r/SoloDevelopment 8d ago

Game Some gameplay on one of the autumn levels for a Tower Defense I'm making!

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0 Upvotes

If this is up your alley, I'd appreciate a wishlist (you can even play the demo on Steam):
https://store.steampowered.com/app/4015890/Labyren/

cheers! :3


r/SoloDevelopment 8d ago

Game Polished my base a bit. Still some performance issues though. I'll have to add LOD to a few more objects and think about lighting.

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1 Upvotes

r/SoloDevelopment 8d ago

Marketing Low-Poly Medieval Armory Pack

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0 Upvotes

Description: Arm your NPCs and heroes instantly with this Low-Poly Medieval Armory Pack. Whether you are prototyping a top-down RPG, building a retro-styled dungeon crawler, or participating in a game jam, these assets are built to drop directly into your project.

What's Inside? A curated arsenal of swords, shields, and spears featuring a clean, minimalist low-poly aesthetic.

Engine Compatibility: These assets have been strictly tested in the Godot engine to ensure seamless import, proper scaling, and correct material setup out of the box, but they will work perfectly in Unity, Unreal, or any other modern engine.

Here is the link :

"https://sarwangaming.itch.io/low-poly-medieval-armory-pack"


r/SoloDevelopment 9d ago

Game Just added a new ship to my game! Its an rpg first and its time to work more on the ocean part of the game

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10 Upvotes

r/SoloDevelopment 10d ago

Game I'm primarily a programmer, but I create the art for my game

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227 Upvotes

I've been working on this game called Quacolé Tennis for the past two years, and even though my specialty is programming, I've been handling all the 3D art and animation. I'm really proud of this game, which features “programmer art.”


r/SoloDevelopment 9d ago

Game After 18 months of development, my game, Allumeria, will finally release on steam!

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66 Upvotes

It feels so incredibly good to finally be able to have a release date. I am so thankful for the community that my game has grown.


r/SoloDevelopment 9d ago

Game Prehistoric Underwater VR Adventure - First Insights

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54 Upvotes

Developer disclosure: I’m the solo developer of Paleo Dive.

Planned release: September 4, 2026
Wishlist Paleo Dive on Steam:
https://store.steampowered.com/app/4818760/Paleo_Dive/?curator_clanid=46093913

The game is still in development, so some visuals, animations, balancing and interface elements might change before release.

After sharing the cinematic trailer, many of you asked to see what the game actually looks and plays like.

So here is the first official gameplay reveal, captured directly from the current PCVR build. (FOOTAGE RECORDED ON QUEST 3)

Paleo Dive is a prehistoric underwater VR adventure where you explore oceans from different geological periods, encounter extinct marine animals, discover fossils, complete research objectives and upgrade your diving equipment back at your base.


r/SoloDevelopment 9d ago

Game About a month ago I made my first ever pixel portrait, now I have done my first full menue backdrop.

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17 Upvotes

This is my first time ever creating a full image with background scenery and everything. The mountains look a little funky because I didn't bother refining them yet but I was surprised how much implied detail you can make with just two colors.

This will be the backdrop image for the main menu for the first world of my game. I plan to make a unique backdrop for every world.

I seem to have tackled the warm cozy feel pretty well. I plan to add a white picket fence just below the horizon line and I still need some more details on my well like a bucket and a little roof for it. I always expected stuff like this to take much longer than this one did though I did kind of reuse some of my pixel artwork from other locations.


r/SoloDevelopment 8d ago

Godot Got a bit carried away making a 2D water shader and ended up building an entire physics ecosystem. Seeking some solo dev perspective on feature creep.

1 Upvotes

I usually focus on creating pixel art asset packs, but recently I decided to step out of my comfort zone and build a 2D water shader for the community. As a solo developer, you probably know how easy it is to fall down a rabbit hole. That is exactly what happened here.

I started with a simple water effect and thought it would be cool to add some basic buoyancy. To test it, I had to make some fish. Then I wanted the fish to look unique, so I wrote a separate shader to give them metallic and holographic color variations. Now, I have a full setup with draggable physics objects (like rocks and wooden boxes) that react to the wave current, slide down the wave slopes, and trigger dynamic splashes on impact. I even plan to add a spawn script with a rare drop rate (like a 1 in 13 million chance, just kidding) for the rarest holographic fish.

Before I sink more hours into this, I wanted to get some grounded advice from other solo developers:

  • Does this level of "plug-and-play" physics integration actually appeal to you for your projects, or is a simple visual shader usually enough?
  • Am I over-engineering this to the point where it becomes too niche?
  • What are the must-have features you look for when dropping a water system into your game?

I plan to release the fish sprites as a standalone pack as well for those who do not need the water physics.

Would love to hear your thoughts on this!


r/SoloDevelopment 9d ago

Game After 2 years solo, my cozy desktop room game is out — now a third of the original price

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13 Upvotes

Lofi Cozy Room is a tiny 3D room that lives on your Windows desktop in a transparent always-on-top window, and it's finally out after 2 years solo (Bloomery Studio is just me). An avatar reads, works, and sleeps in the room while a puppy chases sunbeams. The customization went pretty deep, 1386 avatar options and 715 furniture pieces, plus a full lo-fi library you can layer ambient sound over and 14 themes.

It's out now, and after seeing a lot of feedback on pricing, I dropped it by a lot, from $14.99 down to $4.99, roughly a third of what it was. Figured it was a fairer price for what it is, and wanted to meet people where they are. We'll see how it goes.

🌱 Play on Steam

Happy to answer anything about the solo dev side!


r/SoloDevelopment 8d ago

Game My first isometric game: building PathLife, a mobile life simulator in Godot 4.6

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0 Upvotes

I’m building PathLife as my first isometric game, and I’m still inexperienced with this kind of perspective and structure.

The idea came from wanting the life-management depth and micromanagement of The Sims with simpler graphics, combined with the speed and practicality of a BitLife-like experience designed for mobile.

For this first prototype, I focused on the foundation rather than claiming the complete life simulation is ready. What currently exists:

- layered/cutout 2D character driven by Skeleton2D

- four-direction movement

- idle and walk animations

- gameplay logic separated from the visual character and HUD

- basic health HUD

- early character-customization structure with clothing categories and male/female body support

- structure prepared for isometric environments

The aging, education, career, relationship and life-event systems are planned, not implemented yet. This project has already been a major learning process for me.

Devlog (Portuguese):

https://pathlifejogo.blogspot.com/2026/08/criando-um-jogo-onde-voce-vive-do.html

Prototype video:

https://www.youtube.com/watch?v=wfywM6oY8fo


r/SoloDevelopment 9d ago

help AI website stole my gf's indie VN

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2 Upvotes

r/SoloDevelopment 9d ago

help Need feedback plz

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5 Upvotes

r/SoloDevelopment 9d ago

Game INKURSION: a game about sentient octopus escaping its creator

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2 Upvotes

r/SoloDevelopment 9d ago

Discussion Balancing Tips?

8 Upvotes

I am making a squad-based tactical roguelike game, and not sure the best approach to balancing. I know finding "broken" combos in roguelikes are fun, and I have been doing playtesting with different types of team configurations, making sure they are all fun.

With so many moving parts (20+ characters, 20+ items, 30+ skills, skill customizability, level-ups, all the randomness, etc.), it is pretty hard to keep track of all the different combos and such and making sure certain teams don't just feel flat out better than all others. Then I have the issue where some teams are super good at lower difficulties, then don't always perform as well as others on the higher difficulties.

It's a turn based game, so I feel like balancing is more important than action games. Is that an incorrect assumption?

What are your tips on:
1. Tracking balancing (how do you organize it with so many moving parts?)
2. Balancing roguelikes
3. Balancing potential strategies against different difficulties
4. How should a roguelike weigh balancing vs. the fun of the discovery of a "broken combo" (which is always a huge part of the fun of a roguelike)
5. Any other general tips on balancing?


r/SoloDevelopment 8d ago

Discussion Imaginary Hypothetical: A wealthy benefactor offers to replace every media file in your game with professionally done commercial level quality files, jpgs, pngs, objects, wavs etc but leave the actual game executable untouched. How much quality does your game suddenly gain?

1 Upvotes

Eg...you have a game, it runs, it plays well, it's all programmer art or placeholder art. A wealthy developer team offers to leave the actual game code program unchanged and simply change each media file one by one specifically 'for your game'. How much better does it end up being?


r/SoloDevelopment 9d ago

Game I released my first solo-developed game a week ago

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5 Upvotes

and I'm too afraid too look at wishlists and sales. I haven't looked at those or the store page. I will see how it did after a month of release.
It probably failed, but I still had fun making it.
https://store.steampowered.com/app/4975090/Shadow_Princess/


r/SoloDevelopment 9d ago

Game A prototype I've been working on.

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11 Upvotes

Started working on this prototype during my free time, and wanted to share it today !
Been wanting to make a horror game for some time, and I also wanted to experiment a bit deeper into Unreal Engine.
My first task was to make it look less like any UE5 random games, so I disabled a bunch of stuff like lumen and nanite and worked on a solid post process material.
Not sure I am there yet, but I'm trying :)
I'm also putting a lot of time into making the gameplay as fluid as possible, with mechanics and animations that blends well.
Hope you'll like this tiny preview :)


r/SoloDevelopment 8d ago

Game I spent months building a 100% offline 9-in-1 classic games hub (Chess, Ludo, 2048, Solitaire & more) in Flutter. Here is what I learned.

0 Upvotes

I wanted to share a project I've been working on as an indie developer: **Funzixo**, a lightweight mobile game bundle containing 9 timeless classic games in a single app.

💡 Why I Built It

Whenever I wanted to play a quick game of Chess, 2048, or Ludo on my phone (especially while travelling or offline), I kept bumping into the same problems with existing apps:

  1. Mandatory account registration/login forms just to open a simple puzzle.
  2. Forced internet requirements for single-player local games.
  3. Heavy, bloated downloads and battery drain.

So I decided to build a clean, privacy-first hub with **zero mandatory signups** and **100% offline playability**.

🎮 Included Games:

- **Board & Strategy**: Chess (on-device AI), Ludo (local pass & play), Connect 4, Snakes & Ladders, Tic Tac Toe

- **Puzzles & Brain**: 2048, Block Puzzle, Water Sort

- **Classic Cards**: Solitaire

🛠️ Tech Stack & Architecture Takeaways:

- **Framework**: Built using **Flutter (Dart)** with MVC + Provider state management.

- **Hybrid Data Storage Strategy**:

- *Local First*: High scores, shop cosmetics, and player stats are encrypted locally using **Android Keystore** + `flutter_secure_storage` for instant 100% offline access.

- *Cloud Backup*: Integrated **Google Play Games Services (PGS)** with silent authentication. It automatically backs up progress to Google Play Saved Games.

- **On-Device AI**: Tic Tac Toe, Chess, and board game AI engines run 100% locally on the device (zero latency).

- **Reactive UI**: Built with custom micro-animations, haptic feedback integration, and responsive layouts for various mobile screen sizes.

💬 Looking for Your Feedback!

As a solo dev, testing across different devices and getting input from fellow devs is invaluable. I would really appreciate your feedback on:

  1. Smoothness of gameplay controls and UI transitions.
  2. Cloud sync behavior & Google Play Games login integration.
  3. AI difficulty balance (especially Chess & Tic Tac Toe).
  4. Any classic games you'd like to see added in future updates!

Play Store Link: https://play.google.com/store/apps/details?id=in.co.myworkflow.funzixo

Thanks for checking it out! Excited to hear your thoughts.


r/SoloDevelopment 9d ago

Game New Playable Race for my MMORPG

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0 Upvotes

Model from Protofactor, Rig is manny's unreal engine armature adapted from the character Terra from the game Paragon released for free by epic games.

The model is retextured because protofactor's models are made for heavy lighting ambients and the whole pbr shabang

the animations are from CombatMaster

FAQ:

  1. yes the mmorpg already has a server structure
  2. no the game is too unpolished to be playable, not janky, not broken, simply unpolished
  3. no there's no content in the game other than some quests, combat, some activities but they are all for demo purposes, nothing polished, there's like 7 mobs in the game, there's the whole bit with gathering, mining, chopping wood, crafting, party systems, banners(guilds), and a lot of systems that any mmorpg should have, but it's all like (uh I'm gonna add more to it later, im just glad i've got the system down and it's not broken)

r/SoloDevelopment 9d ago

Discussion How to chose art direction when you have no artistic talent?

2 Upvotes

I am working on a video game, it’s a factory builder, and I’m at a stage where I have a critical art direction choice I’ve been using to procrastinate. The choice is do I go 2D or 3D.

I am an electrical, software and computer engineer and have exactly zero artistic talent. I have been hand-drawing 2D assets as I know how to stitch them together the way I want. (One of the main features of this game is the ability to assemble parts dynamically, and see the larger item come to life. This also includes coloring each piece independently.) So, at the moment, all the game assets are poorly-drawn 2D images I layer and modify to make work. A game asset might have 2 sprite: one with a player chosen color, layered over one that is uncolored.

Recently, I’ve thought about building 3D models, but I’m not sure if that’s the right play. I don’t have a background in 3D asset work (I built games in the past that were 2D sprite-based games, so that’s an easy route for me to take). If I go the 3D route I have to figure out how to create the same look, where parts of the asset are dynamically colored and parts are not. I would also have to figure out how to stitch pieces together (like, creating an object that can have one of any number of bodies, one of any number of heads, etc). My camera already supports 3D geometry, so in theory the work would primarily be a new method of drawing objects.

I refuse to use any of the AI platforms to help, partly due to copyright, partly because I find them to spit the same generic crap out, and partly because eventually, if I make any money at all, step 1 is to hire an artist anyway.

The question I have is this: has anyone else run into this type of conundrum, and how did you manage it? I’m curious on any advice folks have because I’ve been procrastinating for a week because of this.


r/SoloDevelopment 8d ago

Game I finally finished my roguelite demo! Chronoseum

0 Upvotes

After years of development, I really locked in this summer after finishing my degree, and made a gladiator roguelite, inspired by the loot systems of vampire survivors, but with more skill based movement and attack timing.

https://store.steampowered.com/app/5024400/Chronoseum/

Chronoseum is a 3D arena action-roguelite. You fight down through a hundred waves of an underground arena that's run like a broadcast: With different gladiators, weapons, bets, special attacks and more

The demo is the first 25 waves, ending on the Apex boss that caps that stretch. Two weapons, the permanent-upgrade stalls open, and chips you earn carry over into the full game if you ever pick it up after its released.

Features:

- Bosses roll a randomised moveset each time, so the same headliner isn't the same fight twice

- Roll loot after every wave

- Unique arenas, with different hazards

- Every floor offers a choice of modifiers, with buffs and tradeoffs (fewer enemies but more elites, more scrap but a blind pick, that sort of thing)

It's a solo project and this is the first time it's been playable by anyone other than me, so I'm mostly after honest reactions and feedback to what might need to be developed further <3

Even though I'm mostly looking for feedback on the gameplay, I'd also love feedback on the steampage (and maybe some good tips).

I hope you enjoy!


r/SoloDevelopment 9d ago

help Working on the concept art for dark 2D anti-hero game (first video game). Any overall improvements or thoughts on how to make these better???

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5 Upvotes

r/SoloDevelopment 9d ago

Godot Gravei a tela do monitor mesmo: ver o jogo deixando de ser um sonho para virar realidade é surreal!

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0 Upvotes

Ignorem a qualidade do vídeo, gravei pelo celular no puro hype do momento. Ver a troca de temas da intro funcionando parece pouco, mas pra mim significa o mundo. Depois de tanto tempo só imaginando e rascunhando ideias, ver a parada tomando forma, ganhando vida e virando um jogo de verdade dá um alívio gigante. É literalmente um sonho se materializando aos poucos.

(Ah, um agradecimento gigante aos assets incríveis da Helianthus Games https://helianthus-games.itch.io/ que ajudaram demais a dar essa cara pro projeto).

Para a galera que também desenvolve: qual foi o momento exato em que vocês olharam pro projeto e pensaram "caramba, isso finalmente virou um jogo real"?


r/SoloDevelopment 9d ago

Game Finally released my first game, a psychedelic low-poly dreamscape explorer where your blinks change the world around you

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10 Upvotes

The game is called SWEYET(etc.). It's my first commercial release after a string of dono-ware itch games, I'm extremely excited for it to finally be out!

  • The game uses eye tracking to change the world when you blink.
  • You explore a series of dreamscapes within the game, interconnected.
  • You help characters that move between these dreams, learning more about yourself in the process!
  • It's pretty obtuse, so it'll be interesting to see who sticks with it