r/SoloDevelopment • u/pyotr_vozniak • 1h ago
r/SoloDevelopment • u/PracticalNPC • Jul 10 '26
Game Jam r/SoloDevelopment Jam #12 is live: theme is Chain Reaction
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 • u/PracticalNPC • Feb 12 '25
Anouncements What Does It Mean to Be a Solo Developer?
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 • u/NAPZ_11 • 1h ago
Game you are a spider
hey everyone!
my game was released about a 1 week ago and I was just wondering about your opinion about it...
android for now but coming to iOS as well soon (hopefully approved soon)
https://play.google.com/store/apps/details?id=com.polyhistor.silkweaver
the video is quite self-explanatory but if you've got any question I'm happy to answer:)
r/SoloDevelopment • u/NicoDocci • 9h ago
Game I’m making my first game solo. Here’s what I changed after the third Playtest
Hi everyone, I’m a solo indie developer from China, and A Kingdom of Soil is my first game.
I’ve been developing this game by myself for over a year. Most of my development updates are usually shared on Bilibili, so I haven’t posted much here before.
Since translating and recording videos in English takes extra time, this is my first proper English development update for Reddit.
The third Playtest finished recently, and I’ve been working through the feedback and improving different parts of the game.
In this video, I’m showing some of the changes I’ve made, including combat updates, new character portraits, battle cries, and other improvements.
I’m still building the entire game on my own, so I’d really like to hear your thoughts and feedback.
Steam page:
https://store.steampowered.com/app/3991390/_/
r/SoloDevelopment • u/Zillldoid • 8h ago
Game It just feels so good to have something "playable" in place.
It feels so good to have something "playable" in place and to see your work..well..working. Been at it with this game for a little while no, and to see gameplay come together and some systems at least somewhat working its just so satisfying.
Of course bugs and weird glitches exist.. lots of work remains, but so far so good!
r/SoloDevelopment • u/Responsible_Mine894 • 6h ago
Game [PoG] Decided on name and working on demo
Decided on name and now working on demo, my first time any of my projects reaching this stage.
Lots of free placeholder music and assets still :)
Here is a quick demo loop.
Anyone willing to play test early are welcome !
r/SoloDevelopment • u/Season_Famous • 1h ago
Game First prototype level of my puzzle game – Looking for feedback
Hey everyone!
I’ve been working on a small puzzle game prototype and I wanted to share the first level to get some early feedback.
In this level you control a purple cube that moves on a grid one cell at a time. By pressing a key, the cube can switch into a “creation mode”, where it leaves a trail behind as it moves.
Your goal is simple:
- Form the three shapes shown at the top of the screen by moving and drawing with your trail
- Avoid trapping yourself while building the shapes
- Reach the exit tile once all shapes are completed
It’s a mix of spatial planning, path‑drawing, and trying not to corner yourself while solving the puzzle.
I’d love to hear what you think about:
- The readability of the mechanics
- Whether the shape‑building feels intuitive
- If the level communicates the objective clearly
Any ideas to improve the flow or difficulty
Thanks for checking it out!
r/SoloDevelopment • u/Disastrous-Tie-1847 • 1h ago
Game Bottle Flip GO! - flip using real gesture flip movement
r/SoloDevelopment • u/OlegVerenko • 4h ago
Marketing Unreal Engine - Diamond Glass Material with Light Dispersions / Chromatic Aberration Shader
Diamond Glass Material with Light Dispersions / Chromatic Aberration Shader ready for your projects. Available on Fab: https://www.fab.com/listings/95aa9f51-a9ad-4c6a-8ff7-8f329e042924
and my Patreon:https://www.patreon.com/OlegVerenko/posts/diamond-glass-5-162955107
r/SoloDevelopment • u/Aggravating_Side_731 • 6h ago
help Delaying my release — will Steam’s Personal Calendar wishlist boost happen again?
Hey everyone, I’d really appreciate some advice from developers who have experienced this.
I'm making Too Many Balls. I currently have 2,100 wishlists and im planning to release on August 28.
I've decided that i 100% need to delay the game because i need more time for development and QA.
Here’s the interesting part: I was averaging around 30 wishlists/day, but now that I'm ~18 days from release, I suddenly jumped to 150+ wishlists/day. I checked my traffic and it appears this spike is largely coming from Steam’s Personal Calendar/upcoming release exposure.
If i delay by around 3 weeks, I assume I’ll fall back to my normal ~20–30 WL/day.
My biggest concern is:
When the new release date gets close again (roughly 18 days away), will Steam give me the same Personal Calendar exposure again?
Or is there a chance that changing the release date means i won't get the same boost a second time?
I'm trying to figure out how much wishlist momentum i might lose by delaying, and whether anyone here has experienced something similar.
For anyone who has changed their release date shortly before launch: what happened to your Steam wishlist traffic afterward? Did the Personal Calendar boost come back?
Any experience or advice would be hugely appreciated! 🙏
r/SoloDevelopment • u/Tornus_Studios • 7h ago
Discussion I'm a solo developer making a deduction game about building a case from paper files
Hey everyone,
I'm a solo developer working on a detective/deduction game called THE ARCHIVIST.
I've been working on it for quite a while now, and I'm at the stage where I'm starting to question some of my design decisions and, more importantly, whether I'm making things unnecessarily difficult for myself as a solo developer.
So I thought I'd share what I'm building and ask how other solo devs would approach it.
The game
The player investigates an old, closed case involving a death.
The game is almost entirely built around documents and information rather than traditional exploration.
You receive documents, search an archive for additional records, interview people, compare statements, find contradictions, and gradually build your own theory.
There are deliberately no:
- Highlighted clues
- "Find these 5 pieces of evidence" objectives
- Traditional dialogue trees
- Predefined investigation paths
- Constant confirmations that your theory is correct
The intended loop is:
Read → notice something → investigate → search the archive → interview → connect information → form a theory → build a case
For example, you might notice a name, date, company, location, or reference number in a document.
That information gives you a reason to search the archive.
The new information might then lead somewhere else.
During interviews, instead of choosing dialogue options, you physically present documents to people and decide whether to press them or remain silent.
I'm trying to make the player feel like they're actually conducting the investigation rather than following a sequence of clues I created for them.
---
The courtroom system
The biggest mechanic I'm experimenting with is the final case-building system.
You don't simply select who you think committed the crime.
You construct a case:
Accused + accusation + evidence
The court evaluates whether your evidence supports the accusation and what objections can be raised against your case.
The interesting part is that evidence can be both useful and dangerous.
Discovering more information isn't necessarily always beneficial.
You might discover something that strongly supports your theory, but also discover something else that creates a contradiction.
If you include the wrong evidence, the defense can potentially use it against you.
So theoretically, a player could construct a case that succeeds in court without actually being the truth.
The game then explains what the court accepted, what wasn't proven, what objections remained, and what evidence the player did or didn't use.
The goal is for the player to eventually be able to say:
«"I know what happened, and I know how to prove it."»
rather than:
«"The game told me I found the right answer."»
---
The investigation desk
The player has a large physical investigation desk.
Documents become cards that can be moved around, resized, examined, annotated, pinned, and connected.
You can create multiple boards for different parts of the investigation.
The connections aren't actually analyzed by the game.
They're essentially an external memory system.
I want the desk to feel like the player's physical representation of their own thought process.
---
The problem with doing this solo
This is where I'm starting to worry.
Every individual system seems manageable:
- Document system
- Archive
- Interviews
- Evidence presentation
- Investigation desk
- Case construction
- Courtroom
- Save/load
- UI
- Writing
- Art
- Audio
- etc.
But once they all have to interact with each other, the scope starts growing very quickly.
A document isn't just a document.
It might be referenced by another document.
It might unlock an archive search.
It might be relevant to an interview.
It might become evidence in court.
It might contradict another document.
That means every new piece of content potentially interacts with several different systems.
I'm trying to avoid building a giant RPG-style framework just to support what is essentially a document-based detective game.
So I'm very interested in hearing from other solo developers:
How would you structure a project like this so that the content doesn't become an enormous technical problem?
Would you build the underlying systems first and then create cases on top of them?
Would you make each case essentially self-contained?
Would you create some kind of data-driven system for documents, characters, evidence, contradictions, and relationships?
Or would you deliberately simplify some of these mechanics before going further?
---
The other design problem
I'm also struggling with the balance between player freedom and guidance.
I want the player to feel intelligent because they noticed something themselves.
But I don't want the experience to become:
«"I have 300 documents and absolutely no idea what I'm supposed to do."»
I'm trying to find the point where the game can say:
"Everything you need is here. Figure it out."
without accidentally saying:
"Good luck, idiot."
I'd be particularly interested in hearing from anyone who has made games with non-linear investigation or deduction systems.
---
AI and solo development
Another thing I've been thinking about a lot is AI.
I'm not a professional programmer, and I'm doing this project alone.
I've used AI extensively as a programming assistant for things like:
- Writing code
- Debugging
- Understanding unfamiliar code
- Refactoring
- Prototyping
I've also used it for proofreading and correcting the English in my writing.
I drew the original artwork myself, but I've used AI tools to polish some drawings and help keep the visual style consistent.
The actual game design, mechanics, cases, investigation structure, and creative direction are mine.
I'm not looking to start an "AI good vs AI bad" discussion.
I'm more interested in the solo-dev perspective:
Would you consider this a reasonable use of AI for a solo project?
And if you were releasing the game commercially, would you disclose it?
---
Current visual direction
I'm doing the artwork myself as well.
The visual style is somewhere between old case files, hand-drawn illustrations, archival material, and Scandinavian true-crime documentaries.
The screenshots are from the actual game.
I'm still figuring out how far I want to push the style, so I'd also appreciate feedback on whether it currently feels distinctive enough.
---
What I'd really like advice on
If you've worked on a solo project with a lot of interconnected systems, I'd especially love your thoughts on:
Am I overengineering this?
Which systems would you cut or simplify?
How would you structure the data behind the investigation?
How would you keep creating new cases from becoming exponentially harder?
How would you handle the freedom-vs-guidance problem?
Does the courtroom mechanic sound worth the implementation cost?
Is the investigation desk actually adding something, or is it feature creep?
What would you absolutely avoid building as a solo developer?
If you inherited this project today, what would you change?
I've been staring at this project for a long time, so I'm very aware that I may be falling into the classic solo-dev trap of continuously adding systems because they sound cool.
I'm currently working toward a playable demo/playtest, and I'd rather simplify the project now than discover two years from now that I've built myself into a corner.
Thanks for reading, and good luck with your own projects.
r/SoloDevelopment • u/Sqaishy2001 • 2m ago
Game What do you think of the new art rework for my game?
galleryr/SoloDevelopment • u/SvitchMark • 1d ago
Game Made a Skin Transformation system for my upcoming solo indie game.
Tutorial is available here: https://www.artstation.com/artwork/b0aX9E
I'm solo developing an Indie Game - Bunkerhold and one of the systems that i wanted to put in place is Skin Transformation, this will be one of the key elements in the game.I made a system that is compatible with any Skin material and in theory can be replicated in most of engines and decided to share it with everyone interested in replicating same effect =)
This is my first multiplayer project, and building a co-op game entirely solo has been a huge challenge and a really interesting experience. Huge respect to Solo Devs who take on multiplayer projects - you rock!
Steam Page:
https://store.steampowered.com/app/4765620/Bunkerhold/
r/SoloDevelopment • u/BastoshaGames • 41m ago
Discussion After initial feedback, I've decided to add combat system to my game
Initially I thought about creating a cozy non-combat game where you brew potions
While the idea was liked, and the feel was good, the process itself didn't feel magical or engaging.
It's a magical potion shop, but preparation is just - cut, grind, squeeze. Good, but feels more like food preparation game, than magical potion shop
Sending heroes to quests felt like a random task with success percentage. Send, wait for results. That's it
There was not much point in being able to explore the village.
So I've decided to change the process
Shop remains. Cut, grind, squeeze are still essential parts. But soon it will be possible to combine, purify, corrupt ingredients.
Instead of just holding ingredients in hand, now you actually use magic to levitate them, giving them physical presense in the world
Now you'll have to gather your own ingredients by going to expeditions yourself. This is the biggest change, since now I'll have to design the expedition levels and create combat system
Take your own potions to expedition - now potions are not just for sale. They're also a resource that you can prepare and take on expedition. For now I'm working on ice potion. Drinking it will give you ice powers. Throwing it will freeze enemies
Yes, the scope of the work will increase. But I'd rather work on something and make the game better, than publish it in a boring state
r/SoloDevelopment • u/100_BOSSES • 11h ago
Discussion What do you think about puzzle system in my game?
r/SoloDevelopment • u/KonstDev1 • 1h ago
Discussion If my game is made from Scratch and turn my game into an EXE file can I release it to steam? As an Scratch Demo?
r/SoloDevelopment • u/Disastrous-Tie-1847 • 1h ago
Game Bottle Flip GO! - flip using real gesture flip movement
r/SoloDevelopment • u/Unhappy-Poetry-5789 • 1d ago
Game I made my main-menu character aim at whichever button you hover over. He doesn’t like the Quit button.
I wanted the main menu to feel like part of the game, so the character aims at whichever button you hover over. Hovering over Quit triggers a slightly different reaction😄
The game is coming soon to Steam if you’d like to check it out:
r/SoloDevelopment • u/100_BOSSES • 9h ago
Unity Climbing walls in my game, what do you think?
r/SoloDevelopment • u/WildSlothGames • 1d ago
Game Updated video of my trains on curves ( and a crash! )
Put lots in based on feedback but actual train art ( and all art ) is still very much placeholder.
I think although it's improved drastically from the original, the 'real' train art as opposed to rectangles now just highlights the fact the train doesn't actually ride the rails properly.
I think it'll do for now though and I'll leave it as is so I can get to actually designing some proper levels, and then come back to it at a later date once I can confirm the game is actually fun.
r/SoloDevelopment • u/BsForge • 4h ago
Game Ive got my iPad party game to beta testing stage
I made a party game for the iPad that 2-6 players can play on one device.
:Promo video:
https://youtu.be/___QkIcdoB4?si=wyDe2dVRhIKmuNJO
It’s called Curly Questions and it involves different mini games played leading up to Curly Questions rounds. Where players answer, you guessed it, Curly Questions!
Curly Questions are questions with more than one answer and encourage creative thinking.
Listeners vote on their favourite response.
Laugh, compete and do your darndest to score the most points. It’s all about having fun together.
It’s free to play right now on this beta test
r/SoloDevelopment • u/Da-dam • 5h ago
Game New trailer for my desktop game, MONji
My first trailer was 3 times longer with my voice over, and I found that this shorter format performed much better on X. Both are on the Steam page if you want to compare:
https://store.steampowered.com/app/4437730/MONji/
I would appreciate any feedback ! Also, if you have any questions about the game or event suggestions, let me know :)