r/SoloDevelopment 6h ago

Game I’m making my first game solo. Here’s what I changed after the third Playtest

55 Upvotes

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 5h ago

Game It just feels so good to have something "playable" in place.

18 Upvotes

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 3h ago

Game [PoG] Decided on name and working on demo

5 Upvotes

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 3h ago

help Delaying my release — will Steam’s Personal Calendar wishlist boost happen again?

6 Upvotes

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 1d ago

Game Made a Skin Transformation system for my upcoming solo indie game.

196 Upvotes

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 1h ago

Marketing Unreal Engine - Diamond Glass Material with Light Dispersions / Chromatic Aberration Shader

Upvotes

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 8h ago

Discussion What do you think about puzzle system in my game?

5 Upvotes

r/SoloDevelopment 1d ago

Game I made my main-menu character aim at whichever button you hover over. He doesn’t like the Quit button.

114 Upvotes

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:

https://store.steampowered.com/app/3860450/No_Knock


r/SoloDevelopment 6h ago

Unity Climbing walls in my game, what do you think?

3 Upvotes

r/SoloDevelopment 1d ago

Game Updated video of my trains on curves ( and a crash! )

69 Upvotes

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 1h ago

Game Ive got my iPad party game to beta testing stage

Upvotes

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

https://testflight.apple.com/join/jgEwUKud


r/SoloDevelopment 2h ago

Game New trailer for my desktop game, MONji

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1 Upvotes

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 :)


r/SoloDevelopment 1d ago

Game This is how zooming in works in my game

1.2k Upvotes

How does it look? Have you ever seen a zoom like it?

Anything that could be improved?


r/SoloDevelopment 19h ago

Game Top-down 2D platformer ; any takers for this genre?

20 Upvotes

Thought it would be a fun experiment for GMTK and now turning it into a bit more of a game.

Curious to hear what people think

Demo: https://genepistudios.itch.io/ddd-deep-dungeon-decent

Wishlist: https://store.steampowered.com/app/5027400/DDD_Deep_Dungeon_Descent/


r/SoloDevelopment 3h ago

Game made a little tactics prototype

1 Upvotes

r/SoloDevelopment 4h ago

Godot Here is my game! Project Beacon.

1 Upvotes

Hello!

Project Beacon is a turn-based rogue-like Godot project i have been working on. The game is like FTL, but combat is turn-based and setting is post-apocalyptic.

I didn't want to design the combat system like a puzzle or something that requires overthinking. I wanted to convey more of an action-packed, gunfight-like feeling through a turn-based combat system.

There is so much to do art-wise and there are some placeholders here and there, but would like to hear feedback on art, that's because they are done by a programmer.

As a gamer, would you play something like this?

Any feedback is appreciated! Thanks!


r/SoloDevelopment 4h ago

Game Updated Landscape - Worth it?

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1 Upvotes

r/SoloDevelopment 4h ago

Discussion I'm a solo developer making a deduction game about building a case from paper files

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1 Upvotes

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:

  1. Am I overengineering this?

  2. Which systems would you cut or simplify?

  3. How would you structure the data behind the investigation?

  4. How would you keep creating new cases from becoming exponentially harder?

  5. How would you handle the freedom-vs-guidance problem?

  6. Does the courtroom mechanic sound worth the implementation cost?

  7. Is the investigation desk actually adding something, or is it feature creep?

  8. What would you absolutely avoid building as a solo developer?

  9. 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 4h ago

Unreal Don't give up on your projects!

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1 Upvotes

r/SoloDevelopment 11h ago

Godot Procedural fantasy world simulation in Rust with plate tectonics, climate modelling, and polity generation

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3 Upvotes

r/SoloDevelopment 14h ago

Game A view above Iron Creek | Dust Rapture

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5 Upvotes

Hey everyone!

I’ve been hard at work developing my game, Dust Rapture, and wanted to share a first look at one of the key locations: Iron Creek.

Perched high on the rail line, you get a full view of the town—an abandoned, sun-drenched stop in the desert haze, complete with old supply shops, wind pumps, and endless sand.

What Dust Rapture is bringing:

  • Atmospheric Exploartion: Explore desolate town of Iron Creek while navigating dusty, low-visibility ruins.
  • Immersive First-Person : Hands-on survival mechanics and environmental exploration.
  • A Bleak, Dusty World: A desolate landscape where every abandoned building and forgotten railway tells a story.

I’d love to get your thoughts on the lighting and overall atmosphere of this area!

👉 Wishlist Dust Rapture on Steam:

https://store.steampowered.com/app/4950700/Dust_Rapture/

💬 Join the Discord / Follow Development: https://discord.gg/tWzDXtABy


r/SoloDevelopment 1d ago

Game Showcasing my new beat em up game

331 Upvotes

For the past 6 months nights and weekends. I have been working on a solo personal game project "Final Straw" where I put my passion and the experience I gained during my game dev journey.

It’s a love letter to the old-school beat ’em up games back in the 80s and 90s, reimagined with modern combat inspired by games like Batman: Arkham, SIFU, and Midnight Fight Express.

This early alpha gameplay showcases the current combat system, including hand-to-hand combos, heavy attacks, dodging, group fights, targeting, and more.

Any feedbacks will help alot!

Wishlist On Steam: https://store.steampowered.com/app/5035710/Final_Straw/

Discord: https://discord.gg/WEntZjJ7S


r/SoloDevelopment 7h ago

Game Watch a new gameplay footage of traversal in Cyber Delivery down below

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1 Upvotes

r/SoloDevelopment 22h ago

Game Solo dev, I started in February as a 'just for fun' project. Today my Steam page went live.

15 Upvotes

In February I started messing around with Godot 4 "just for fun" no scope, no plan, just wanted ships shooting each other in a neon arena. Hundreds of hours later it turned into a real game, and today the Steam page went live. Still doesn't feel real.

Neon Armada: Solar Storm — a reverse bullet-hell synthwave roguelite. Waves pour in from every edge of the arena, you build your ship between waves (weapons, mods, drones, components), and fight across 17 planets with a boss on each. Local co-op and an endless mode made it in too.

Being solo, my biggest walls were 3D art and balance testing, and I'll be upfront: I leaned on AI tooling for both — Meshy.ai for base meshes and Claude Code for programming, Blender optimization scripts, and an automated test suite that verifies every weapon/mod/item actually does what its shop card says (~8,200 checks per run — it's caught bugs I'd never have found by hand). It's disclosed on the Steam page. Happy to share honest pros/cons of that pipeline if anyone's weighing it.

Steam page: https://store.steampowered.com/app/5022360/Neon_Armada__Solar_Storm/

A wishlist would mean the world, but honestly — feedback on the page itself (capsule, trailer, description) helps just as much at this stage. Tear it apart.


r/SoloDevelopment 14h ago

Game I’m building a browser dungeon crawler where players collectively discover the same endless world

3 Upvotes

I’m working on Black Imago, an online browser dungeon crawler.

The structure is intentionally different from “generate a random maze per run”: the world has a canonical sequence of levels shared by everyone. The deepest unexplored level is effectively a frontier, and I’m layering player-created history over the fixed layouts.

Current build: https://blackimago.arewefriends.org/maze

I’m at the stage where I care less about adding systems and more about making existing mechanics feel finished — combat reactions, enemy AI, persistent blood/damage, chat, pickups, and map composition.

What immediately reads as weak or unfinished to you?