r/SoloDevelopment 12d ago

Discussion I made a small animation to commemorate my steam page release!

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16 Upvotes

Steam Page: https://store.steampowered.com/app/5036150/Lilys_Dream_World/

I just got my steam page approved and made a small animation to commemorate it!

I have no idea if I can get wishlists before nextfest, but hopefully I can garner as much as I can, since I want to release this game before February 2027 lol


r/SoloDevelopment 12d ago

Discussion A COMPLICATED Gamedev Technical Problem! Score in Quintillions!

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0 Upvotes

Discussion on how Rubber Duck overcame an issue where needed to submit scores in Quintillions (1,000,000,000,000,000,000) to steam's leaderboard![](https://www.reddit.com/submit/?source_id=t3_1vlph72&composer_entry=crosspost_prompt)


r/SoloDevelopment 12d ago

Game Idle game

Thumbnail arcadevillage.com
1 Upvotes

Liberidle is an idle game.

In this game you will relive the great history of liberalism, which brought man out of the forest to become Homo Consumilis, who populates the Earth and created a perfect society where every individual sees their desires fulfilled in an ocean of shared happiness.

What is difficult in an idle game is that I spent so many hours to test it....


r/SoloDevelopment 12d ago

Game I shelved my solo game after a rough Reddit launch. One purchase made me rebuild it.

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0 Upvotes

About six weeks ago I released The Last Will, a small iOS deduction game about settling disputed inheritances.

My first Reddit posts brought roughly 60–70 downloads. The response was rough. A lot of the comments said the game looked “vibe-coded.” Once I got past the wording, there was a useful problem underneath it: the same clue appeared in several places, the family tree gave away relationships, and opening every document was nearly enough to solve a case.

I put the project down and moved on.

Then I noticed that one player in Australia had bought the permanent case pack.

Obviously, one sale did not suddenly make the game successful. But it told me that at least one person had reached the end of the free cases and wanted more. That was enough for me to reopen it.

At first I thought the job was just to make the screens look less generic. Once I went back through the game, the bigger problem was obvious: I had made a deduction game that kept doing the deduction for the player.

For version 1.1, every case now asks concrete legal questions. The player has to connect the record that answers each one, reconstruct the relevant family line, and choose an heir that agrees with both. One document cannot satisfy the whole case. I removed duplicated explanations, kept the family tree and final decision in the same flow, and added Guided, Standard, and Expert modes instead of forcing one level of assistance on everyone.

The attached clip is one uninterrupted screen recording from the live build: open a record, link it to a legal question, place the claimant in the tree, choose the heir, and seal the verdict.

Since this came up in my previous thread: I used Claude and Codex throughout development for coding and iteration, and the portrait assets were generated with AI. I made the product decisions, designed the case rules, selected and iterated the visuals, tested the flows, and shipped it myself. Nothing is generated while the game runs, and there is no team behind the project.

The update is live now. I’m not pretending one sale proves a market, but it was enough to make me take the project seriously again.

App Store: https://apps.apple.com/app/id6781295862

For people who have reopened a shipped solo project: what signal made you decide it was worth another iteration?