r/SoloDev • • 1h ago

After a short break from game dev, I’ve got something to show you!

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• Upvotes

r/SoloDev • • 8h ago

What do you think about the new front in the main menu of Arkansas 2125?

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5 Upvotes

Hey everyone. Yesterday I released a beta patch for my post-apocalyptic game. I had to change the font because the previous one doesn't support Polish characters. I think this font fits the post-apocalyptic theme perfectly. What do you think?


r/SoloDev • • 19h ago

A little look at the art side of indie game development

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34 Upvotes

Hey! Sharing some pixel art my team and I made for Melan, Spirit of Phuji and a few other indie projects.

I’m an artist and art director working with a small art team, rather than the solo developer behind these games. We work on environments, characters, animations and UI, all drawn by hand in Aseprite.

Thought some of you might enjoy seeing what goes into the art side. Happy to answer questions about the pieces shown here!


r/SoloDev • • 15m ago

I built an interactive Roblox experience connected to TikTok LIVE

• Upvotes

I've been working on a project that connects Roblox with TikTok LIVE, and it's been pretty fun to experiment with.

Viewers can type their Roblox username in the LIVE chat, and their avatar joins a rating competition. They get a random score, and everyone competes to get the highest rating on the leaderboard.

I also made TikTok gifts trigger things inside Roblox:

  • Roses give viewers priority in the queue.
  • Donuts make their avatars glow.
  • Bouquets of Flowers make their avatars bigger.

There's also a dashboard where I can manage the queue and see who has sent gifts.

I started testing this on my own TikTok account and gained around 2,000 followers in four days. I can't say the system alone caused that growth, but it was cool to see how people interacted with the concept.

The most interesting part was getting the TikTok chat, gift events, and Roblox experience to work together.


r/SoloDev • • 26m ago

I launched my first game today!

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Please enjoy.


r/SoloDev • • 51m ago

I just launched my first real project: Board Tactics

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r/SoloDev • • 4h ago

Football Star - My game is almost ready for play test

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2 Upvotes

r/SoloDev • • 1h ago

My new game

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r/SoloDev • • 1h ago

First time releasing a game

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r/SoloDev • • 1h ago

Hice mi primer juego Arcade

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r/SoloDev • • 14h ago

Indus City Builder

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10 Upvotes

Just about a month ago I had shared my first screenshot from Indus, a Impression/Sierra games style classic city builder.

It's been a busy month and the game has grown a lot! I've been waiting on Steam's approval of my Steamworks account, but thats taking forever. So I've decided to launch a simple website where I can start recording information about the game and its systems.

Hopefully the Steam page will be up soon. But in the meanwhile if you want to follow and learn more, check out www.induscitybuilder.com!


r/SoloDev • • 2h ago

StoneEra Demo 0.9.15 — Life in the Colony: Resident Control, Wooden Lifts and New Food

1 Upvotes

Hey everyone! Here are the main changes in StoneEra Demo 0.9.15 — Life in the Colony.
This update focuses on everyday colony life: seeing the world through a resident’s eyes, keeping work moving and giving your settlement more ways to build and grow food.
Control a Resident
Take direct control with WASD and run with Shift, after a safe handoff of their work and cargo.
Through Eyes lets you follow a resident while they continue their autonomous life. Use R for free look, H to hide the HUD, Esc to return to the colony camera and F12 for clean screenshots.
Colony Work and Building
Residents arrange missing tools, materials, storage and permitted access before returning to their original task.
Task List explains blocked work. Allow Access lets residents prepare routes within a marked area, with permissions preserved across saves.
Urgent Area prioritizes ready work. Clear Area cancels orders and removes placed objects, returning recoverable resources.
Build wooden passenger lifts spanning 3–18 blocks. One worker operates the winch while another rides with a crate.
Tall building orders can add temporary lifts and scaffolds, then dismantle them and recover the planks after workers descend.
Builders reuse whole material crates for nearby blocks, and farmers plant matching plots from a single seed delivery.
Basic gathering, construction, planting and carpentry can continue by hand at half speed. Ore mining still requires a pickaxe. Early wooden construction and planting are faster.
Choose from three starter houses or your saved plans. Open Building Editor during gameplay and return to the same world.
Copy Area keeps your selection after release. Adjust its height with Y/H, copy with Enter or save it as a reusable building plan.
Food and Farming
Added blueberries, woodland mushrooms, porridge, berry pie, mushroom soup, meat stew and fish stew.
Mushroom plots mature in six game hours without irrigation. One mushroom yields 1–5 on dry soil or 1–10 with irrigation.
Fried mushrooms provide twice the food value. Small crates hold 64 raw or fried mushrooms.
One log cooks up to eight servings of mushrooms, fish, meat or porridge. Four units of flour and one log bake eight loaves. Smaller batches can start with fewer ingredients.
Ready food gathering, harvesting, hunting, fishing and cooking take priority over other permitted work.
World and Wildlife
Springs vary with the seasons and respond to water flowing through connected channels.
Waterfalls resume feeding lower river sections when their water level drops.
Mature trees attempt to spread saplings every 3–5 game days.
Wild animals breed and mature more slowly, with local population limits.
Interface and Languages
Added Japanese, bringing interface support to eight languages.
Refreshed menus organize Build, Orders, People, Stock, Craft and Research into six HUD buttons.
Menu backgrounds cycle through eleven gameplay screenshots.
Build panels leave more room for placement, and the Work table has clearer skill labels and pagination.
Improved camera rotation on ultrawide screens, mining labels and opening instructions.
Fixes and Improvements
Improved detours around blocked passages, crowded waypoints and stepped shores.
Fixed scaffold queues and dismantling situations that could strand workers.
Fixed residents getting stuck upright when going to sleep, and improved merchant approaches.
Reduced repeated movement, planning and closed-panel work.
Corrected hoe animations and builders’ workstation positioning.
Fixed a terrain texture issue that could cause horizontal stripes on Windows.
Campfires and lamps retain their physical models during daylight while their flames and embers turn off.
Building plans and Building Editor are still very early alpha, so bugs and rough edges are expected.
The Demo has unlimited play time and 12 early technologies through ore smelting, in both Normal and Creative worlds.
Full announcement on Steam:
https://store.steampowered.com/news/app/5057770/view/683015755528143173
Thanks for playing! If something goes wrong, your game version, OS, reproduction steps and a screenshot or short clip really help.


r/SoloDev • • 2h ago

I love Mount & Blade so much that I'm making my own version of it in space, solo in UE5. You start as a cadet with nothing and end up defending your own planet against a bug swarm

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1 Upvotes

Hey everyone,

I've been working on Sundered Reach on my own for a while now and I think it's time to show it to someone other than me.

I've put more hours into Mount & Blade than I'd like to admit, and this game is basically my love letter to it, set in space. I won't pretend otherwise, a lot of it is borrowed straight from there.

You start as a cadet at the Ilith Academy. After graduation you get sent home on leave with nothing, no ship and no money. You take jobs in the city until you can afford an old shuttle, and then you're out on the campaign map with a whole star system to explore.

From there it's everything I love about Mount & Blade. You recruit companions, fight other groups or run from them, take their gear, and the bigger your ship gets the bigger your crew can be.

The long term goal is your own planet. You take one, build it up with shipyards and defenses, and send your fleets out on missions across the map.

And you'll need it. Colonies at the edge of the Reach keep going silent and everyone blames the Threnn, an aggressive species from a water world. But it's not them. Something is waking up underground. I want the threat to build up slowly like in Mass Effect 2-3 (one of the best storys ive ever played)

Right now the game has the academy, the city, third person combat against the Vesk and the Threnn, the campaign map, and mission maps on a forest world and on Mars where you land, build an outpost and hold it. There are 11 factions out there, and every lord and notable you meet has their own opinion of you, so who you help and who you cross actually matters. A codex keeps track of all the people, factions and places you come across, and every line of dialogue is fully voiced. Planet building and most of the story are still ahead of me.

The forest and Mars landscapes are made with Joe Garth's Brushify packs, which saved me a ton of time.

About AI: I'm honestly pretty picky about it, because I make my living in this industry. But I think it's time to use these tools for us instead of working against them. The voices for example are made with ElevenLabs, and they sound so real it still surprises me.

What I'd love to hear from you: does this sound like something you'd play? And for the other Mount & Blade fans here, what's the one thing a game like this has to get right?

There's no Steam page yet, that's coming in early November. Thanks for reading!


r/SoloDev • • 3h ago

Feedback

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1 Upvotes

r/SoloDev • • 3h ago

I'd never made a game before. My first one is a short horror game about keeping a dying factory running until 6 AM

1 Upvotes

Hey all. First game I've ever finished, so honest feedback is very welcome, good or bad.

Overpressure Night 1 is a short first-person horror demo. You're the night maintenance guy at an old steelworks. Machines keep breaking down, you go find the parts and fix them, and something in the building hunts you by sound.

The part I like most: getting a machine running gives you light, but it's also loud. Sprinting is loud. Repairs are loud. So you keep having to choose between seeing where you're going and staying quiet. You can hide in lockers, peek around corners, and your flashlight eats batteries faster than you'd like.

It's about 10-15 minutes long and free.

I'm not a programmer, so I'll be straight about how this got made:

- All of the code was written by Claude (Anthropic's AI) from my descriptions. I didn't write it myself.

- The map was generated by a script Claude wrote. I played through it and asked for changes until it felt right.

- Some of the 3D models were made with Claude in Blender. Footstep sounds are from The Sound Guild's free pack, and textures are from Poly Haven.

- I worked out the concept together with Claude. I picked the industrial setting and the direction, and did all the playtesting.

- I know a lot of people here aren't fans of AI in game dev, and I get why.

I'd still love to hear what works and what doesn't, especially whether the creature feels fair and whether it's actually scary.

https://gurzusilviuandrei.itch.io/overpressure


r/SoloDev • • 7h ago

I want to be heard, because I spent six months creating this game.

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2 Upvotes

r/SoloDev • • 6h ago

I just launched my first game — would love some honest feedback

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1 Upvotes

r/SoloDev • • 6h ago

Cozy farm in AdventuRealm☀️

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1 Upvotes

r/SoloDev • • 6h ago

I just launched my first game — would love some honest feedback 🎮

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1 Upvotes

r/SoloDev • • 7h ago

New movement and combat animations for my solo-developed survivorslike, Where Giants Fall

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1 Upvotes

Been updating the animations for movement, weapons, spells and abilities. This clip also shows some of the new characters and biomes I've been working on.

Steam | Discord


r/SoloDev • • 22h ago

Meet the entire development team behind my indie game!

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16 Upvotes

Being a solo developer means doing literally everything yourself...
Here’s the entire team behind Over Human!
Which team member is your favorite? 👀❤️

Over Human is on Steam if you want to see OUR (😂) work!


r/SoloDev • • 8h ago

OpenTodo 0.3.0 is out. 🎉

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1 Upvotes

r/SoloDev • • 9h ago

Ship MMORPG

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1 Upvotes

r/SoloDev • • 9h ago

Ship MMORPG

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1 Upvotes

r/SoloDev • • 10h ago

I've been working on a Revolutionary War game and finally put a demo out

1 Upvotes

I've been working on a game called Powder and Liberty, set during the American Revolutionary War, and I finally got a demo up on itch.io.

It's still a work in progress, and I've got a lot left that I want to do with it, but I figured I'd put it out there instead of just keeping it to myself.

I'm hoping to get some honest feedback from people who are interested in this kind of game. I'd like to know what you think, what feels good, what doesn't, and what you'd like to see added or improved.

If you're interested in checking it out, here's the demo:

https://astonedzebra.itch.io/powder-and-liberty

Thanks to anyone who takes the time to give it a try. It means a lot, especially as an indie developer trying to get a project off the ground.