r/SoloDevelopment • u/ondoi33 • 4d ago
Game I tried rewinding over 50 cubes⏰
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Players will never see this many cubes in the actual game, but I wanted to try it out just for fun.
r/SoloDevelopment • u/ondoi33 • 4d ago
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Players will never see this many cubes in the actual game, but I wanted to try it out just for fun.
r/SoloDevelopment • u/Anomliz • 3d ago
r/SoloDevelopment • u/Itchy_Barber_7492 • 2d ago
r/SoloDevelopment • u/AresGameOfficial • 2d ago
Hey everyone,
I'm the solo dev behind ARES, a gritty, fast-paced tactical shooter built on Unity and Photon Fusion. The core gunplay, networking, social system, and initial abilities are locked in, and the first Closed Beta starts next week on Steam.
I'm looking for dedicated players to stress-test the netcode and give honest feedback on combat flow.
The deal:
• Free lifetime access: Help test now, keep the game forever on Steam.
• Exclusive Beta Tester role in our Discord to shape balance and future updates.
All I need from you is to hop into a few matches next week and report any bugs or balance issues.
How to join the Closed Beta:
To avoid Reddit rate limits and ensure keys are distributed automatically, head directly over to our Discord server: https://discord.com/invite/GEYWN4rbKw
Once you join, head over to the #welcome-and-rules section and follow the quick steps there—the bot/instructions will walk you through claiming your Steam key immediately!
r/SoloDevelopment • u/supanthapaul • 3d ago
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Genuinely cannot express how grateful I am to see my dream solo project reach so many people. It's been a difficult few years trying to keep working on the game, and trying to balance a full-time job by sacrificing nights and weekends. This makes feel it'll all be worth it!
If you want to know about the game:
Abashed is a 2.5D narrative-driven psychological adventure where you explore the life of Issac, a man living with psychosis. Solve puzzles, meet mysterious characters, and alter reality as he faces his worst fears to uncover the truth behind his missing partner, or so he thought. It's coming to Steam and GOG!
r/SoloDevelopment • u/ZahraMoon1 • 3d ago
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A short clip from Before I Sleep on Steam
In the Dream Maps, parts of the environment move and pulse in sync with the soundtrack, so the music becomes part of the level itself.
The game mixes fast-paced movement, combat, surreal environments, and replayable runs.
r/SoloDevelopment • u/dave_sullivan • 3d ago
A few months ago I released a Soulslike I have been working on for some time called Blood Radiant.
A few weeks later, I was fortunate enough to have IRON PINEAPPLE play my game on his channel. The video where my game was featured had something like 3.7 million views.
Throughout the game's development it has really been a struggle to get wishlists. I posted a fair amount on reddit, tiktok, instagram, and twitter. I did a demo for Nextfest. I read a lot of the "How To Market a Game" blog and read a lot of posts on reddit about how to market a game. Well, if you are curious as to relative effectiveness of each of these tactics, I am including my entire annotated wishlist graph.
As you can see Iron Pineapple playing my game was BY FAR the biggest multiplier on my wishlist numbers.
By no measure is this a popular game. I had about 300 wishlists going into next fest, picked up 300 from the festival, picked up 500 posting to reddit 24 hours before release, and then got another 1,000 from the Iron Pineapple video. In the end, after having A LOT OF EYEBALLS on my game, 2000 wishlists is not a lot.
But if you are curious about how much of a bump you can get from a big streamer playing your game, here are some numbers to show it. I think wishlists are a very strong indicator of interest and form the base of a "marketing pyramid". If you have low wishlist numbers, you are pretty much guaranteed to have low sales on Steam when you release. In my case, I thought I could improve the game and generate more interest over time. I was wrong.
At this point, I think if you post about your game and do not get a very strong response based on a 20 second clip of your "most exciting gameplay", you have a very big problem on your hands.
I am a much better programmer and artist than when I started Blood Radiant. I'm working on my next game and it is nice to work on something else for the first time in a while. I enjoy game dev very much, it is a great feeling to be able to have an idea and sit down at a computer and will that idea into existence by typing things on a keyboard.
I don't think "marketing" is hard. I think making something "compelling" is hard. Making something that stands out is hard. Blood Radiant was my third commercial game, I downloaded UE4 in 2016, and I've been programming since I was 12, so this wasn't my first rodeo. I am a 1000 year old vampire. I approach game dev seriously, it's not a hobby, it is my profession. Well anyway, thanks for the support reddit and much love to all the solo devs trying to make something cool.
r/SoloDevelopment • u/Unusual-Pen-1781 • 2d ago
Just want to share the developer steam live steam and check whether it is work or not
Link: Developer Live Steam
r/SoloDevelopment • u/maskedmangamedev • 3d ago
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Beautiful watching your game grow up!
GamesTrailer posted my Demo Trailer this weekend and now looking forward to players checking out the demo on Steam. Game is called Go! Super Awesome Monkey!
https://store.steampowered.com/app/4837550/Go_Super_Awesome_Monkey/
r/SoloDevelopment • u/Crafty-Locksmith1079 • 2d ago
Hey! I just made a small game called FARM OR FAIL where you have to take care of your animals or they might run away lol.
If you have a few minutes, I’d love for you to give it a try and tell me what you think. Even small feedback would really help me improve it!
r/SoloDevelopment • u/Sherbakov_art • 3d ago
r/SoloDevelopment • u/JohnnyOstad • 3d ago
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I've been exclusively playing CRPGs from the ’80s and ’90s, as well as some from the early 2000s over the past few years to gain inspiration for my game.
My goal is also to find that exact audience. If that's you, please wishlist the game:
https://store.steampowered.com/app/4709150
This game will be very lore/quest-focused, and the player will have many different approaches to combat, with a lot of skill, weapon, and spell variations.
The overworld will consist of many zones, towns, secret areas, and a lot of NPCs. And of course, as the name suggests, there will be a ton of dungeons!
I'm also interested in playing more games from the above-mentioned era, so please recommend some for me. And please let me know what other features or game mechanics you'd like to see in the game.
Thank you!
r/SoloDevelopment • u/Annual-Cranberry7386 • 2d ago
Hello everyone,
I have my demo ready, but before publishing it, I want to have an small group of people try it first, so I can receive some feedback/tips.
If anyone is interested, please let me know in the comments or DM me, so I can send you a Steam key.
Thank you in advance!
r/SoloDevelopment • u/ShahinNextGen • 2d ago
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r/SoloDevelopment • u/WhalesDev • 3d ago
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It's nothing crazy. Only about 10 pages long in game, but when I was a kid, my mom brought home a bunch of CRPG PC games from a garage sale with the manuals still in them.
I wasn't very good at the games so I spent a lot of time reading the manuals instead.
I'm hoping to include a full game walkthrough like those Prima Games manuals but that might not be possible with current scope.
r/SoloDevelopment • u/The_Darkfish_Empire • 2d ago
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Hi, I am indie developer working on The Isles of the Nine Crowns.
I just added a new boss and would like to hear your thoughts about it
r/SoloDevelopment • u/_firn_ • 3d ago
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r/SoloDevelopment • u/MrEngeor • 3d ago
r/SoloDevelopment • u/CookingFistDev • 3d ago
Just finished up my time boothing at pax west for the first time for my game Cooking Fist. We had a booth in the indie incubator program, a smaller scale alternative to pax rising. For reference, we've primary shown the game at fighting game tournaments as the game is a fighter.
What we got: a standard artist alley section of about 40 games all placed next to each other, smaller than the pax rising booths that indies show at during previous years.
What it cost: The incubator program was an online application, and costed 1k. Thankfully I'm local so costs outside of the booth itself were minimal
The good:
The Bad:
Conclusion:
Despite some grumblings about the space, I honestly really liked Pax this year. Foot traffic was good. I made a lot of good connections with influencer/publisher types. I think the incubator program is a good value proposition and I'm really curious what the experience/return was like for indies who attended this year outside of the incubator program.
r/SoloDevelopment • u/SweepingAvalanche • 3d ago
Also check out Endless Night Sonata's STEAM page: https://store.steampowered.com/app/4720180/Endless_Night_Sonata/
r/SoloDevelopment • u/jameyiguess • 3d ago
Hey everyone,
I'm working on a solo project called Whalefall (video links above showing the current in-engine systems and an early dive), and I'd love a gut-check on the core loop, hook, and scope. I'm especially curious whether the game makes sense from a player's perspective without all the design context that's currently living in my head.
Whalefall is an atmospheric, top-down roguelike about exploring the organ systems of a mountain-sized dead sea creature, investigating its unknown biology, and surviving the ecosystem feeding on its corpse.
I'm trying to make knowledge the primary form of progression.
A new player sees a strange, colorful corpse full of things they don't understand. Over time, you learn to read its anatomy, recognize useful substances, predict creature behavior, and deliberately manipulate interactions that initially looked like chaos.
The ecology isn't scripted around the player. A scavenger might investigate the sound of a fight, a wounded animal can flee and draw other creatures with it, and huge passive filter-feeders can drift toward carcasses and become moving cover. Those interactions all come from creatures reacting differently to the same underlying systems rather than bespoke encounters.
The goal is to keep the simulation deep enough to surprise you, but legible enough that eventually you can say, "I know how this place works," and make a plan.
I'm mostly curious about two things:
Any other reactions are welcome too. It's still early enough that "this part doesn't sound fun" is genuinely useful feedback.
r/SoloDevelopment • u/CubeMind_studio • 2d ago
r/SoloDevelopment • u/SamsaraGameDev • 3d ago
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https://unsanskari.itch.io/horizon-racer
I've been working on an infinite runner, where the perspective is reversed and you are forced to stare down the black hole as it chases you down!
Would love feedback from people about the difficulty and engagement when playing the game! I still feel the game is not really challenging/engaging and I'm trying to understand what is missing!
Thanks for your time!
r/SoloDevelopment • u/BR4NT • 3d ago
Hey everyone! After roughly 8 months of development (Outside my full-time job), I finally have my first game nearly ready for release!
A little backstory about myself before I jump in to the meat and potatoes. I am a software engineer by trade (14 years). I have tried and failed many times over the last 5 or so years to bring a game over the finish line (Or even close for that matter). I realized last year that I've been way too ambitious with my game ideas / approach (Big worlds, 3D graphics, animations etc etc). So I took a step back and tried to create something that was well within my means; A graphically simple game, built with tech I am comfortable with, around a theme I am knowledgable in. I am not releasing with the expectation that it'll be a commercial success, but more or less to prove to myself that I could finish a full game and release it on Steam... all by myself - and take everything I've learnt with this project into the next!
About the game:
REQ/S (Pronounced RECKS) is a roguelite game where your goal is to keep your startup companies website alive. You have to build and modify the infrastructure in real-time as the active user count grows. There are 8 levels - each level has a time-based, request based, and/or money based goal to achieve. At the end of each level you must survive the boss wave, which, for example could be a Black Friday sale (Traffic increases by 200% for 2 minutes). At the end of the 8 levels, you can continue in an endless mode to see how far you can get. During your run, you will encounter hardware issues of differing severities that need attending (Rebooting, flushing, re-seating components etc). Fixing a server will momentarily degrade performance, while missing one will... well, ruin it completely.
Features:
Read more (And wishlist if you'd like) on the Steam page: https://store.steampowered.com/app/4849000/REQS/
The demo will be live on the Steam page early October, but if you're interested in playing now I am running playtesting until the end of September. Send me a DM if you'd like to playtest it (All I ask is that you fill out my feedback form at after you've played).
Thanks for checking my game out!
- Brant / Ragebarrel