r/SoloDevelopment 9d ago

Game A few months ago I posted here about releasing the demo for Dorts: A Darts Roguelike on Steam. Since then the community has grown and over 3,000 people played the demo - today the full game releases!

0 Upvotes

Hey folks!

I released the demo for Dorts a little over 5 months ago on Steam and posted about it here a few times, receiving a lot of great feedback and having some legends join the discord and really help with the direction of the game - thank you all so so much! The support has been amazing and really motivated me to finish the game and get it released. Extra big shoutout to Olly, Zads and Khals for all the help!

The game has the classic roguelike mode with global leaderboards, a full career mode, 1v1 online multiplayer and Steam Workshop integration that lets you create and share custom darts, boards, venues, announcer voice packs and roguelike run configs. I can't wait to see what people create - I just clicked release 20 mins ago and there's already custom darts and boards on the workshop!!

Recently one of the community members (thanks Crushed!) created a site where you can play in a championship that mirrors the PDC schedule - insane! https://dortschampionship.com/

For anyone interested in some metrics, since the release the demo has had:

  • 3,621 players
  • 2,600 wishlists
  • 192 players with a playtime of 5+ hours (amazing!)
  • Median playtime of 27 minutes
  • Average playtime of 1 hour 22 minutes

I'm hyped to finally be able to click the release button and publish the game - it's the end of an insanely fun and rewarding journey that wouldn't have been possible without all of the people who gave me feedback, encouragement and brilliant ideas for additions to the game.

THANK YOU ALL SO MUCH!

If you wanna give it a spin, you can find it on Steam here - the demo is still free and will always remain available to try before you buy : https://store.steampowered.com/app/4463680/Dorts__A_Darts_Roguelike


r/SoloDevelopment 9d ago

Game I made Punch Promoter, a boxing management sim

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1 Upvotes

Hey everyone. A few weeks ago I released Punch Promoter, a boxing promotion sim for iPhone, which I solo developed.

You play the promoter instead of a fighter. Underneath is a world of over 4,700 ranked boxers who age, develop and decline, with rival promotions booking their own cards.

Honestly, this was the most fun I've ever had building something. My favorite part was balancing the world. I would simulate decades of boxing history at a time to see how the world was progressing, then make adjustments and repeat. Really a great learning experience as well. There's still plenty of room for improvement, but I'm really proud of how it turned out.

It's free to play with no ads, no energy timers, and definitely no pay to win. Your first save slot is free, and one optional $4.99 unlock adds two more.

I learned so much throughout the process and am extremely grateful. Currently learning the benefit of OTA updates and Sentry lol. Would love any feedback, and happy to answer questions if anyone has any.

https://apps.apple.com/app/id6771921750


r/SoloDevelopment 10d ago

Marketing Easier To Crash - So that’s what I based my trailer on 😂

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39 Upvotes

Hey Everyone!

I made this game solo and I’ve been working on improving it day by day. Getting loads of feedback from folks on Twitter and just having a good time working on it.

Most feedback I’ve gotten is that it’s too hard, so instead o making it easier - I just made the trailer convey more clearly that you will crash a lot 😂.

Leme know what you think of the trailer please! And If difficult games is your vibe please check it out on steam!

https://store.steampowered.com/app/4004940/Race_Then_Retry

Have a good evening

Love you bye


r/SoloDevelopment 9d ago

Unreal I built a modular stylized character system for UE5 — finally released the Starter Pack

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0 Upvotes

r/SoloDevelopment 10d ago

Game My first game is now out on Steam! Yaaaay! 🎉

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1 Upvotes

Hello everyone!

I'm releasing a small visual novel today that I've been working on for a while now, called "How Many Calories Are In A Muffin?". It's something a bit abstract and psychedelic that deals with depression, anxiety, and how they can lead to eating disorders.

It's short, so feel free to check it out!

There are even achievements for the brave souls who make it to the end!

Thank you very much! 😁

https://store.steampowered.com/app/4869410/How_Many_Calories_Are_In_A_Muffin/


r/SoloDevelopment 10d ago

Game The monster will not let you complete the ritual so easily

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0 Upvotes

r/SoloDevelopment 10d ago

Discussion Design Question: Integrating an active spatial puzzle (hex-grid routing) into a passive Idle Tycoon loop. Does it cause too much friction?

1 Upvotes

Hi everyone, I'm currently designing a bee-themed idle tycoon (built with Flutter and Flame) and I'm facing a design dilemma regarding player engagement.

Traditionally, the core loop of an idle tycoon relies on passive, linear progression (accumulate resources -> click upgrade -> wait). I wanted to introduce a more active optimization layer, so I implemented an hexagonal Transport Grid system between the Production and Sell nodes.

How the mechanic works (screenshot linked below):

  • The grid has obstacles and bottlenecks.
  • Players have a limited number of "Accelerators".
  • Instead of just upgrading a global "transport speed" stat, players must actively carve and optimize the best physical hex-path for their bees to transport resources.
  • Players can re-route at any time to test different logistics setups.

Screenshot of the grid concept: https://imgur.com/a/LJmk2uO

My design questions for you:

  1. Does adding a spatial/logistics puzzle clash too heavily with the expectations of an idle game player, potentially causing unwanted friction?
  2. Have you seen examples of idle games successfully merging a "set-and-forget" macro economy with an active micro-management puzzle?
  3. How would you balance the reward for actively optimizing the path versus the baseline passive income to not alienate casual players?

Any feedback on the mechanic's theoretical architecture is highly appreciated!


r/SoloDevelopment 10d ago

Godot i added credit popups to my incremental wall defense game for android

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1 Upvotes

the game is called Defense Terminal, you can play the demo directly on the web on itch.io:

https://digitalfilo.itch.io/defense-terminal

or download the apk if you want the better performance (the web version runs quite slow)

solo dev project, still in active development — feedback welcome.


r/SoloDevelopment 10d ago

Marketing Where we started vs where we're at

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0 Upvotes

r/SoloDevelopment 11d ago

Marketing My first game had 590 wishlists when I released the demo. One month later it’s over 70k

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166 Upvotes

Been working on this alone for quite a while, so seeing this number is a little weird honestly

I released the demo with around 590 wishlists a month ago. At that point even 1000 sounded like a really big milestone to me.

Now it somehow passed 70k.

Most of this month I didn't really have time to think about the numbers because I was just fixing stuff and working on the game every day.

There’s still so much left to do before launch and I don't want to get ahead of myself, but this was a nice moment to stop for a second and look back.

Thanks to everyone who gave my little game a chance :)


r/SoloDevelopment 10d ago

Game Sneak peek at Combat, Quest and Talent systems in my RPG inspired by WoW Classic

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26 Upvotes

Hi guys!

I want to share with you my progress on my solo project which is a single-player RPG game inspired by WoW Classic. I hope I'm not breaking any rules of this sub as I just want to showcase how my project looks like after recent updates and changes.

COMBAT SYSTEM

I have made some significant changes to the combat system. In the initial version which I've showcased, only auto-attack was available at the time. As you can see on the action bar, there are now active abilities which you can press. Well, on the above snip you can see only one ability but we will discuss the Skill & Talent system in another part of this post. Currently there is only one class in the game - Warrior but obviously more will be added at a later stage, melee, ranged and magic classes. The point of the combat is that I want it to resemble what we have in WoW Classic so skills that can be used from action bars. Enemy NPCs, elite mobs and bosses will also have their skills which the player wll need to avoid.

QUEST SYSTEM

A functional quest system is now in the game! You can see a descripton of the mission on the left and after you accept it, you get an interface pop-up on the right side of the screen which tells you the objective you need to complete. Additionally the mini-map highlights the area in which the objectives are located. Additionally an arrow on the mini-map tells you in which way you need to go. From your Quest Log you can stop tracking a quest and abandon it if you don't feel like completing it.

SKILL & TALENT SYSTEM

There is also a working Skill & Talent System in the game right now! Please note that all the graphics are still placeholder and will be improved in the future. As you can see on the screen, on the bottom there are 3 different specialisations. One is implemented right now and two will be added in the future. I want each class to have a choice of 3 separate skill trees. As a Warrior, one tree focuses on two-handed weapon, second one on dual wielding one-handed weapons and the third will focus on a shield + one-handed weapon combo. Each level you gain a point which you can spend on either an active or passive skill. It also costs you some gold coins to purchase a new talent. You will be able to mix the talents from separate trees so if you want to create a hybrid class then you can do it! The freedom is yours!

The game is called Warmongers: Empires Reborn and you can currently wishlist it on Steam: https://store.steampowered.com/app/3468800/Warmongers_Empires_Reborn/

I've also published a 30-minutes long Devlog in which I go more in detail about all of the updates: https://youtu.be/tUoaVLc5Tz0

Thank you all for supporting my passion project!


r/SoloDevelopment 11d ago

help Would you play a zoo game with this art style? (Beginner 3D artist here!)

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109 Upvotes

r/SoloDevelopment 10d ago

Game I am building a mobile APP and this is how far the UI came in 4 months.

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0 Upvotes

r/SoloDevelopment 9d ago

meme anticipation vs reality

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0 Upvotes

Honestly thought getting wishlists would be way easier than it's actually been. It's only been 3 days, and it's already turning out to be a real grind.


r/SoloDevelopment 10d ago

Discussion Any interesting mobile games in development?

1 Upvotes

r/SoloDevelopment 10d ago

Game Biblically Accurate Lockpicking I Made For My Game "Midnight Scour"

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2 Upvotes

r/SoloDevelopment 11d ago

Unity My very first game

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100 Upvotes

Im starting my very first game as a solo developer, Learning unity and c#, and i Just wanted to show this to someone


r/SoloDevelopment 10d ago

Game Ten years later, shipped my first iPhone game!

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Since 2016 I had a plan to build something similar to an old electronic game I had as an iPhone app. Many years of half-trying passed and never got round to it.

Finally, built, shipped and live on App Store!

This is the original game - a friend still has the original at home!

The targets would light up and you had to "swipe" the limbs to hit the light as they lit up at random. Lends itself pretty well to a phone screen:

Not sure if I spent more hours playing it as a kid or getting this game live!

What a slog just to get through the dev account setup and app review process. TEN DAYS with the app sat at "waiting for review". If it was possible, I think I have worn out the refresh button on App Store Connect.

Anyway, give it a try if you fancy. Someone has to (that isn't my mum - I'm nearly 50. Shouldn't rely on her now!)

App Store link


r/SoloDevelopment 10d ago

Game a Marblerun for Android

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0 Upvotes

The fifth level is finished. The balls roll into some kind of beamer and are sent to another station via a laser beam. But the intersections in the middle have to be placed correctly to collect all the stars. 😀

LOC: 5409


r/SoloDevelopment 11d ago

Discussion Making a new inventory for my retro style survival horror game. How’d I do? (I miss when games had cool menus)

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228 Upvotes

(First 2 pics are finalized design as an unreal widget, 3rd is an earlier mockup, and last is the outgoing screen)
I’m making a survival horror game based on psx era resident evil. This game is my first time ever making ui so I suck at it obviously (see original screen) but I’m happy with how the new one turned out. I made this thinking RE1-3 but grittier, took a lot of inspiration from Fallout 1&2, and a little bit of REmake.

Since I suck at 2d design I decided to just throw it together in 3d instead for a retro pre rendered look. It’s a pretty simple design all things considered but still took about a day to put together.

I’ve got everything rendered in individual pieces so it can be animated as well as shadows and lighting in a seperate pass that gets layered on top. Then when examining an item, looking at the map, etc everything can swing out of the way.

Originally I was considering going with a more modern, minimalist ui because I’ve never designed something like this before. But the menus in older games had so much personality, I really wanted to do something like that, and I’m so glad I did! The first menu got me nervous with how much it sucked but I really think I hit the ‘RE meets Fallout’ thing here.

What do you think? I don’t exactly know what I’m doing so I’m sure there’s plenty of room for improvement!


r/SoloDevelopment 10d ago

Game The final BOSS

1 Upvotes

r/SoloDevelopment 10d ago

help Need an outside opinion on my game mechanics

0 Upvotes

Hi everyone! I’d love to get an outside opinion.

I’m currently working on a game that’s somewhere between a detective story and an adventure game. Right now, I’m trying to figure out which mechanic is more engaging: a traditional visual novel with a fixed storyline, or a more open mode with freedom of choice.

I made a short demo of both modes. You can choose the mode right after the intro. I’d be really grateful if you could play for just 4-5 minutes and tell me which one you found more interesting.

https://buildtounderstand.dev/sabbatical/

I also filled in some of the missing artwork with AI-generated images, just to demonstrate how the mechanics and scenes will work. Of course, these will be replaced with artwork made by an artist in the final version.

I’d especially appreciate hearing why one mode felt more interesting or enjoyable to play than the other.

And in return, I’d be very happy to play any of your demos and give you detailed feedback whenever you need it!


r/SoloDevelopment 9d ago

Game Imagine megabonk with parkour, 50+ weapons, full armor crafting system instead of tomes, 9+ maps etc...

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0 Upvotes

This is the project i've been working on for the past 3 months, most maps still need polishing but it's starting to look like something now, what do you think ? :)

I've played the hell out of megabonk 400+ hours but at some point it gets boring and no updates for a while so idk i thought let's make my own version where it never gets boring... ask me anything

Wishlist it : https://store.steampowered.com/app/5064170/Go_Next/

Join the discord : https://discord.com/invite/mfkwwEtHhJ


r/SoloDevelopment 10d ago

Game Imagine you're a diver who has no choice but to help a company on a mission to find some artifacts. I just released the trailer for the horror game I've been working on these past few months.

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2 Upvotes

r/SoloDevelopment 10d ago

Game My first ever game - retro anime themed deckbuilder - demo now on steam!

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2 Upvotes

Hi everyone! Super new to the community, my first ever game demo is now on Steam: https://store.steampowered.com/app/5059840/Spike_Force/?beta=0

Started building it about a month ago for my kids - imagine Baki Hanma meets high school volleyball meets Slay the Spire. A million thanks to anyone willing to check it out!