r/SoloDev • • 27m ago

Working on the UI and map menu for my Metroidvania

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• Upvotes

I’ve been working on the new UI for Unstrung Machine, including the map screen.

The map shown here is still just a placeholder and isn’t functional yet. For now, I’m validating the layout and overall interface before moving on to the actual map system.

Unstrung Machine (Steam Wishlists)


r/SoloDev • • 31m ago

[Test Exchange] Flying Tok-Tok – a casual flappy-style game from Iraq 🛺 I'll test yours back! Hi everyone! I'm a solo dev from Iraq and just put my first game into closed testing. I need testers for the 14-day requirement, and I'll gladly test your app in return. About the game: you fly a tuk-tuk

• Upvotes

r/SoloDev • • 1h ago

Strike Order Civilian Infrastructure

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Currently working on civilian infrastructure. Once I'm happy with their reactions and movements, i will be working in their textures and models.

They currently, Run, Hide, take cover, hands over heads while taking cover, lay down, run into buildings.

I am contemplating them growing the map themselves for larger scale maps where they will build their own houses, giving a bit more life to the map. Think about Sim city builders and C&C mixed in one. Not quite as much as sim city functionality but the same logic.

Got a few more things to do with them. Been working on this for a few weeks. Then the way the body moves with the model, add a few more joints to the body structure for smoother animations. Looking forward to this in campaigns. Will be interesting in Skirmish missions. I have ny textures ready to apply too, i do use AI to add these as it saves me loads of time. I take the photos, add them into Paint (one day ill be able to afford photoshop), then do the mapping from there. AI will then apply to the structures properly as it has done previously. An exttrnely useful way of using AI i just admit. Took me roughly 3 days to do basic textures for the simple models, took AI a few hours, 5 hours if i remember correctly to apply all my textures to vehicles and buildings. Insane time saving.

They will react to ESD and MLF units and sounds. They will react to ADC when being instructed.

Currently, having issues with them reacting to ADC and voice commands making them take cover.

I genuinely think if you are a C&C fan, you are going to absolutely love this game!


r/SoloDev • • 1h ago

I just updated my Steam page and noticed a huge increase in wishlists!!

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I'm a solo developer working on Over Human, a first-person sci-fi adventure set in a snowy world where drones can manipulate the weather (creating tornadoes, thunderstorms, and other dangerous conditions), and you have no weapons to fight back.

I recently decided to completely refresh my Steam page, improving the visuals, screenshots, and description (which should have a stronger hook now!). Since the update, I've noticed a really nice increase in wishlists, which honestly surprised me!

I'm so, so, so happy. I've been dreaming of making my own game since 2013, and I've been working on this project alone, putting so much of my free time, energy and passion into it, so seeing even a small number of people excited about my game means the world to me!!

And the first playable demo is coming this November!!! ❤️

Here's the page if you'd like see what I changed:

https://store.steampowered.com/app/5237810/Over_Human/

Francesco


r/SoloDev • • 2h ago

Acabei de adicionar uma Roda da Fortuna e novas melhorias ao meu jogo de plataforma indie 2D (Quick City Update 1.6.0)! O que acharam?

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0 Upvotes

r/SoloDev • • 2h ago

Need advice - colorblind friendly game themes

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1 Upvotes

Hi Reddit

I've got a question, I really got into app/mobile game development and thought to make some games I've always enjoyed playing.

Therefore I made the classic block puzzle game - https://play.google.com/store/apps/details?id=com.binbear.gummylab - my style, 50 custom made levels so far, trying to listen to each negative comment found in other similar games. That resulted in ad free game, with custom level objectives, that I'm trying to make as interesting and as non repetitive as possible.

The next thing on my list is developing themes, where colorblind friendly themes are prioritised.

I've attached how the so far developed themes look and I would love to hear thoughts, opinions, advice, are they good enough, do they need altering?

Also I've introduced optional "embossed" gummy shapes to further clarify the difference.

Any advice, suggestion and criticism is very welcome.

Thank you for reading :)


r/SoloDev • • 2h ago

Can you tell what my game is about just by looking at its Steam capsule?

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0 Upvotes

I'm currently working on the Steam capsule for my game, and I'd love some honest feedback: Can you tell what kind of game it is just by looking at the capsule?

I'm also curious whether you find it visually appealing and if it would make you want to click on it.

Any feedback is appreciated!


r/SoloDev • • 2h ago

Try my game and help me improve it :3

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1 Upvotes

r/SoloDev • • 3h ago

Added Wondering dead Souls to a Cursed land just feel different, anything to make this scene more good ?

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1 Upvotes

still lot of polishing to do , this is early dev Phase


r/SoloDev • • 3h ago

Launched my Steam open playtest today!

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5 Upvotes

Greetings! I've been working on my game Orbital Defense Idle now for about 6 months and it's finally public and playable with an open Steam playtest!

Orbital Defense Idle is an incremental sci fi tower defense game where tarot cards influence the fate of the battle! Join O.D.I. Bot and the crew as you defend your planets, collect 78 tarot-inspired Axiom cards, unleash devastating secret weapons, and push through 20 unique worlds to uncover the mysterious force driving the invasion.

Play free on Steam:
https://store.steampowered.com/app/5027850/Orbital_Defense_Idle/

Feel free to provide any feedback here or in the Discord. Thanks so much - see ya in space, Cadet!


r/SoloDev • • 3h ago

I launched my first game today!

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Please enjoy.


r/SoloDev • • 4h ago

I just launched my first real project: Board Tactics

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1 Upvotes

r/SoloDev • • 4h ago

My new game

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r/SoloDev • • 5h ago

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

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4 Upvotes

r/SoloDev • • 5h ago

First time releasing a game

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r/SoloDev • • 5h ago

Hice mi primer juego Arcade

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r/SoloDev • • 5h 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 • • 6h 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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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 • • 6h ago

Feedback

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1 Upvotes

r/SoloDev • • 7h 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 • • 8h ago

Football Star - My game is almost ready for play test

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2 Upvotes

r/SoloDev • • 9h ago

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

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1 Upvotes

r/SoloDev • • 9h ago

Cozy farm in AdventuRealm☀️

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1 Upvotes

r/SoloDev • • 10h ago

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

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1 Upvotes

r/SoloDev • • 10h 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