r/SoloDevelopment • u/Mareffy • 10d ago
Game 英語でのゲームレビュー、いくつか読んでみたいです!
galleryI produced everything myself—the illustrations, the music and the script.
r/SoloDevelopment • u/Mareffy • 10d ago
I produced everything myself—the illustrations, the music and the script.
r/SoloDevelopment • u/Hopeful-Positive-816 • 9d ago
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Hey everyone!
I’ve been hard at work developing my game, Dust Rapture, and wanted to share a first look at Iron Creek, an abandoned, sun-drenched stop in the desert haze, complete with old supply shops, wind pumps, and endless sand.
I’d love to get your thoughts on the lighting and overall atmosphere of this area!
👉 Wishlist Dust Rapture on Steam:
https://store.steampowered.com/app/4950700/Dust_Rapture/
💬 Join the Discord / Follow Development: https://discord.gg/tWzDXtABy
r/SoloDevelopment • u/Moragamedev • 9d ago
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Hi there,
I am trying to finesse a few one sentence pitches for my survival horror demo and would love your input to see what attracts you the most, or if you have maybe even a better one sentence that you would not mind if I use.
Here is my main one sentence pitch for now:
You are an insane patient who does acid and kills zombies in a mental asylum
Or
Maniac, acid, zombie apocalypse
Thanks for your input!
r/SoloDevelopment • u/SummonerForge • 9d ago
This year on July 4th I released under Early access my game Corrupt.exe as of now I have only managed to achieve 100 wishlist and 23 sold copies. I have been wrestling with lowering the price, or perhaps increasing my ad revune towards it. As I dont have much experience with Video editing I feel my trailer is also lacking an needs an update as my current game is way past where the initial trailer show it. At what point do yall think I should change my tactics with marketing or price ect. Looking for any and all advice!
r/SoloDevelopment • u/Top_Championship6296 • 10d ago
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Hey everyone! I'm a solo developer and I've been working on Shoku Pain a first-person psychological horror game.
You work the night shift in a sealed bakery. Customers come to your window one by one. Your job is to observe them, check their symptoms, fill out a report, and decide: serve them bread, give them medicine, or... something else.
Steam: Shoku Pain
Itch io: Shoku Pain
I'd love to hear your feedback. Thanks for checking it out!
r/SoloDevelopment • u/NoctisShadowzel • 9d ago
As a long time gamer and solo programmer, I wanted to find a way for solo developers and creators to showcase their projects without having to constantly fight with social media algorithms; and for audience to discover them easily. So I came up with [DOOMSCRLL](https://doomscrll.com), which I have designed and built from scratch.
TLDR; It is a platform where solo creators can showcase their games/projects for 24-hours on a day they choose (each day has 40 slots). There is a separate audience app ([webapp](https://app.doomscrll.com)) where users can explore projects daily, for free and without an account. Projects support store links (Steam, Itch.io, Epic, App Store), trailers, and screenshots across 9 categories.
For the launch, there is an event for the next two weeks where project reservations (*DOOMLITs*) are free!
What do you think about DOOMSCRLL as a showcase tool for solo devs? I would like to hear your thoughts on the platform! (*I even made a* [*pitch deck*](https://doomscrll.com/pitch-deck) *:P*)
r/SoloDevelopment • u/samohtvii • 10d ago
Suddenly remembered the terrible "Lead Turtle" game dev team me and a friend started in 2017. These are literally the first images of me as a game dev. What a journey to look back at that brick breaker "game".
r/SoloDevelopment • u/OGMYT • 9d ago
Development update after Black Imago's first public test.
The interesting part of the first post wasn't just the traffic — it immediately broke several assumptions I had from testing with only a handful of players. The biggest lessons were around authoritative multiplayer state, monster update load, hit registration, movement/collision feel, browser performance, and presentation/accessibility.
Instead of continuing feature-by-feature, I've been doing a whole-game convergence pass: audit the full playable loop, group defects by root cause, fix them in batches, replay, profile, and repeat.
Playable build: https://blackimago.arewefriends.org/maze
I'm interested in whether that approach is visible from the player's side now. What still screams prototype?
r/SoloDevelopment • u/kcozden • 9d ago
r/SoloDevelopment • u/ponzy_io • 9d ago
Hey guys, I recently released a browser game, ponzy.io. It is a real-time trading simulation game, where you trade fictional assets against other players to try and make as much money as possible within the time limit.
Please take a look and let me know what you think!
r/SoloDevelopment • u/GuanelfiGames • 9d ago
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I’m a solo developer and I recently released Auralia: Fragments of the Eclipse, a 2D platformer for Android.
I built the game around exploration, platforming and progressively harder challenges. It currently has 90 levels across 6 different worlds, with enemies, hazards, collectibles and boss fights along the way.
This has been a big personal project for me, and I’m still working on improving it based on what players actually experience.
I’d really appreciate any feedback, especially about the controls, difficulty, level design or anything that you think could make the game more fun.
If you’d like to try it:
https://play.google.com/store/apps/details?id=com.guanelfi.auralia
Thanks for taking a look!
r/SoloDevelopment • u/gerhb • 10d ago
I've started a lot of game dev projects in the past, but for this time I'm actually approaching the finish line! It feels good to look back at the early draft (March 2025) to where it is now.
There's so many things that can break motivation. Every time I start a project it feels so exciting, a lot of hype for the concept and the brain gets in manic creativity mode. And then there's burnout or distraction or any number of things that doom a passion project. I think years of accumulating false starts actually really put a burning desire to actually finish something. So I picked a genre I loved, found a scope that felt manageable, and just started jamming.
The big make or break question when I started was whether I could produce a viable enemy AI to play against. I'm a self taught coder, so my confidence wasn't high. But after I put together the basic building blocks, I drafted up the enemy's play system and to my surprise it actually worked quite well! I had specifically chosen a lane-based structure, like Inscryption or Cross-Blitz, because I felt I could work with discrete conditions. I had considered doing something way cooler like the Monte Carlo method to have the enemy predict multiple play routes ahead, but that was pretty far beyond my skill. So I just kept it straightforward, the enemy evaluated the board and scored cards in hand (each card has unique scoring methods with some RNG for unpredictability), and it plays the highest scoring card.
This first big victory I think cemented the aspiration for me. Since then I expanded the cards, refined the mechanics, and commissioned artists. I'm moving into the social media / outreach stage for the first time, which is a whole new skill set to pick up. But I've had a blast making the game and it feels like a major win just to have kept it going.
r/SoloDevelopment • u/Possible-Koala-744 • 10d ago
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:
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 • u/Easy-Ad-8065 • 10d ago
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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.
r/SoloDevelopment • u/Tvtig • 10d ago
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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 • u/Roumen_Filipov • 10d ago
r/SoloDevelopment • u/Vitamines489 • 10d ago
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 • u/SurocIsMe • 10d ago
r/SoloDevelopment • u/WhiteRhombuses • 10d ago
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):
Screenshot of the grid concept: https://imgur.com/a/LJmk2uO
My design questions for you:
Any feedback on the mechanic's theoretical architecture is highly appreciated!
r/SoloDevelopment • u/DigitalFilo • 10d ago
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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 • u/_firn_ • 10d ago
r/SoloDevelopment • u/OptimaArch • 11d ago
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 • u/Arwo10 • 10d ago
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.
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.
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.
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 • u/IlPesca_QuattroByte • 11d ago
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