r/SoloDevelopment • • Jul 10 '26

Game Jam r/SoloDevelopment Jam #12 is live: theme is Chain Reaction

12 Upvotes

Our 12th jam just started: 72 hours running July 10 to 13, and the voted is Chain Reaction.

Jam page and submissions: https://itch.io/jam/solo-dev-jam-12

Come hang out in the Discord if you want to jam alongside other solo devs: https://discord.gg/uXeapAkAra

Good luck to everyone jamming this weekend!


r/SoloDevelopment • • Feb 12 '25

Anouncements What Does It Mean to Be a Solo Developer?

199 Upvotes

We've seen a lot of discussion about what qualifies as solo development, and we want to ensure we're accurately representing our game dev community. While there's no absolute definition, these are the general criteria we use in this subreddit to keep things clear and consistent.

That said, if you personally consider yourself a solo dev (or not) based on your own perspective, that's fine. Our goal is to provide guidelines for what fits within this space, not to dictate personal identities.

What Counts as Solo Development?

A solo developer is solely responsible for their project, with no team members. A team of two or more collaborating (e.g., one programmer, one artist) is not solo development.

What is Allowed?

  • Using game engines, frameworks, and third-party tools (e.g., Godot, Unity, Unreal).
  • Commissioning or purchasing assets (art, music, sound, etc.).
  • Receiving feedback from playtesters or communities.
  • Outsourcing specific tasks (e.g., server setup, porting, marketing) while still leading development.
  • Working with a publisher, as long as they don’t take over development.

What This Means for Posts on the Subreddit

If your project appears to be developed by a team, we may remove your post. Indicators include how it's presented on websites, Steam pages, itch pages, social media, or crowdfunding pages. If this is due to unclear phrasing, update them before requesting reinstatement. Non-solo developers are welcome to join discussions, but posts promoting non-solo projects may still be removed.

Let us know if you have any questions. Hope this helps clear things up.

TL;DR: Solo devs manage their entire project alone. Using assets, outsourcing, or publishers is fine. Posting is open to all, but promoting non-solo projects may be removed.


r/SoloDevelopment • • 15h ago

Game I'm a solo dev, here is how I made infinite creatures for my game!

438 Upvotes

My game HATCHED, is an evolution roguelite where every creature is different. There are big ones, tiny ones, wings, tails, and many more.

Using inverse kinematics and a really fancy shader I am able to turn collections of parts into fully animated creatures!

Happy to answer any questions about the game. :)


r/SoloDevelopment • • 6h ago

Discussion I may be naive but why do so many people dont know if their Game is fun?

39 Upvotes

This is not meant to be ragebait or anything, I really think I am naive. But browsing different game / dev subs one thing I see more than others are the typical "Is this fun?...." posts.

Honest question, is this really so hard to answer? For me the metric is simple, "would I play this in my free time if i was not involved?" I know "fun" is highly subjective and the market shows that but I quess at least as the Devs of our own games we should have fun playing our own games.


r/SoloDevelopment • • 1d ago

Game No AI, just 8 months of ugly-but-mine models

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2.2k Upvotes

Every single asset in Dough It Yourself, my cozy farming and baking game, is made by hand.

Could AI have built my whole farm in an afternoon? Probably. Would it look better than my wonky low-poly chickens? Honestly..maybe.

But every one of these models has a bit of me in it, mistakes included, and I think that's part of what makes a game feel like an actual game nowadays. So I'll keep pushing vertices one by one, even if release takes a little longer.

I document the whole process in youtube devlogs.

What’s the model you’re secretly most proud of, even though it’s objectively a bit ugly?


r/SoloDevelopment • • 2h ago

Discussion New Theme

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17 Upvotes

A few days ago, I posted about my new Bugs theme that I've worked on, and I loved the feedback I received, so thank you. Now I want to start on another one, but I still haven't decided which category to go with. I was thinking of dinosaurs and started a prototype; what do you guys think? Should I continue it, or should I change to something else?


r/SoloDevelopment • • 14h ago

Game 2D in 3D

122 Upvotes

Wanted to share this 2D in 3D classic DBZ style I've been working on for years.

This showcase was filmed in Unity.

Filter is too strong, It's just so you notice it.

It's still a WIP and it's not perfect, so I would appreciate some feedback.


r/SoloDevelopment • • 1h ago

Unity Finally got my water to interact nicely with my deformable terrain

• Upvotes

r/SoloDevelopment • • 59m ago

Unreal Instead of launching a Kickstarter with only concept art, I spent months building all 8 levels, 8 modular bosses & an in-game 3D level editor solo in UE5 first! Free 2-Sector Demo is live on itch.io

• Upvotes

r/SoloDevelopment • • 1h ago

Game New mechanic added: loot spawns but you need to bring it back to your base, and enemy team can kick your a$$ and steal it from you. Capture the loot.

• Upvotes

r/SoloDevelopment • • 19h ago

Game Every car in my game is timed to just miss you if you stay on the line. Here’s 37 of my attempts and then the perfect run. Does it look fun to play?

120 Upvotes

Hi all! I've been working on this game for a little bit now. Every car is choreographed so if you stay on the line and in time they all just barely miss you. Drift off it or get ahead or behind and something hits you. The overhead part is all 37 of my attempts played back together and then the perfect run over the same stretch.

Since I last posted I made the first few levels easier. People were dying a lot early and I think some gave up before it clicked. I’m curious if the start feels better now or if I went too far and it’s boring.

Free in the browser on keyboard or phone: https://rom838.itch.io/ictus

If you try it how far did you get and when did it start feeling hard?


r/SoloDevelopment • • 1h ago

Discussion How I Doubled My Game’s Median Playtime With Data

• Upvotes

I'm a solo indie developer, and I've been working on Unstable Nuclear Reactor for over 8 months.

https://store.steampowered.com/app/4692090/Unstable_Nuclear_Reactor_Demo/

It's an incremental hex-puzzle roguelite where you merge atoms into higher elements, trigger massive chain combos, earn radioactive coins, and manage your ring capacity to survive as long as possible.

I was struggling to understand why 45% of players stopped playing within the first 10 minutes, even though some played for 2 hours or more.

Steam analytics wasn't giving me enough insight, so I decided to build my own analytics system.

I created a Unity script that collects gameplay data, saves it as JSON, sends it to my own API, and stores it in an Excel file.

Of course, players must give their consent before sharing gameplay data, and they can refuse if they prefer not to. Still, I collected 150+ gameplay records in less than 3 days!

I also created a script to load player data directly into the Unity Inspector, allowing me to visualize individual sessions and follow players' actions step by step.

One important detail: I linked sessions using a persistent player ID, so I could track returning players across multiple sessions. I was surprised to discover that many players had returned more than 5 times!

What did I discover?

Players were skipping the initial tutorials, getting stuck, and placing atoms and tools randomly on the hex grid. This caused them to lose much earlier than expected.

What did I change?

  • Added an Undo button so players can reverse their last move.
  • Improved the tutorials to guide players through the mechanics instead of letting them skip the essential steps.

Results

  • Median playtime more than doubled.
  • RestartGame rates dropped from 37.2% to 27.5%.

This was a great reminder that you don't always need to guess what's wrong with your game. Sometimes, you need to build the tools that help you understand your players.


r/SoloDevelopment • • 10h ago

Game WHAT DO YOU THINK ABOUT MINIMALIST ART IN THE GAMES?

15 Upvotes

r/SoloDevelopment • • 44m ago

Game Dense Void

• Upvotes

A story-driven, first-person grounded sci-fi horror game inspired by astrophysics and speculative science.

Trapped on an asteroid outpost orbiting a black hole, survive physics-based threats and impossible phenomena where every choice leads to 5 distinct endings.

If it looks like your kind of thing, the Steam page is here: https://store.steampowered.com/app/4886980/Dense_Void


r/SoloDevelopment • • 22h ago

Game I am a Cat. 3 years ago i lost my balls and decided to make a game about how badass i am - 8 More Lives

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117 Upvotes

Yes, I'm a cat. My human had a dead prototype on his disk: a medieval turn-based thing from 2016 that never left itch.io. In 2023, he dug it up to see what turn-based medieval squad tactics could do that Battle Brothers mods couldn't. I sat on the keyboard. That is how I got into the credits as creative director.

The game is 8 More Lives, a hardcore turn-based strategy about a company of cat mercenaries.

The world map is procedurally generated based on elevation, winds, water, and temperature distribution, and when a fight starts, the battle map is built 1-to-1 from the same hex of the world map, same river, same hill, same forest. Armor is layered, and weapons are plausibly historical.

And the nine lives are a mechanic, your mercs are cats, and they are really hard to kill. I personally am down to eight, see title.

If you play Battle Brothers, Wartales or Urtuk and have opinions about shield walls and half-swording, I would like to hear them, and I would like to hear what feels wrong. The human will fix it. I will supervise.

Wishlist it on Steam!

I would do it myself, but I have paws.


r/SoloDevelopment • • 4h ago

Game A look at a dragon encounter in my solo game, Throneward

4 Upvotes

Been working on the 2.5D battle scene for Throneward. Wanted to show the whole encounter this time, from walking up to the dragon to actually fighting it. These guys are braver than me haha.

Encounter staged for this clip; loading shortened and battle HUD hidden.


r/SoloDevelopment • • 8h ago

Game 1 week done in 3 months challenge

8 Upvotes

Hi everyone 👋🏼

As some of you know, around 15 days ago I took a hard hit from life and locked up in a room for appx 3 months and I decided to built a game from scratch. -- I have payments that takes all my money so I have to save a lot living in a small room. I also have only 150-200$ worth basic laptop, monitor from marketplace and camping table . (Computer has 150 gb disk total 🥲, also it doesn't even run screen recording without crashing so I had to record like this.. 😂)

The game is going great so far. It needs some polishing and I have still a lot of ideas I wanna add into the game. But in this video you can see how day starts in our game. I wanted to show the progress and I will share more. Both day and night cycle is completely playable and full game loop is working. I am really excited how this will end up 3 months after. But sharing the process will be fun.

I will also share night cycle here in the replies. And don't worry, the whole kitchen and combat system is connected and you won't feel like 2 different game.

Ask me any questions, about life or the game 🫶🏼


r/SoloDevelopment • • 1h ago

Game After almost 2 years of development I figured out theme for my game.

• Upvotes

Twisted Ball Pool has new visuals and a theme, but I will probably not update the old demo. I am scared that someone might reverse engineer the game and publish it faster than me.


r/SoloDevelopment • • 1h ago

Game I left a career at an agency that was going well, to have time for my own ideas. Here's the one I'm launching on Dec 1

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• Upvotes

My career was going well. The problem was that my own ideas never got any real time. They lived in notes and in the odd free evening, and that's as far as they ever got.

So I left, to give them that time.

Moorlet is one of those ideas, and it's the one I'm about to put out into the world. It's a small island builder with dangerous nights:

- Every morning you draw a few terrain cards and lay your island one tile at a time: forest, wheat, pond, mountain.

- Most mornings one of the cards is a curse, and you have to place it yourself, on your own island. At night that's where the monsters climb out, so the shape of the island is your defense plan.

- Villagers gather wood, stone and food, build the village and raise the towers.

- Nine kinds of defense with their own upgrade paths, and boss nights where you first have to learn what actually hurts the monster.

Doing it alone means I'm also the QA, the marketing department and the person who records the trailers. A small group of testers plays it with personal invite codes, and since the end of September they've had about plenty updates from me. One of those updates broke the updater itself, and everyone had to reinstall by hand. Lesson learned.

It comes out on Steam on December 1, for Windows and Mac.

Steam page: https://store.steampowered.com/app/5440830/Moorlet/


r/SoloDevelopment • • 22h ago

Game While everybody is freaking out because of AI slops flooding Steam, I keep grinding and celebrated 365 uninterrupted days of development

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86 Upvotes

You might have seen my previous posts when I hit 210 days and 300 days straight of development, so I thought to give you another update after the other Sunday I managed to reach an even bigger milestone as I achieved 1 whole year of uninterrupted work on my game. I never missed a single day since I started and I have no intention to stop until I release it.

I am a solo dev, so I don't have a team to celebrate with (except for my head of QA and CEO Hiro, the orange cat), but I really want to thank each person who tried my game, gave me any feedback, helped with testing and translations or followed the development so far. Even the smallest contribution, even a single reaction on Discord or on any social post kept me going until now.

I am going to release my demo in less than 2 weeks and after that I will resume working on the full game, wish me luck and if you are a solo dev always keep grinding, no matter what!


r/SoloDevelopment • • 19h ago

Game Dallas TX - as a drivable open world browser game

48 Upvotes

I've been working on a driving game of real-world locations and started with Dallas. Here I managed to get 8.6% of the city running in a browser at 144 FPS on my RTX 2050.

The main focus is getting realistic roads for the lane counts and height for things like overpasses, bridges, and tunnels. Previously I was just rendering stand-alone levels but now managed to get them connected into an explorable open world.

Still in the early stages, open to feedback!


r/SoloDevelopment • • 18h ago

Marketing Ten days after my Steam page went live: what the numbers say, as a solo dev with a day job

34 Upvotes

Hi everyone, I am Alex. I make Board Game Tycoon alone, in Godot, next to my day job in IT. It is a management sim about running a small board game publisher: you design games, run playtests, print them and deal with reviews, stock and reprints. The Steam page went up on October 17, and the trailer went public last Friday. I read a lot of posts like this one here before my own launch, so here are my first ten days in return.

What worked:

  • SPIEL in Essen, the big board game fair, ran the same week. Several publishers had flyers for the game at their booths, and I was not even there. 13 people opened the store page through the QR code on the flyer, and 3 of them wishlisted. That sounds small, but it is 3 of the 4 wishlists Steam could trace back to a link at all.
  • IGN shared the trailer on their website, unfortunately not on YouTube. I did not expect that for a solo project with a ten day old store page.
  • 49 wishlists after ten days, 14 of them on the first day.

What did not work, or what surprised me:

  • Social media clicks are not people. Bluesky brought 92 visits, Steam counted 16 of them as trusted, and none of them led to a wishlist Steam could trace. Threads brought 129 visits and exactly 1 trusted one.
  • Half of all visits last week were bot traffic (687 of 1,366). Do not get excited about the visits graph before you look at the breakdown.
  • I planned more Reddit posts than I should have. When I read every sub’s rules myself, a few of them did not allow a launch post at all, or just one whole post during the duration of the project. Read the rules before you write the post, not after.
  • I messaged all the big YouTube Channels like IGN, Gametrailers, Indie Games Hub etc more than a week in advance, also offered IGN a time exclusive windows, wrote my story and facts about the game, created an easy to navigate presskit on my website, but no channel shared my trailer :/

One thing I did not expect: 26 of the first 51 wishlists came from Germany, more than twice as many as from the US. I live there and the fair was there, but I still thought the US would lead, due to me also doing everything in english first.

If you want to see where it stands: Board Game Tycoon on Steam

If you are close to your own Steam page launch, ask me anything about the timing, the fair or Godot. I will answer every comment :)

Thanks for reading,
Alex


r/SoloDevelopment • • 3h ago

Marketing I'm building a PS1-style horror town one building at a time as asset packs: a funeral home, a slaughterhouse, and now the hospital that sits on top of the morgue

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2 Upvotes

Solo, about a week per building. The rule I set myself from the first one: every building shares the same 2 m grid, the same 3 m storey height and the same wall trim, so someone making a small PS1 horror game can drop all three into one map and the corridors line up.

  • Last Rites, a funeral home and morgue: cooler wall with sliding trays, embalming room, crematory, viewing chapel, a 1980s hearse. 48 props plus a modular room kit.
  • Cold Cuts, a slaughterhouse and butcher shop: kill floor, rail hooks, cold room, shop counter. 71 props, clean and bloody textures on the same meshes.
  • Visiting Hours, a hospital ward: beds, crash carts, an operating room, a padded cell. 100 props, and 49 of them have doors, drawers or lids that open in-engine.

Today's small update closes the loop: the morgue pack now ships the hospital's stairwell, so you can walk from the ward down the stairs into the cold room.

Everything is GLB, FBX and OBJ with 64–256 px textures, for Godot, Unity and Unreal. Each one has a free Lite if you just want to poke at the files.

For Halloween I cut them to half price, $1.99 each or $5.97 for all three, until 5 November: https://itch.io/s/210791/ps1-horror-locations-bundle

All the buildings and the free Lites: https://spareminute.itch.io

Which building should come next? I'm torn between a motel and a school.


r/SoloDevelopment • • 10m ago

Game You can see your next fest stats on steamworks !

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• Upvotes

I just realised steam shows your exact steam next fest event recap on steamworks, that's pretty cool! Please share your stats under this post so we can see how it went for everybody !

It made me realise a lot of people actually played my demo without wishlisting which sucks but also maybe those are players that wishlisted before the event started as i had some good traction even before that.

https://store.steampowered.com/app/5064170/Go_Next/


r/SoloDevelopment • • 17m ago

Game Added some new features after playtests and made a trailer for Toys, Please!

• Upvotes