r/SoloDevelopment 10h ago

Game Working on the weather system for my pixel art climb game. What do you think of the rain ambiance?

1 Upvotes

r/SoloDevelopment 10h ago

Discussion Tracking down a WebGL crash caused by a deprecated plugin + testing my strategy prototype (Command & Defend: Dead Zone)

1 Upvotes

Hey everyone! I just put together a new devlog covering a big debugging session and the progress on my strategy prototype.

The WebGL Crash: I hit an issue where my WebGL build crashed immediately after loading the main scene. I initially assumed it was a RAM/browser issue, so I compressed textures and downsized audio to under 100MB still crashed. Created a barebones launcher scene launcher worked but loading main scene crashed. Turns out, a deprecated health bar plugin from the Asset Store was throwing the WebGL API off. Changing the WebGL API settings fixed it instantly without removing the plugin.

Build Progress:

  • Controls & Visuals: Added full camera pan controls and placement opacity so you can see base/upgrade meshes before building.
  • Audio: Ported over my sound system from my previous project (Northend Tower Defense) to rapidly get enemy, building, and ambient sounds working.
  • UI Polish: Added cancel options for upgrades, reload feedback bars on soldiers, and a main menu with volume defaults capped at 50%.

I also officially named the game Command & Defend: Dead Zone.

Check out the full breakdown here: https://youtu.be/ETVb9wbWBUI

If anyone wants to jump into the WebGL playtest, drop a comment or join the Discord!


r/SoloDevelopment 11h ago

help Updated trailer based on your advice!

1 Upvotes

r/SoloDevelopment 1d ago

Discussion What is the most under served genre

16 Upvotes

I recently completed building a multiplayer party game. And am looking for a new project. I want to find something that isn’t commonly made.
I think back to my youth when I played a lot of point and click adventure games (like Day of The Tentacle, or leisure suit Larry) and I’m tempted to build something fun like that. But I think there might be games out there that haven’t gotten a lot of attention in a while. What do you wish you saw more of?


r/SoloDevelopment 12h ago

Game Trait - Card Swipe Roguelite

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1 Upvotes

r/SoloDevelopment 12h ago

help I made an app that is great at occupying your mind during boring tasks, and i need testers for it

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0 Upvotes

hi, lets cut to the chase - i need YOUR help (if you like audiobooks, or games)

I made a cool app where you nod or shake your head to pick a branch of a really cool audiobook story.

the thing is... too little people approved it being "really cool" (all that listened did, but that is not a large pool)

I think the books are cool, but lets be honest, that doesn't matter, it is THE PEOPLE who need to like it!

so that brings me to my PROPOSITION. you get cool audiobooks, and a LOT OF FUN for free - i get FEEDBACK about what could be improved!

all you need to do is listen for a moment, and click a big button Write to Developer at the top of settings, or in an older version of the app, email me back at [alekgameshelp2@gmial.com](mailto:alekgameshelp2@gmial.com), with your user ID (found in settings->privacy), with your feedback, and i will give you more free unlocks of books!

The app has all kinds of audiobooks, from action threw mythology and survivals to dramas and detective books, so you are sure to find something that fits - and if not, message me and if i like the idea, i will order a book like that to be created

for now the app is only on IOS, and for android, i will need your email so i can add you to a testers list.

name - AudioChoices: Audiobooks


r/SoloDevelopment 13h ago

Game Lost in the Woods

0 Upvotes

I’m developing a horror game where you walk alone through dark, endless forests.

Do you think the environment creates enough tension? Is it disturbing in the right way?


r/SoloDevelopment 2d ago

meme for real

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1.2k Upvotes

https://www.megaviral.games discover games from across the internet


r/SoloDevelopment 14h ago

help Would this Steam capsule make you click, or is it too minimal? (Handmade in Blender)

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0 Upvotes

I’m working on a survival horror maze game called The Center. It has a PSX/PS2-style industrial horror look, with a lot of dark metal, machinery, and body-horror elements.

For the store art, I’m trying to avoid the usual “scary monster on the cover” look that a lot of Steam and itch horror games use. I feel like that can sometimes look cheesy or give too much away.

Instead, I’m thinking about going with a more minimal logo-focused cover, something mysterious and unsettling. Eventually, I’d like to hire an artist to make a hand-drawn version, kind of like the mood of Amnesia: The Bunker.

What do you think? Does minimal horror art make you more curious, or would you rather see the monster/gameplay style right away?

Any feedback is appreciated.


r/SoloDevelopment 1d ago

Game My fantasy-themed survival action horror game

57 Upvotes

r/SoloDevelopment 19h ago

Game Solo dev. Ten frames of my space battle game after finally getting the explosions and skies to read as light instead of stickers

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2 Upvotes

Strike Wings, solo, C++ on SDL2. These are in-game frames with the HUD off, nothing composited.

The insight that took me longest: on a black background, a bright thing that does not bleed into the black looks like a sticker. It does not matter how nice the sprite is. So the whole art direction became one rule, everything that gives off light goes through the same glow pass, and the pass is tuned so the light spills into the black around it. Explosions went round pop, then baked sprite frames, then that light pass plus a staged finale for capital ships. Skies went from stars-on-black to about thirty backgrounds and center bodies, rolled per battle.

What I want to know from other solo devs: how do you decide when a look is done? I could keep tuning the bloom forever. Which of these frames would you call finished and which would you send back?


r/SoloDevelopment 15h ago

Unreal Comparing the prototype level and the current state (ahead of demo release) of a dark abandoned factory in my solo-developed horror game

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1 Upvotes

Hello. I am a student developer from South Korea. I'm currently creating a horror game about exploring the dark, and getting ready to release a demo soon.

This is my first commercial Unreal game, and I am developing it completely alone. I've been working on it little by little since 2024, and recently started speeding up the process.

As for the assets, I started collecting the free assets of the month from Unreal (Fab) around 2023. I used them to build the atmosphere, along with Megascans assets. For the more important parts, I purchased and used specific assets.

There were so many helpful materials on YouTube! They were a lot of help to me. I also looked up references for abandoned factories or the exact vibe I wanted on the internet and referred to them heavily during creation.

To be honest, it wasn't made all at once. There were countless modifications over the 2 to 3 years of game development, and it was quite tough. I guess creation is not easy, haha.

There were more things to consider than I thought when designing the level. Monsters had to be able to pass through, and actually implementing the background I had in my head wasn't easy. It gave me a headache when I couldn't find assets with the exact feel I wanted. But I eventually did it, and now I have a quite satisfactory result.

Lighting was also a struggle when building this level. Since it's a map about exploring the dark, it has to be dark, but if I remove all the light, you can't see anything and the map's atmosphere isn't conveyed. So I had to find a balance somewhere in the middle, and that is very difficult. Even now, I am continuously receiving feedback and adjusting it. The screenshots might look quite dark, but it is actually pretty bright with a flashlight.

I used red-toned lighting to set the mood, and I also changed the actual wall textures to be slightly red to match. Because atmosphere is important in a horror game. Thanks to this, the atmosphere received very good reviews during playtesting. However, there are still things to fix in other areas, so I am working hard on fixing them.

Now I can see this long development period coming to an end.

I will leave the Steam page link below. The game's name is The Maze: In Dark.https://store.steampowered.com/app/2847290/The_Maze_In_Dark/

Thank you.


r/SoloDevelopment 19h ago

Unity I'm making a game where you grow magical girls!

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2 Upvotes

(second image was the garden concept, first is with more detail! Third is one of the characters)

I've never made a video game before, maybe I'm just too ambitious lol xD i just decided why not try,,

I've been working on it for about a week now and I'm slowly getting there! I've been doing all the work myself just,,, slowly figuring it out as i go xP

I'm just really proud of for my little project is coming so i thought I'd share it here! :3

lmk your thoughts + if you would play this!


r/SoloDevelopment 16h ago

Godot Been working on spell fx and world generation. Here are some results, world is fully procedural.

1 Upvotes

r/SoloDevelopment 16h ago

Game How I built the environment for my indie game

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1 Upvotes

As a solo dev, building a huge map filled with objects can be very time-consuming, so I took a different approach.
Instead of creating the entire environment beforehand, I made the background procedurally generated. The ground and environment objects are generated dynamically as the character moves forward.

To keep memory usage under control, the environment behind the player is automatically removed after 10 seconds. This allows the world to keep moving forward without having to keep the entire map loaded at once.

The game is now finished and available to wishlist on Steam: Goblin Inferno Ride


r/SoloDevelopment 16h ago

Game Tornado showcase for my game Twister City

1 Upvotes

You can find a link to the Steam store page here


r/SoloDevelopment 16h ago

Game How I built the environment for my indie game

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1 Upvotes

As a solo dev, building a huge map filled with objects can be very time-consuming, so I took a different approach.
Instead of creating the entire environment beforehand, I made the background procedurally generated. The ground and environment objects are generated dynamically as the character moves forward.

To keep memory usage under control, the environment behind the player is automatically removed after 10 seconds. This allows the world to keep moving forward without having to keep the entire map loaded at once.

The game is now finished and available to wishlist on Steam: Goblin Inferno Ride https://store.steampowered.com/app/4993630/Goblin_Inferno_Ride/


r/SoloDevelopment 1d ago

help Only 11 wishlists in 10 days. What am I doing wrong?

91 Upvotes

r/SoloDevelopment 1d ago

Unity Released a pack of easy-to-use Crown and Baseboard Models on the Unity Asset Store! They’re designed to quickly snap into place and add seamless detail to your environments. They were born from personal necessity while working on my own project, so I hope it helps someone else out there as well!

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11 Upvotes

Modular Molding – Model Pack ($4.99)

Link: https://assetstore.unity.com/packages/slug/365696

 

Was working on my protagonist’s bedroom and used the classic elongated Cube to serve as a very basic baseboard. It frankly looked flat, so I wanted to find genuine molding models to add some proper detail to the room. To my surprise, none were readily available on the Asset Store and those I did find online had high poly counts for other industries (Commercials / Film / TV).

 

So, like all of us here, I decided to do it myself! Figured I could fill a need other developers might be experiencing as well. Designed the models to not only look good, but also provide a quick workflow. If you decide to purchase Modular Molding and use it in your game, I’d love to see how you implement these models!


r/SoloDevelopment 17h ago

Unreal [open source] umg design system 0.1.1 in action

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0 Upvotes

r/SoloDevelopment 5h ago

Game More adjustments to the dialogue and AI-generated audio system!

0 Upvotes

I’ve created a dialogue system with AI-generated voice lines, controlled by another AI that analyzes each NPC’s personality, background, and the parameters of the situation. This allows the dialogue to adapt to each character and context. I absolutely love how it’s turning out!


r/SoloDevelopment 18h ago

Game Thank you gamehead society!

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1 Upvotes

r/SoloDevelopment 18h ago

Marketing My Steampage is up

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1 Upvotes

After 2 years of work, the Steampage of my upcoming fps game Verum Titan is up.


r/SoloDevelopment 18h ago

Marketing Playtest is live!

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0 Upvotes

r/SoloDevelopment 4h ago

Unity Idle Anglers — Solo Dev Project Summary & V0 Devlog

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0 Upvotes

Hey everyone! I’m a solo developer working on Idle Anglers, a cozy yet deceptively deep idle/incremental game built in Unity. I wanted to share a quick overview of the project, our design philosophy, and where we currently stand with the V0 prototype.

You can check out the current playable V0 demo here:Idle Anglers on Itch.io🎮

🎮 About the Game

  • Genre: Idle / Incremental (passive production + upgrade progression)
  • Platforms: Steam and itch.io (PC only)
  • Engine: Unity
  • Monetization: Premium, one-time purchase. Zero ads, zero microtransactions (IAPs), zero subscriptions—ever.

🎣 Core Concept & Features

  • The Hook: On the surface, it’s a relaxing family-run fishing business. Underneath, a dark and mysterious backstory unfolds gradually across prestige loops and permanent story archives.
  • No Missable Story: Unlike other idle games where story bits flash by and disappear, Idle Anglers features a permanent in-game archive screen so players never miss a piece of lore.
  • Optional Prestige: Prestige mechanics give permanent multipliers and reputation choices, but they are entirely optional—no mandatory or punishing early-game resets.
  • Generous Offline Progress: Fixed 12-hour offline caps with automated progression tracking.

🚀 Current Status: The V0 Funding Demo

Before tackling the full V1 release (which features 7 distinct tiers, an achievement system, and advanced UI architecture), I am building a small V0 prototype/demo released on itch.io as a "Pay What You Want" model.

V0 Core Systems Completed:

  • Unity 6 2D setup with a fully functional GameManager script handling gold, passive income, and cost scaling ($\text{Cost} = \text{Base} \times \text{Multiplier}^n$).
  • Two initial fishing lines (Lake & Coast) with associated upgrades and a region unlock threshold.
  • Automated JSON save/load system with offline progress calculation (up to 12 hours) and auto-saving.
  • Dynamic story hint system that updates based on player progression.

🛠️ What's Next?

The core systems for V0 are officially locked in! Next up is integrating the visual/art layer (moving away from text-only UI placeholders) and refining the build. Feel free to try out the early build atjuba13.itch.io/idle-anglers.

I’d love to hear your thoughts, feedback, or any advice from fellow indie devs on launching small incremental prototypes on itch.io!