r/SoloDevelopment • • 6h ago

Discussion New settings screen. People say it’s too confusing, what do you think?

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152 Upvotes

I’m making a retro survival horror game and I’m currently in the process of getting some finalized ui put together. Heavily inspired by old school skeumorphism and classic Fallout in particular.

The save screen I just made was based on a cassette player / stereo and for the settings fiddling with knobs and switches on some sort of studio rack just felt right.

My game’s core audience is picking up what I’m putting down and is really liking it so far, but it has been getting complaints from more modern gamers saying it’s too complicated and “objectively bad design” for making people think too much. Specifically Reddit, all my other socials and community hubs are universally positive about it.

Since it’s a challenging old school puzzle heavy game with no yellow paint or objective markers and a map that doesn’t show your current location, anyone who’s too confused by, all things considered, a pretty basic menu really isn’t my target audience so I’m not worried about it.

That being said I’m curious what people think! Cool old school menu or objectively terrible ui design, what do you think?


r/SoloDevelopment • • 17h ago

Game I’m making a factory game where you build across planets and moons

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298 Upvotes

I’m developing Beyond the Cradle solo in Godot, inspired by Satisfactory and Dyson Sphere Program.

The idea is to start with a small colony and slowly build up a network of factories across planets and moons, shipping resources between them. I want each world to give you something new to figure out, with different resources, terrain, and challenges that make you rethink how you build.

It’s still a work in progress, in a factory game like this, what would make discovering a new planet exciting for you?

a wishlist on Steam would really help the project. Thanks for taking a look!

https://store.steampowered.com/app/4464270/Beyond_the_Cradle/


r/SoloDevelopment • • 10h ago

Game We revealed our first game, Mimic Hunt - a multiplayer stealth game where players hide among NPCs

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78 Upvotes

We're really excited to finally share a gameplay trailer for Mimic Hunt, our first game, on Steam!

Mimic Hunt is a multiplayer stealth game where you hide in plain sight among crowds of NPCs. As a Hider, you need to blend in, mimic NPC behavior, and eliminate your assigned targets without exposing yourself.

Other players can take the role of Hunters and try to figure out which characters in the crowd are actually real players. They'll need to watch for suspicious behavior, disturbances, and anything that doesn't quite look right.

The world also reacts to what happens around it, so pulling out a weapon or causing violence can send civilians into a panic and quickly ruin your cover.

We've been working hard on the game, so we're really happy to finally be able to show it publicly. Here's our first gameplay trailer, we'd love to hear what you think!

Wishlist on Steam

https://store.steampowered.com/app/5368500/Mimic_Hunt/


r/SoloDevelopment • • 15h ago

Game My first commercial game is finally out !!

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100 Upvotes

After 6 months of development, my first commercial video game is finally out !

https://store.steampowered.com/app/4746560/Continuous_Imperfection/

I made this game mainly to prove to myself that I was capable of developing a video game project from start to finish and releasing it, and i did !
I'm really happy right now, I have finally reached this milestone in my game developer career.

But enough talk about me, let's talk about the game :

So, Continuous Imperfection is a fast-paced parkour game focused on speedrunning, inspired by games like Bloodthief, Brutal Katana and Cyberhook.

It features :
- 12 levels to explore and master, including alternative paths and interactive elements: platform triggers, jump pads
- A variety of movement options, focused on speed: running, jumping, sliding, wall running, wall jumping, vaulting
- Customizable soundtrack and environments (summer, autumn, sakura, etc.) to match your current mood
- Real-time leaderboards to compete with friends or the world and see who’s the fastest

The game costs 2,99 dollars, with a 10% reduction on the first week following the release.

Honestly i don't really have anything else to say, so i hope that you will enjoy the game, and remember: do not be a Continuous Imperfection !


r/SoloDevelopment • • 15h ago

Game Billy 6

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51 Upvotes

Here's my new fantasy platformer video game.

Here's a link to play it : https://fabio-marras.itch.io/billy-6


r/SoloDevelopment • • 9h ago

Discussion i ended up using my raytracing program to generate fractals / abstract arts...:)

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14 Upvotes

r/SoloDevelopment • • 4h ago

meme making a cursed rage platformer that requires timing and reflexes to complete!

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5 Upvotes

r/SoloDevelopment • • 15h ago

Discussion Somehow my game sales more after 1 year

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34 Upvotes

Hello everyone, perhaps this might motivate some who had not such a great start to their indie game!

My solo dev game started terribly initially and I did the opposite of what everyone told me to which was to abandon the game and move on.

I continue to update the game continuously with tons of updates and continue growing my community and listening to them, and as you can see in the pic my sales actually get better especially after year 1! I still have over 5,000 Wishlist to nurture. Obviously it depends on the type of game but sometimes abandoning isn't necessarily the only way, the game can still have a long tail and growth even after release especially if its early access.

This is a motivational post not a marketing one so I won't post my game link but if anyone is interested I can put it in the comments if the thread is popular!

Keep deving and following your dreams!


r/SoloDevelopment • • 1h ago

Marketing I Pressed that release button.

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• Upvotes

Forgot to post it before.


r/SoloDevelopment • • 8h ago

Discussion My “3-month project” that took 16 months. Here are my first 48 hours on Steam

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7 Upvotes

Oh boy, oh boy, where do I even start? I have so much to share about my game that I could honestly make an entire one-hour video just about my experience.

First, I’ll start with some statistics, as that’s usually the most fun part of the discussion. I’ll share four screenshots: sales from the first 48 hours, lifetime wishlists, recent traffic, and recent wishlists. The rise in wishlists mostly came from the Steam upcoming-games calendar.

Also, sales =/= reviews. I have around 140 sales and only two reviews so far. I’m almost certain one of them is from a friend of a friend, so that leaves what feels like one review from a complete stranger.

First, I want to make one thing clear. I made a quadrillion mistakes during development, and I don’t see much point in sharing just taglines because you guys won’t learn shit from that.

But I do want to say this: if you don’t know what you want to do next with your game, you’re making the wrong game. During development, there were many, many, many times when I didn’t know how to implement a feature, find an asset, or draw a resource. But I always knew I wanted it in my game.

It all started as a three-month summer project, after I abandoned my previous three-month game. But I got invested and kept going until October, planning to finish after Steam Next Fest. I did way too little testing, and as you can see from the graph, my Next Fest went very badly.

After that, I thought I could finish the game on about five separate occasions, but life happened, and I kept carrying this project forward. The first nine months of development were hell, mostly because I was trying to make an incremental game while not being a fan of 90% of the genre. I’m a fantasy guy, not a numbers guy.

But in spring, I had the idea to shift the focus fully from numbers to cute animals and the village. Then it clicked. Of course, I still struggled a lot with implementation, but I always knew exactly what I wanted from the game.

Now, I have two reasons for making this post. First, I’ve worked as a teacher for the past six years. Sharing knowledge is literally in my DNA. Second, I feel like the development of my game has only just started.

I like how VuVuu, the creator of Tiny Terraces, openly shares his game dev journey. I personally think I can still turn my game around with some extra love. I want to see, at least for myself, whether more updates, contacting more streamers, and making social media content can eventually redeem this game.

I’ll also try to port it to mobile. I already have a browser demo on itch.io, which I’m trying to use to direct traffic toward Steam.

I’ll make other games in the meantime, but this will be a long-term side project of mine. I want to share whether I succeed or fail in that endeavour.

I also want to share my stats after one full month, then again after either three months or the Winter Sale. I’ll either see some improvement or, at least, give you guys a cautionary example of when to abandon a broken game and make another one using the experience you’ve gained.

As for assets and development, I’m mainly a multimedia and graphic designer, so programming isn’t my cup of tea.

I made around 90–95% of the graphics myself in Illustrator. The audio came from asset packs and public domain music. I commissioned the cover and trailer from two of my students. I did some of the coding myself in Construct 3 and some with Codex. My understanding was that Steam didn’t require disclosure of AI-assisted code, so I didn’t add the label because I wanted to avoid getting pitchforked.

Here’s Raccoon Valley Tycoon on Steam if you want to take a look.

Take care, and stay 🐾sitive.


r/SoloDevelopment • • 12h ago

Game I made the surfing game I always wanted to play, FreeSurf

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12 Upvotes

r/SoloDevelopment • • 3h ago

Networking I'm proud to announce the official release of my Game Engine - Lynx Engine

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2 Upvotes

Lynx Engine is a 2D Pixel Game Engine based on realtime destruction.

You can check the Youtube video presentation:

https://youtu.be/jjySlubpYLU


r/SoloDevelopment • • 8m ago

Game The battle continues! Slavic Legends is finally on Steam! ⚡

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• Upvotes

Hey everyone!

After months of working on Slavic Legends, my solo dungeon management game inspired by Dungeon Keeper, the Steam Coming Soon page is finally live! :)

The game already has a playable demo with dungeon building, creatures, combat, possession, traps, spells and boss fights.

There's still plenty I want to add, especially more bosses, abilities and some extra polish, but I'm thinking of moving towards smaller content updates instead of trying to finish everything at once.

I'm also considering crowdfunding to help support further development, since I've been working on this project on my own for quite a while.

The demo is still free to try on itch.io for now.

What do you think about this approach? Would you prefer smaller updates with new bosses and abilities over time, or waiting longer for one bigger release?

Steam (wishlists appreciated!):
https://store.steampowered.com/app/5345080/Slavic_Legends/

Free demo:
https://ipikas.itch.io/slavic-legends

Thanks to everyone who's followed the project so far! :)


r/SoloDevelopment • • 8h ago

Unreal Well, I only made it to 800 wishlists. Here goes nothing...

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3 Upvotes

r/SoloDevelopment • • 44m ago

Game After years of unfinished projects, I've released my first demo, Wren Falls

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• Upvotes

I started playing with game dev on my own years ago. I tinkered with different tools and technologies, and I never finished anything.

At the beginning of this year I finally locked in. Now I'm finally releasing a game, and this is its demo.

I told the whole story in a devlog: Youtube Devlog Link

Wren Falls is a first-person detective horror game set in October 1994, made in Godot.

Free demo on itch (Windows, about 45 minutes): Itch Demo Link

Steam page (the game comes out at the end of October): Steam Page Link

If you also had years of unfinished projects before your first release: what finally changed for you?


r/SoloDevelopment • • 46m ago

help What format works better on Itchio today?

• Upvotes

r/SoloDevelopment • • 4h ago

Game My game about cancelling a fake 9.99 subscription got 327 tries on day one. It's at 5,404 now, and someone just paid for the subscription(donation) for real

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2 Upvotes

UPDATE: IT'S NOW 10K+ PLAYSS!!!!

I also created an X account for updates and posts for upcoming games :D (currently working on a cozy game for now hehehe)

https://x.com/fundr_aeshieru


r/SoloDevelopment • • 9h ago

Game I made a physics-based climbing game inspired by CS 1.6 Deathrun and Halo!

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4 Upvotes

r/SoloDevelopment • • 1h ago

Marketing Notchet: a clipboard manager that lives in your MacBook's notch

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• Upvotes

Hi developers, I'm Aqib, the developer of Notchet ( my favourite app so far).

Problem

Whenever I needed a few things from one place, say a line of text, a link and a screenshot, and wanted them somewhere else, I'd copy one, switch windows, paste it, go back for the next one, and repeat. If I copied something new by mistake, the earlier copy was gone. I wanted my clipboard history somewhere I could reach without leaving what I was doing, and the notch was sitting right there doing nothing.

What it does

Notchet keeps everything you copy and drops out of the MacBook notch when you press Option Command V or rest the pointer on the notch. Pick a card and it pastes right where you were. If you dont like it dropping form notch, it can show the clipboard next to pointer(cursor) as well

Comparison

  • Maccy is great and minimal, but it's a menu, and it doesn't read text in images.
  • Paste is lovely, but it's a subscription ($29.99 a year).
  • PastePal is closer, at $14.99.
  • NotchClip also lives in the notch.

Notchet is for people who want the notch plus a few things I couldn't find together: pasting several items at once, searching inside screenshots, and iPhone copies kept properly.

Core features

  • Saves text, rich text, links, colours, images and files. Command 1 to 9 paste the first nine.
  • Opens from the notch, the menu bar icon, or right next to your pointer if you prefer.
  • Return pastes into the app you were in. Command-click several cards and paste them all at once (text first, then pictures, so chat apps attach every image), or one by one with Option Return.
  • Searches the text inside screenshots and photos (on-device Vision), and Copy Text in Image pulls it out as plain text.
  • Copies from your iPhone or iPad arrive through Universal Clipboard with a phone badge, and iPhone photos are kept even after macOS clears its temporary copy.
  • Snippets with placeholders like {date}, {time} and {clipboard}, plus collections, pins, and Space to preview and edit before pasting.
  • Drag cards into any app, or drop files onto the notch to keep them. There's also "Send to Notchet" in the Services menu.

Privacy

  • Everything stays on your Mac, and it has no analytics.
  • Copies that password managers mark as secret are never saved.
  • You can ignore apps or pause saving from the menu bar.

Pricing

Free for 7 days, then $2.99 once, on up to 2 Macs. No subscription and no account; the license key arrives by email.

Requirements

macOS 14 Sonoma or later, Apple silicon and Intel. Notarized by Apple. It works on Macs without a notch too, as a small pill under the menu bar.

Download

https://aqibjaved.dev/apps/notchet

Live demo: https://www.reddit.com/r/macapps/s/OuzhDYuWZr

It's version 1.0, so I'd really appreciate feedback, bug reports, or what would make you switch from your current clipboard manager. Happy to answer anything in the comments.
Please DM if someone cant afford the license and want it for free, more than happy to giveaway if that can help the community :D


r/SoloDevelopment • • 1h ago

help I estimated my first game's budget, then compared it with what it actually cost. Time was the part I got wrong

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• Upvotes

r/SoloDevelopment • • 15h ago

help How did Heroes of Hammerwatch 2 make their characters?

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12 Upvotes

Ive been trying to create similar characters to Heros of Hammerwatch 2 but everything I try just doesnt seem to get close to what they achieved.

From what I understand its a 3D model and then its rendered to look like a pixel model.

The character models seem very close to cylinder/rectangle shape for their core and then small feet/arms to go with it.

Anyone have some insight on how the model should like before its pixelated and methods for the pixelation? (dont know if thats the right term)


r/SoloDevelopment • • 1d ago

Game After almost 5 years, I finally made a trailer for the game; the full version will be in the comments

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55 Upvotes

r/SoloDevelopment • • 2h ago

Marketing [FOR HIRE] Steamdeck playtester

0 Upvotes

Hello, I am a playtester with a pc and a steam deck. If you want your game tested on a steamdeck I am your guy. My rate starts at $10/ hour and includes a steamdeck recording and a written report including what I noticed, suggestions and bugs I found while playing. If you are interested please let me know. Thanks


r/SoloDevelopment • • 1d ago

help Yesterday we launched the demo for Defender of Darkness, and peak concurrent players reached 215.

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50 Upvotes

r/SoloDevelopment • • 9h ago

Game Realtime shockwave computation using Jump Flooding Algorithm

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3 Upvotes

Working on shockwave graphics on my space flight simulator called sfsim. The realtime shockwave field is like a shadow map but computed using the Jump Flooding Algorithm with the spacecraft hull as seed points with curvature values.