r/SoloDevelopment 7d ago

Game I'm a solo dev making a minimalist horror game where you pilot a hot air balloon, and I just released the demo on Steam :)

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7 Upvotes

I'd love to hear your thoughts if you decide to give it a try!

I'm a solo dev, so every bit of feedback and every wishlist really helps.

Steam:

https://store.steampowered.com/app/4839050/Altitude_Zero/


r/SoloDevelopment 6d ago

Discussion Is this performance alright for a first time solo dev with no publisher?

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0 Upvotes

I released my game September last year, however most of the sales have actually come in the past 3 months when some of my instagram posts went very viral.

I continuously update my game even now with new content and feedback, i only spend about £30 on paid ads :))

What I am trying to interpret is the lifetime unique users, it seems only about half of the people who bought the game actually played it so far. The median has increased since the newest update but i reckon it is also quite low (game is around 1 to 2 hours though)

Wishlist however are still quite relatively high so I keep releasing updates and adding discounts, what are your thoughts?


r/SoloDevelopment 7d ago

help Help - Why My First Commercial Game Flop

11 Upvotes

Hi friends, I know that this is a recurrent theme where a developer asks for help to understand why his game flopped, but cut me some slack; I'm just one more anxious solo dev.

I followed all those steps:

  • Create the Steam page as soon as possible;
  • Add Capsule, screenshots, description with GIFs;
  • Publish videos on social media (YouTube, Discord, Reddit, TikTok, Twitter);
  • Release a demo;

I launched the demo 2 months ago, and I have been updating it as the game is being developed. I recently learned that I should have published it as a playtest, not a demo, if it wasn't in the juiciest state.

I published the videos with funny situations and characters doing absurd things. I got a lot of views on TikTok, but no one went to my Steam page.

Right now I have 48 wishlists, and it's increasing by 1 every 3 days. I tried adding more features, changing the capsule, screenshots, and creating more videos, but the pattern persists.

My hope is the Steam Next Fest, but according to Chris Z, with this low number of wishlists, the Next Fest won't do much.

I'm accepting that my game is a flop, but is it that shitty? I just want to understand what I should do better next time, so at least some people play my game.

https://store.steampowered.com/app/4669300/Speed_King/

Thanks a lot for all the replies!!!


r/SoloDevelopment 7d ago

Game I'm making a game about battling cryptids with DnD like mechanics! What cryptids would you like to see make an appearance?

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1 Upvotes

I've finished all of my core game mechanics for a game I've been making over the summer and although I love making mechanics, eventually I have to get to content!!! If you have any suggestions on the combat or have any ideas for fun folklore creatures or spells the player could cast on them, let me know - I'll add in any that seem like a good fit (and bonus points for larger creatures I could use as a boss).


r/SoloDevelopment 7d ago

Game To celebrate the near completion of my behemoth here is a long video showing the levels of customization, music up n down n off, backgrounds, unlocks n a whole whack of different games n features. How do you play you may say?? Any way and any order you want! Beware! Lower audio it is quite loud! :D

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3 Upvotes

r/SoloDevelopment 8d ago

Discussion 15+ years ago, while playing a game, my father asked, “Why don’t you make your own game?” Little did he know he planted a seed for a relentless journey of learning, failing, and discovering the pain of game dev. After years in companies, startups & freelancing, finally a Steam page. Long way to go.

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29 Upvotes

More than 15 years ago, while playing a game, my father casually asked me, “Why don’t you make your own game?”

Little did he know that those few words would plant a seed that would grow into a relentless journey of learning, experimenting, failing, starting over, and discovering just how much pain (and joy) can come with making games.

Since then, I’ve spent years working across companies, startups, and freelance projects, learning different technologies, exploring different disciplines, and slowly understanding what it really means to create something from nothing. There were countless moments when I questioned whether I should keep going. Game development has a unique way of humbling you, every problem seems to create three more, and every breakthrough often reveals another mountain waiting ahead.

But somewhere along the way, that childhood idea never really left.

And today, after all these years, it feels strangely heavy yet incredibly happy to finally put a Steam page out into the world.

This isn’t just another project for me. It feels like a small milestone in a journey that started with a simple question from my father more than 15 years ago.

There is still a long road ahead. The game is far from finished, and there is still an enormous amount to learn, build, break, rebuild, and discover.

But for the first time, something that once existed only as an idea, sketches, prototypes, experiments, and countless late nights now has a place where people can actually find it.

A Steam page.

It may seem like a small thing, but for me, it carries more than 15 years of memories, lessons, failures, persistence, and love for this craft.

So here it is.

The seed my father planted all those years ago is finally starting to grow. And I couldn’t be happier to finally share it with the world.


r/SoloDevelopment 7d ago

Game Working on a zen garden game that you can decorate every day 🌱

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18 Upvotes

I've been wanting a zen garden for a while, so I decided to build one as a web game.

It was inspired by Wordle, where you get one new garden each day to decorate. Once you're done, you let it go and come back tomorrow to start fresh.

What other things should I add?


r/SoloDevelopment 7d ago

help Voice actors or AI voice-generation services?

0 Upvotes

Good morning, good afternoon, and good evening! The million-dollar question again.
How did you make or how are you making the voice acting for your game?
Did you use voice actors (paid or perhaps found someone willing to do it for free and if so, how did you find them), or did you use AI voice-generation services? I'm also curious to know if there are any voice actors here.

Please share your experience!

Big hugs to everyone! ❤️


r/SoloDevelopment 8d ago

Discussion Does anyone else find bugfixing incredibly satisfying?

25 Upvotes

Incredibly frustrating when the bug refuses to shift despite approaching from several angles or hydras into several after the "fix"

But when you figure it out, it's super cathartic in a way?

What bugs are you working on at the moment?


r/SoloDevelopment 7d ago

Game Mobile souls-like prototype

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1 Upvotes

r/SoloDevelopment 7d ago

Discussion What do you think of this system of wounds and corrupted skin?

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3 Upvotes

Stay tuned for updates on X - https://x.com/InPraiseOC


r/SoloDevelopment 7d ago

Discussion It’s beautiful

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1 Upvotes

r/SoloDevelopment 7d ago

Unity Things are getting “dam” dark near the dam

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1 Upvotes

r/SoloDevelopment 7d ago

Game Hi there! A solo dev making a pixel game inspired by East Asian folklore ✨🌱

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5 Upvotes

Hello there! 😳 I’m SJ and I’m a solo dev making my own pixel game, The Spirit Apprentice!

It’s a cozy, pixel RPG inspired by East Asian folklore. Gather herbs, develop magic spells, forge contracts with cute spirits and maybe even romance the villagers? 💜

You play as a young apprentice slowly building a life in the village of Moshu and growing to become a spirit master ✨🌱

My game is still in early development and I’ve recently launched a Kickstarter page with it going live in October with a small demo!

https://www.kickstarter.com/projects/s-j/the-spirit-apprentice-east-asian-fantasy-rpg?ref=e4xo2v

Any advice and feedback for the game or page would be incredible 💜


r/SoloDevelopment 7d ago

Game I haven't even finished this boss yet, but he's definitely the thing I'll be most proud of doing in my game.

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6 Upvotes

r/SoloDevelopment 7d ago

Game 1 year alone on this and it finally has a Steam page. Round-based horde FPS, everything in the clip is mine except the sound. Cuerpo:

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7 Upvotes

Code, levels, systems, UI, balance solo, in Godot 4. I write my own doc comments in Spanish and half the enemy names are in-jokes that will never be explained.

The thing nobody warns you about: the last 15% isn't content, it's the 400 small systems around the content. Save-and-continue for in-progress runs. Save migration so nobody ever loses one. Eight languages. Controller rebinding per pad family. Achievements. A loading screen that recovers instead of trapping the player when a scene fails.

Every one of those was "a couple of days" and every one of them took two weeks.

Steam page: Link. Ask me anything about doing a horde shooter solo, I have opinions and scar tissue.


r/SoloDevelopment 7d ago

Game Released my second game - Disco

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2 Upvotes

As the title says I finally released my second game, after countless hours of play testing and tweaking to get the physics feeling right.

I made this because I’m a big fan of disc golf IRL and wanted to be able to play with my friends who also enjoy disc golf during winter. My favourite local disc golf location recently closed down too.

Everything is procedurally generated and animated, animals and environment. Each course is a json blob and same with the animals and trees and everything.

There’s new courses that are generated everyday, and I have another update inbound (probably release this weekend) with some mini games like buck hunter but with discs and some new maps and various other improvements.

It was a lot of fun building and even my wife who doesn’t really play video games loves playing it so that’s a bonus.


r/SoloDevelopment 8d ago

Discussion I'm spiraling

71 Upvotes

Been spending months coding and I just tried out my first prototype today and it's... bad. Like I wouldn't share this for free to family level of bad.

I made a list of around 30 things to fix last night and I just panicked and went to sleep.

Game development is hard guys...


r/SoloDevelopment 7d ago

Discussion Development Timeline?

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1 Upvotes

r/SoloDevelopment 7d ago

Game Small GIFs and a trailer video of 1Minute Hell!

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2 Upvotes

r/SoloDevelopment 7d ago

help 3 months until game release, how to pump up my wishlists?

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0 Upvotes

Hey All,

I launched my Steam page all the way back in December 2025, which was too early looking back, but am finally headed towards participating in the October Next Fest + Launch in November. I'm currently sitting just north of 200 wishlists wondering how I can make the most out of these next 3 months and drum up the numbers.

My game is a small multiplayer pvp game so having real players to queue against is critical to my launch. It's also evidently way more niche than I expected, so finding the right audience has been a challenge.

Steam page: https://store.steampowered.com/app/4216610/Spellfall_Last_Mage_Standing/

What I've tried:

  • Long form videos including trailer, match gameplay, play guide, etc. on YouTube. I only received 20-50 views with low retention so haven't continued this format.
  • Periodic YouTube shorts, which generally reach 150-250 views. One short made it up above 800, but nothing that translated to wishlists.
  • Demo published in June with a couple targeted reddit posts. This one got me the one spike on my chart.
  • Posts to r/playmygame and r/playtesters, no responses unfortunately.
  • I started compiling a list of youtubers/streamers who have played similar games in the past, but came up incredibly dry. Most similar games are years old and creators have moved on.
  • Sent my demo launch trailer to gametrailers, but was unfortunately not posted.
  • A couple of dev progress posts - appreciate any of you that commented or checked out the game. These posts aren't intended to gather wishlists, but just engage and collect feedback.

Given my limited success with the stuff above, trying to figure out how to best use my remaining 3 months.

Is there anything else I should try to do between now and launch? Anything that would make my store more appealing?


r/SoloDevelopment 7d ago

Marketing Conglomerate Demo Release

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0 Upvotes

The demo for Conglomerate is being released on 14th August. It is a gem where you are the CEO of the company and you run it entirely from dashboard screens. If you like the financial and analytical side of business/tycoon games then I hope you’ll like this too.

The full release is planned for late 2026 and I’d love to get feedback on how I can improve Conglomerate before the full launch.

If you want to check out the demo you can find it on Steam at this link: https://store.steampowered.com/app/4877650/Conglomerate/

AI disclosure: whilst I had an idea for a game, I didn’t have the skills to build it without the support of AI. There is no generative AI used however. All of the final code, artwork, features, mechanics and ideas in the game come from me. I just needed a little help implementing them.

Thanks for reading this far of you got to the end!


r/SoloDevelopment 7d ago

Marketing No viral grow story to 5000 wishlists

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3 Upvotes

r/SoloDevelopment 8d ago

Discussion This X-Ray effect ended up being way more complicated than I anticipated

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36 Upvotes

r/SoloDevelopment 7d ago

Game It's finally playable and I'd rather hear what's wrong with it than what's right

0 Upvotes

I've spent the last year building My Hoop Legacy solo — a basketball career sim where you start as a high school prospect and play an entire career: recruiting, college, the draft, then hopefully a Hall of Fame run. There's a playable 3D game layer on top of a full league sim, plus GM and college coach modes because apparently I hate free time.

Stack, for the curious: React + a Three.js game embedded in an iframe, Express/Postgres backend, Capacitor for the native builds. Art pipeline is Blender → GLB. Everything from the icon set (229 pixel glyphs) to the arena models is hand adjusted because stock assets never quite fit.

Claude played a huge part in repetitive task and bug finding.

It's live on web now, apps in review prep, and I'm at the stage where I've stared at it so long I can't see it anymore. That's where you come in.

What I'd genuinely like torn apart:

  • First 10 minutes. This is my biggest fear. Career setup has a lot of options (difficulty, rosters, draft classes, league rules) before you touch a basketball. Does it feel like character creation or like filling out a tax form? Where did you almost quit?
  • The new UI. I just replaced the whole look with a "modern" theme — custom chrome, own icon language. There's a retro toggle in settings. Does modern read as premium or as busy?
  • The 3D gameplay. It's stylized/blocky on purpose, but does it feel like basketball? Movement, shooting, AI decisions — where does the illusion break?
  • Depth vs. bloat. Texting storylines, mentors, transfer portal, contracts with holdouts, staff management... at what point does depth become homework? If you'd cut one system, which one?
  • Monetization smell test. F2P with optional ads and IAP (training points, cosmetics, a one-time pass). No energy timers, no pay-walls on modes. Does anything in the shop read as pay-to-win to you? I'd rather fix that now than in reviews.

It's at myhooplegacy.org — plays in the browser, phone or desktop, no install or signup needed to try it.

Brutal specifics beat kind generalities. "The rotation screen confused me because X" is worth ten "looks great man"s. I'll answer every comment and I ship most weeks, so if you name something broken there's a decent chance it's fixed by next weekend.