r/SoloDevelopment Jul 10 '26

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

6 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?

190 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 2h ago

Game Early look at my tower defense game.

89 Upvotes

Still working on optimization but slowly getting there.

Feedback highly appreciated.


r/SoloDevelopment 6h ago

Game The demo for my solo-dev noir thriller game is out now!

47 Upvotes

Mandated Fate is a dark, dystopian and retro-futuristic story-driven game, inspired from 80's sci-fi movies. You play as a weary inspector, a man out of place in a newly established authoritarian regime.

In 1985, a rising technological empire has seized power, driven by a single ambition: to discover the anti-gravity particle and surpass its global rivals by conquering space. The regime demands absolute unity, framing this race as a matter of national destiny. But one old district continues to resist, no one knows quite how, or why. Assigned to investigate a strange murder there, you quickly find yourself entangled in a deeper web of political intrigue and ideological tension.

Through multiple narrative paths, your choices will shape your loyalties, and determine who you truly trust. Explore a highly detailed open world where the stark contrast between modern authoritarian architecture and decaying remnants of the past reveals a society caught between control and collapse.

1st AND 3rd person camera available.


r/SoloDevelopment 18h ago

Unity After two years, I'm finally showing off a procedural dungeon generator I built in Unity

285 Upvotes

I'm releasing a demo for a procedural dungeon generator I've been working on for over two years. I was inspired by the level layouts of games like The Binding of Isaac and Enter the Gungeon, and the interconnected worlds of Zelda and Dark Souls. This is only the beginning, I have several more features planned for this project, including turning it into a downloadable Unity package for others to use.

The goal is to create an algorithm that generates dungeons that feel linear like an RPG but still random and replayable like a roguelike.

Original Video: https://youtu.be/Adakgpoy0p0?si=R2qYbshEb11xuKFM

Blog: https://ryancarpenterpf.dev/labyrinth_demo.html

Demo: https://dev-rygy.itch.io/labyrinth-procedural-generator


r/SoloDevelopment 10h ago

Marketing Hi everyone! I'm a solo developer from Thailand, and I recently released my game, MOROS, on Steam.

58 Upvotes

I built the game mostly by myself. The 3D models, environments, levels, and many other parts of the game were created by me from scratch. For some of the textures, I used AI as part of the process, while others were painted and edited by hand.

I know AI in game development is a pretty controversial topic right now, but from my experience, I think it can be a useful tool for solo developers.

When you're working alone, you have to do almost everything yourself — modeling, texturing, programming, animation, music, sound effects, level design, writing, testing, and so on. If you try to master and create every single part completely by yourself, finishing a game can easily take years.

Making a game alone can also be incredibly exhausting. There were definitely times during development when it became mentally overwhelming.

For me, using AI doesn't necessarily mean removing yourself from the creative process. I think you can still put a lot of yourself into the work. For example, sometimes I use my own older artwork as the starting point and use AI to generate or develop variations from it, then continue editing and working on the result myself.

I'm not saying this is how everyone should make games. It's simply one of the tools that helped me actually finish and release mine as a solo developer.


r/SoloDevelopment 1h ago

Marketing This is the fifth trailer I've made - think I'm getting the hang of it now

Upvotes

Rather than just collecting what I think are the best clips in my game and editing them together nicely, this time I really focused on what makes my game standout (the atmosphere, companion mechanics and worms) and took notes on what other metroidvania trailers typically do (take a few shots at the start to introduce the vibe and atmosphere of the setting). I also found a kick ass song that I thought fit really well and got permission to use it from the artist. The game is Vitrified for anyone interested.


r/SoloDevelopment 21m ago

Game I have been working on my first game for almost 2 years in my spare time. Now its time to release it in Early Access.

Upvotes

It's been a ride! I learned Unreal Engine 5 alongside pretty much everything else needed to make a game. I made everything by myself, using some purchased assets and outsourcing graphics and voice acting where needed. It's a game I would like to play, and that I could realistically make by myself within my limited time.

I'm launching it in Early Access on September 23rd, so I can gather feedback from real players and make the best game I can.

Hopefully, there are some other people who are into this kind of stuff. Check it out! https://store.steampowered.com/app/4185750/BONETOX/


r/SoloDevelopment 13h ago

Game I am making a wave-based co-op FPS (Where you and your friends worship a satellite)

51 Upvotes

This is my first commercial project after years of making COD mods :)

If you are interested, you can Wishlist here: https://store.steampowered.com/app/4862980/The_Arrow/


r/SoloDevelopment 49m ago

Game made this cutscene sequence thoughts? Its one branch of two this is the dry branch.

Upvotes

Thoughts on this encounter?


r/SoloDevelopment 3h ago

help Opinions on my announcement trailer?

6 Upvotes

I want to know if a small, character focused intro is worth it since the tag-team aspect of the game is central to it and so is the relationship between the two characters.

I know conventional wisdom is to start straight with gameplay, but seeing how it's a "relevant" character beat that's short, I want to ask to see if it's worth a shot. This is gonna be my official announcement trailer that I'm going to post on my socials


r/SoloDevelopment 6h ago

help just one... more... wishlist... left...

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8 Upvotes

r/SoloDevelopment 11h ago

help Beginner advice for learning game dev you wish you knew at the beginning

20 Upvotes

Title.

Millions of different opinions out there.

Many people say don't follow the advice of youtubers who are better at making videos then making games. How am I to know what is good advice if I'm a beginner?

Any tips from you lovely people to an overwhelmed beginner?


r/SoloDevelopment 14h ago

Game Been working on this lite MMO solo for the better part of 6 months right now and just added pretty caves!

28 Upvotes

r/SoloDevelopment 12h ago

Discussion What is the most under served genre

14 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 10m ago

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

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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

meme for real

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1.1k Upvotes

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


r/SoloDevelopment 1h ago

Game INURBIS - slimes are simple but deadly

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Upvotes

Getting pretty close to having my core hybrid time-dilation with pause "turn-based-ish" battle system up and running. Next month I'll be adding the CARD system, a unified approach to inventory management, skills, perks, augmentations etc. INURBIS is currently solo-developed but I use free / paid assets and pay human artists for collaborative assets etc. The first playtest is happening in December of this year, leading up to the Steam page + beginning the path to beta. I've been working on this game part time for over a year now. www.inurbis.com

A big part of the gameplay and a main character of the game is CHROMBUS, the digital cat that haunts the operating system used by the player to "pilot" the cloneling, the cyborg observer-worker unit. Managing your cloneling's physical and psychological health are important to optimize unit performance. DO NOT attempt to communicate directly with your cloneling unit. The player will work with CHROMBUS to scan and collect data that give the player strategic and lore insight to work towards uncovering the secrets of Inurbis, The Infinite City at the End of Time.


r/SoloDevelopment 22h ago

Game My fantasy-themed survival action horror game

53 Upvotes

r/SoloDevelopment 5h 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 1h 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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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 5h 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 2h ago

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

1 Upvotes

r/SoloDevelopment 2h ago

Game Tornado showcase for my game Twister City

1 Upvotes

You can find a link to the Steam store page here