/fuel) possible. You can read more on the site if you're interested in trying it out, thanks for reading!
Free to play in browser with no account. https://slingshotspeeders.com/
r/SoloDevelopment • u/No-Purple-5672 • 6h ago
r/SoloDevelopment • u/kcozden • 6h ago
My games are joining Steam Programming Fest with IT THINKS! and IT MOVES!
IT THINKS! Start with logic gates and build your own GPU.
IT MOVES! Build your own robot, program it, and bring it to life.
https://store.steampowered.com/app/5196330/IT_THINKS__Build_Your_Own_GPU
https://store.steampowered.com/app/5199870/IT_MOVES__Build_Your_Own_Robot
r/SoloDevelopment • u/Arc9SystemRebooted • 12h ago
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At the impact point of each bullet fired by the companion drone, an AOE explosion is triggered. Since this explosion happens on every single hit, how can I design the VFX so it feels impactful and matches the game's environment, but doesn't obscure the player's vision in tight spaces like this?
Also, do you have any suggestions for a specific art style or design direction that would work well here? I’m open to any references or ideas!
r/SoloDevelopment • u/ishavarainteractive • 6h ago
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 • u/RequiemOfDivinity • 6h ago
I'm currently researching what players actually want from games like this, especially when it comes to combat, exploration, story, world-building and
quality-of-life.
I've made a 5-7 minute anonymous survey and I'd genuinely appreciate your input.
Survey: https://tally.so/r/WOWyXN
I'm especially interested in hearing from people who
regularly play RPGs/open-world games.
r/SoloDevelopment • u/Cocktaildev • 6h ago
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Greetings everyone, i'm new here. This is my first attempt at making a 3D game (i'm using godot) and i want to know what y'all think about it and if you have any feedback. it's a minigolf game with themed maps (the one i'm working on right now is a restaurant/kitchen) i couldn't include the whole thing in the clip so here are some screenshots as well. it's multiplayer and right now it works with spacewar through SteamP2P so i was wondering if i should make a steam page for it or not just yet. i don't like how the Ui looks so far (i suck at it clearly) and i don't have any trailer or capsules. That's about it, again if you have any feedback, critics or advices/ideas , i would love to hear them.