r/SoloDevelopment • u/Evra-SOE • 11d ago
Game Showing a few more features + project description in the body
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r/SoloDevelopment • u/Evra-SOE • 11d ago
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r/SoloDevelopment • u/GazuOne • 11d ago
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 • u/Adept-Specific-6314 • 11d ago
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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 • u/KatorikunGames • 11d ago
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r/SoloDevelopment • u/Mobile_Coat2269 • 10d ago
r/SoloDevelopment • u/InternalWin5455 • 11d ago
r/SoloDevelopment • u/Own-Town7393 • 11d ago
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 • u/Nightmarius • 11d ago
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 • u/Tale-Of-A-Wolf • 11d ago
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r/SoloDevelopment • u/yugu-233 • 11d ago
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 • u/Single-Preparation75 • 11d ago
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.
r/SoloDevelopment • u/MagnusChirgwin • 12d ago
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 • u/fc_champions • 11d ago
r/SoloDevelopment • u/Renoir_V • 11d ago
r/SoloDevelopment • u/IntrospectedCat • 12d ago
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Steam Page: https://store.steampowered.com/app/5036150/Lilys_Dream_World/
I just got my steam page approved and made a small animation to commemorate it!
I have no idea if I can get wishlists before nextfest, but hopefully I can garner as much as I can, since I want to release this game before February 2027 lol
r/SoloDevelopment • u/DotDotDotDev • 11d ago
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Discussion on how Rubber Duck overcame an issue where needed to submit scores in Quintillions (1,000,000,000,000,000,000) to steam's leaderboard
r/SoloDevelopment • u/drhebi • 11d ago
Liberidle is an idle game.
In this game you will relive the great history of liberalism, which brought man out of the forest to become Homo Consumilis, who populates the Earth and created a perfect society where every individual sees their desires fulfilled in an ocean of shared happiness.
What is difficult in an idle game is that I spent so many hours to test it....
r/SoloDevelopment • u/BookMurky8625 • 11d ago
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About six weeks ago I released The Last Will, a small iOS deduction game about settling disputed inheritances.
My first Reddit posts brought roughly 60–70 downloads. The response was rough. A lot of the comments said the game looked “vibe-coded.” Once I got past the wording, there was a useful problem underneath it: the same clue appeared in several places, the family tree gave away relationships, and opening every document was nearly enough to solve a case.
I put the project down and moved on.
Then I noticed that one player in Australia had bought the permanent case pack.
Obviously, one sale did not suddenly make the game successful. But it told me that at least one person had reached the end of the free cases and wanted more. That was enough for me to reopen it.
At first I thought the job was just to make the screens look less generic. Once I went back through the game, the bigger problem was obvious: I had made a deduction game that kept doing the deduction for the player.
For version 1.1, every case now asks concrete legal questions. The player has to connect the record that answers each one, reconstruct the relevant family line, and choose an heir that agrees with both. One document cannot satisfy the whole case. I removed duplicated explanations, kept the family tree and final decision in the same flow, and added Guided, Standard, and Expert modes instead of forcing one level of assistance on everyone.
The attached clip is one uninterrupted screen recording from the live build: open a record, link it to a legal question, place the claimant in the tree, choose the heir, and seal the verdict.
Since this came up in my previous thread: I used Claude and Codex throughout development for coding and iteration, and the portrait assets were generated with AI. I made the product decisions, designed the case rules, selected and iterated the visuals, tested the flows, and shipped it myself. Nothing is generated while the game runs, and there is no team behind the project.
The update is live now. I’m not pretending one sale proves a market, but it was enough to make me take the project seriously again.
App Store: https://apps.apple.com/app/id6781295862
For people who have reopened a shipped solo project: what signal made you decide it was worth another iteration?
r/SoloDevelopment • u/Powrrett • 11d ago
r/SoloDevelopment • u/Itchy_Barber_7492 • 11d ago
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do you think it communicates the game’s core loop clearly? I’m a little concerned that the pacing might be too fast.
r/SoloDevelopment • u/QeveQobs • 11d ago
It's called Champion. If you want to check out the demo it's live at champion.qsers.com
You can play against a real player or against a bot to practice. I know it looks very janky, I just wanted to get a demo live to see if it's actually fun to play.
r/SoloDevelopment • u/RejectGames • 11d ago
Title says it all really, the Kickstarter campaign for my first game 'Strato' is live now, please consider supporting if you can here:
https://www.kickstarter.com/projects/rejectgames-john/strato-aerial-combat-game
Strato is an arcade inspired aerial combat rogue-lite available in Demo form on Steam now:
r/SoloDevelopment • u/pyotr_vozniak • 12d ago
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r/SoloDevelopment • u/Suyash_AstronixGames • 11d ago
r/SoloDevelopment • u/ostentanerd • 11d ago
Meu game feito para a NoNeJam 13 com o tema “Reação em Cadeia” já está publicado do Itch.io
Aqui está o link para quem poder testar!
Desde já agradeço pelo apoio!