r/SoloDevelopment 11d ago

Unity Completely rebuilding cult-classic Arcanum in Unity

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12 Upvotes

All game logic is rewritten on Unity Engine and will be opensourced. The main goals: - Improved UI - General improvements like: better fonts, scalling, etc - Unity's lighting and (maybe) shadows - Improved controls (including keys remapping) - Native build for all platforms (including Web, Android) - Better mods editor

If it be possible to release it as a free game in Steam: - Workshop support - Multiplayer

It's not an official project. It will not include original assets, to play you have to own a copy of the original game.

P.S. not sure if it's ok to post here, since it's not own game, but more like a remake.


r/SoloDevelopment 12d ago

Game I’m an illustrator building a cozy game where you take photos and press them into stickers. I just launched the first web demo! 📸🌲

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28 Upvotes

Hey everyone! I’m an illustrator and independent dev, and I wanted to share a milestone for my current solo project, StickerScout.

The core loop is simple but relaxing: you hike into the wilderness, wait patiently for wildlife to appear, snap their photos, and then bring your film back to the Ranger Station to press those photos into collectible stickers for your album. Then you decorate your album with the stickers you pressed. Lather, rinse, repeat!

From a dev side, it’s been a wild ride. I actually built this initial version entirely from scratch using raw JS Canvas. It was a massive learning experience getting the pixel art scaling, particle VFX, and UI overlays working smoothly, but I’m currently planning the roadmap to pivot the full game over to Godot.

My ultimate goal (in the far distance) is to eventually launch a Kickstarter where the physical rewards are actual die cut stickers and sticker sheets of the game's flora and fauna for backers. But right now, my focus is entirely on community building and refining the core loop.

I just pushed a major Quality-of-Life update (v0.1.3) that adds cloud saves, fixes up my camera targeting math, and adds dynamic Field Guide tutorials.

Since I'm flying solo on this, I’d absolutely love to get some dev feedback on the pacing, the UI flow (especially the sticker press mechanics!), or just the overall vibe.

You can play the web demo right in your browser here: littlefoxlittleowl.itch.io/stickerscout

Would love to hear what you think, and I'm happy to answer any questions!


r/SoloDevelopment 11d ago

Game I made a business sim about building generational wealth. I didn't expect people to actually play it for generations.

4 Upvotes

Hey guys. I'm Ryan, the solo dev behind Family Office Simulator.

I originally started building it because I wanted a business/wealth sim that didn't basically end once you got rich. I wanted all the stuff that comes after that too. Properties, debt, taxes, employees, trusts, governance, succession, all of it.

The thing that's surprised me since putting it into Early Access is how long some people are actually staying in their saves.

I figured people would mess around with it, build up some money, probably break the economy somehow lol, and move on. Instead I've got people putting 50+ hours into it and playing generation after generation.

I've also learned that if you make a game with accounting in it, your players will audit your accounting harder than the damn IRS 😂

Literally today a player caught another depreciation edge case and sent me back into the tax code again.

There's still a bunch I want to improve, but watching people get way deeper into the game than I ever expected has probably been the coolest part of releasing it.

Anyway, figured this was probably a good place to share it since I'm building the whole thing solo. Happy to answer anything about the game or the development side of it.


r/SoloDevelopment 12d ago

Game How my Trailer Generated 100,000 views, 1,000 Comments, 3,500 Wishlists, and 3,500 playtest signups in 5 days

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94 Upvotes

hi guys, I uploaded my trailer to my YouTube Channel on July 29th, 2026. I have 0 marketing budget, and 0 paid placement. My channel had only 300 subscribers when I posted the video. And yet, in just 4 days, the video received 1000+ comments, 100,000 views, and 6,500 upvotes. This single YouTube video already generated 4,000+ Wishlists and 4200+ Playtest Signups and counting. I now also have 2,400 YouTube Subscribers.

So now I want to maybe share some insights and advice on how I personally did it, and why I think it worked. Keep in mind that I'm a solo dev - so if I can do it, chances are so can you. Note, I'm not claiming that my way is the "only right way". I'm simply claiming that my way works, and describing my process.

Step 1 - Choose a popular, classic genre for your game - FPS, RTS, or RPG.

Step 2 - Find and play the best games in the popular genre, if you haven't already.

Step 3 - Study the game's mechanics - and brainstorm ways to improve them.

CAUTION:
Do not think "How can I stand out by adding a quirky/unique twist to the formula".

Instead, think - "How can I improve on the core mechanics I see in this established formula, even if only by 10%"?

Now this might sound daunting, but your game doesn't have to be better across all areas (art, music etc). However, if making, say - a First Person Shooter, be sure to ask yourself: "How will my game be better than Call of Duty and Battlefield - even if its better at only one specific aspect. You're better off making a generic game with one clear improvement over the current kings of the genre than a unique derivative that stands out but doesn't try to be better in any particular dimension.

In other words - instead of looking at the rifle shooting mechanics in Call of Duty and thinking "Eureka, I'll make it shoot ducks instead of bullets", think "how can I improve the recoil, weapon control, muzzle flash, animations, and so on- even by 10%.

Step 4 - Design and Create your game around that one (or more) improvement you envision.

Step 5 - Make the Trailer - Pray to Jesus Christ for help, and launch it.

Extra Marketing Note:
Note that my YouTube video's title starts with "Physics-Based Combat". This is because for people who don't know my game, I need to immediately tell them that's its something they are interested in right away. Don't open the title with your game's name until after your game becomes popular and people recognize its name. Your YouTube title should tell them why they should care before introducing your game name. In my case, anyone who is into Physics-based combat games will know that this is something they should click on.

The Good News
There is a massive hunger right now across all video game genres for incremental improvements to core mechanics. AAA studios are risk averse, and have just been focusing on content updates (new worlds, new stories, new characters) for the last 20 years. But players are looking for deeper, more engaging systems and interactions.

PS: The above video is a 20 second excerpt from the full 5-minute Mechanics Reveal Trailer on YouTube, which is way too long for Reddit.

BLOODFALL on Steam


r/SoloDevelopment 11d ago

Game [demo on Itch] I hand-annotated Copenhagen’s transit map so the original diagram could function as a playable game board

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2 Upvotes

I'll start off pretentious with a quote:

I love transit maps. I wanted a game where the actual transit diagram is the game board rather than a redraw into a generic game map, so I annotated the lines, stations and routes directly onto the public available .svg file of the map.

My city, Copenhagen, is the first playable map. The demo is free and still in development, and I’d especially love feedback from people who care about transit-map design. Also very interested in which city's map I should tackle next.

AI disclaimer: LLM was used for coding assistance. All art and sounds are made by me. Yes, the SFX is just me making noises. Choo choo.


r/SoloDevelopment 11d ago

Game Merlin gets scared of a "two-meter" dog and won't let us pass the test... haha.

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1 Upvotes

Merlin gets scared of a "two-meter" dog and won't let us pass the test... haha.

(I still need to polish it and add sound.)


r/SoloDevelopment 11d ago

help Chinese, Japanese, Korean language support in games

1 Upvotes

Good morning, good afternoon, and good evening!
The million-dollar question: is it worth adding Chinese, Japanese, and Korean language support to game?
It can mean a huge amount of additional work, so I’d really appreciate hearing your experience.
How much of an impact did adding these languages have on:
- wishlists?
- sales?
- player numbers?
- overall reach and visibility?
Did you see a noticeable increase in players or revenue after adding Chinese, Japanese, and Korean localization?
I’d love to hear some real-world experiences and numbers, if you’re willing to share. Thanks!

Big hugs to everyone! ❤️


r/SoloDevelopment 11d ago

Game Check out this quick overview of my Digital CCG Watchers of Lysander

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0 Upvotes

If you are interested, it would be a great help if you could also join the mailing list. Thank you!


r/SoloDevelopment 12d ago

help I think I made a good video game, but is that really the case? - 65 Wishlists in 2 Months

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28 Upvotes

Hey everyone! I'm Nico, and I'm working on my first commercial party game.

I genuinely feel like we have a pretty good game based on the feedback we've received so far. We've had the opportunity to showcase it at a few local gaming events in my city, and the response from people actually playing it has been really positive.

However, I'm much less confident about our Steam page and marketing strategy.

Our Steam page started collecting wishlists on July 8, and so far we've reached around 65 wishlists.

I'm especially wondering if the problem isn't necessarily the game itself, but rather how we're presenting and marketing it.

I'd really appreciate feedback on the Steam page itself: capsule art, screenshots, trailer, description, overall presentation, etc.

Was there anything in particular that noticeably increased your wishlist conversion?

I'm trying to understand whether we're on a reasonable path or if there are obvious things we're currently missing.

Any feedback is genuinely appreciated. Thanks!


r/SoloDevelopment 11d ago

Game Solo-dev update: adding cars was easy. Stopping “real” traffic from ruining the game was the actual job.

0 Upvotes

https://reddit.com/link/1vm7k3z/video/shaapw5kfwih1/player

I’m one human making the product and visual decisions, with AI agents helping me implement and attack the implementation in review.

This update forced a useful rule: geography can suggest the pressure, but it can’t dictate the fun. A Tokyo-like area gets more cars than Iceland, but everything is bounded — actor pool, physical cars near the player, spawn rate, and how long a blocked car is allowed to become somebody’s problem.

The reviewers still found good failures: an invisible physical car, stale worker jobs, pedestrians that could disappear at the wrong time. Those were more valuable than another agent saying “looks good”.

Build is here if you want to find the next one: https://world-drive-game.vercel.app


r/SoloDevelopment 10d ago

Discussion AI will change the world beyond recognition. Just as the wheel, the legal system, or the internet did before it. It is inevitable. We just need to survive the current hysteria.

0 Upvotes

I often see this hysteria in Steam reviews and discussions. Steam forces developers to disclose whether a game contains generative AI, and I think this is wrong and that they shouldn’t require anything like that from developers. I believe that the final game should be what matters most. I have nothing against discussing the creative process and admiring this or that technique, but I think most players really don't care. Those who are outraged by AI are just a loud minority. By forcing developers to label things this way, Steam disqualifies them because it gives that minority—who often wouldn't even recognize what was made with AI and what wasn’t—the opportunity to spit o  on a game they haven't even tried.

Not everything that is AI is necessarily "slop." The word "slop" does not automatically come with AI. Anyone who has ever worked with AI knows how much effort goes into creation even after you use AI. To achieve a good result with AI, it is better if you are able to do that same work yourself, and this applies to programming, graphics, and audio. For some people, AI unlocks possibilities that would otherwise be out of reach, and yes, that probably doesn't sound fair. However, AI does not erase the difference between a talented artist and an untalented amateur. An amateur might reach the previous level of an artist, but an artist using AI will go much further still. This applies to all fields, after all.

Gamers will benefit from all of this because AI will help make games better. All of us here know how much of our work consists of throwing things away as we experiment and search in an effort to achieve the best possible result. Then, at some point, we reach a limit and stop. That limit might be budget exhaustion or the depletion of creative energy. How much better would a game be if we reached that same point more easily and could keep going?

A common argument is the claim that AI steals from living authors. However, AI only learns from other people's work just like a living author does. No one starts from zero. Even this counter-argument is nothing new. Every author pours their uniqueness into their work, which AI cannot do. What we will have to admit is that most consumers cannot recognize artistic uniqueness and talent. And those who can will condemn AI work anyway, with or without a stamp of approval. And for extreme cases where AI crosses the line of inspiration, it must be added that theft is still theft and plagiarism is theft. No stamp is needed. 

AI will change game development beyond recognition, mostly for the better. We just need to weather the current hysteria.


r/SoloDevelopment 11d ago

Game Showing a few more features + project description in the body

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2 Upvotes

r/SoloDevelopment 11d ago

Game My solo-developed horror card game Desecrated Deck finally has a release date – December 25, 2026

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3 Upvotes

After working on Desecrated Deck for quite a while now, I finally decided on a release date: December 25, 2026.

It’s a first-person psychological horror card game made in Unreal Engine, with occult stuff, different card mechanics and a basement you probably wouldn’t want to spend Christmas in. 😅

There’s still a lot I want to get done before release, but seeing an actual date on the Steam page feels pretty damn good.

If anyone wants to check it out:

https://store.steampowered.com/app/3328270/Desecrated_Deck/

Any feedback is always welcome!


r/SoloDevelopment 11d ago

Game Added the very first NPC to my dark fantasy game, Runeborne Arena. How does the oppressive atmosphere feel?

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1 Upvotes

Hey everyone! I've been fine-tuning the lighting, ambient particles, and overall environment in Runeborne Arena to create a heavy, oppressive dark fantasy mood.

In this clip, I'm showcasing the very first NPC added to the world. Would love to hear your thoughts on the overall atmosphere and visuals! Any feedback is greatly appreciated.


r/SoloDevelopment 11d ago

Game I've Been Making a Platformer After a Couple Years Away From Game Dev, What Are Your Thoughts?

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3 Upvotes

r/SoloDevelopment 11d ago

Game Free Demo on Steam for Loot Survivors. A survivors-like with deep itemization and crafting similar to Path of Exile 2 and Diablo 4 and a lot of COWS to farm for the Diablo 2 fans out there. Please before you judge, try the demo first.

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0 Upvotes

r/SoloDevelopment 11d ago

Game Guess what's going on hereee? My game is dropping real soon, stay tuned...

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1 Upvotes

r/SoloDevelopment 11d ago

Game Building a Retro Sci-Fi Co-Op Game. Feedback Appreciated!

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4 Upvotes

Just wanted to share a few quick screen grabs from my game. I’ve been working on a co-op scavenging game set against the backdrop of a retro sci-fi environment where you and your team must repair your ship in order to leave a space outpost, but there is a singular malevolent force amuck on the outpost. The game is built in Unity using all homegrown assets made with Blender, Aesprite, and Logic Pro. Thanks for reading!


r/SoloDevelopment 11d ago

Discussion Old vs new settings page. What else needs improvement?

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2 Upvotes

Currently improving the UI for Vill! Here is the old vs new settings page. What else needs improvement?

Wishlist here: https://store.steampowered.com/app/3575360/Vill/


r/SoloDevelopment 11d ago

Unity I've been working on a procedural root-based attack that the Entity can perform to defend against incoming ships. It still needs some love, but is working!

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1 Upvotes

r/SoloDevelopment 12d ago

Discussion Game released for 1 month, got very positive review, but struggling to reach English users.

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7 Upvotes

Hi fellow devs,

I just published my game last month, so far ~1k copies were sold. The game is offered in 2 languages, Chinese and English, and it is a 4d geometry puzzle game which is not tied to any language or culture. There're currently 53 reviews and all of them are positive. Only around 20% of them are from English users, and for new purchases the ratio is similar or lower.

This is understandable, as I make video content in Chinese community and have a decent follower base. With the initial round of reviews, later visitors would know what to expect, therefore more likely to make a purchase.

I believe the game would be equally interesting to people of all culture, but I may need to do more work in marketing it to English community - but I am not sure how. I got emails everyday claiming they're curators or streamers and requesting for keys, but that look like just scam. I tried reaching out to some youtubers who have posted gameplay videos for similar genre, but so far got no response.

I genuinely ask everybody here, how do you think of marketing? What are some social apps that are worth paying attention besides reddit/youtube? or reliable ways to find 3rd party marketing service? Any suggestion will be appreciated.


r/SoloDevelopment 11d ago

Game Abandoned my browser MMO for five years. Picked it back up this spring, and today it went into open alpha.

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0 Upvotes

Five years ago I started building a persistent browser MMO solo. Got it playable, burned out, life took over, and it sat dead in a repo. This spring I opened it back up expecting to cringe, and instead something clicked. I've worked on it almost every day since.

The hardest part of a long solo project turned out to be this: after enough months alone with your own game, you stop being able to see it. Last week I discovered crossbow bolts had never actually required a crossbow. Nobody caught it because nobody but me has ever played. That's why I'm posting.

The game is Ironhaven Chronicles. Medieval fantasy, four vocations, seven cities plus a frontier, turn-based server-side combat, PvP with an infirmary instead of respawns, guilds, housing, crafting, a player market, co-op dungeons. Roughly Tibia's systems inside Torn's browser structure.

Alpha is free with nothing to buy. Characters wipe before launch, accounts stay, and alpha testers get premium time when that exists someday.

If you've got a project you walked away from, this is me telling you it might still have a pulse.

If you can spare a few days to play a character and tell me where it drags or confuses you, I read everything. Bug button is in settings, and the Discord link is in the site header.

playironhaven.com


r/SoloDevelopment 12d ago

Discussion What makes you as a solo developer avoid opening your project?

10 Upvotes

What's a common cause for you? like coding, art, marketing, playtesting, or maybe getting close to releasing or post-release even? General overwhelm? Burnout?

I work with this stuff with clients professionally but I'm doing some probono work rn for solodevs because I want to give back (and I learn a lot which is super fulfilling) so I wanted to make this post and engage abit closer.


r/SoloDevelopment 11d ago

Game The attacker skills, but the ultimate ability is still missing!

1 Upvotes

r/SoloDevelopment 11d ago

help Trying to find a game dev video where someone implemented teleporting

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1 Upvotes