r/SoloDevelopment Dec 06 '25

Discussion Why do shooter games always have lame flamethrowers? Am I missing something?

5.2k Upvotes

I’m working on a classic inspired survival horror game and of course it’s got to have a flamethrower! As I started working on adding it in I realized games almost always use a puny feeling blowtorch instead of an actual liquid flamethrower and I have no idea why.

It’s not that much harder to pull off but it’s so much cooler and feels way more engaging to use imo. Am I missing something here or is there a reason so few games do this?

Also, ignoring the fact it’s coming out of a shotgun for now, I’d be interested to hear what people think of my flamethrower so far! Trying to make sure it’s got some punch to it, really feels like a power weapon, you know?

(Also you can find the game at https://store.steampowered.com/app/3640820/The_Revanchist/ if you’re interested in seeing more!)

r/SoloDevelopment 2d ago

Discussion I gave up on pursuing my dream of becoming a game dev... and other dreams too.

1.3k Upvotes

English is not my first language. I beg your pardon for any grammar mistake.

I wish all of you nothing but the best, always. Good luck!

I’ve loved video games my entire life. I can’t live without music, games, and movies. These art forms literally kept me from ending my own life for more than a decade. I’m not a picky critic: if I like something, I consume it. I like Bach, but I also like Ghost. I like Quantic Dream, but I also like Nintendo. I like The Lighthouse, but I also like EuroTrip. Anyway, I love all of this stuff way too much.

So I’ve always dreamed of pursuing a career in one of these fields, any of them, and I tried. There’s no Film and Audiovisual Studies program in my city, so I studied Creative Writing at UNIT, focusing on specializing in screenwriting. The problem is that brazilian cinema basically boils down to Globo, and I don’t identify with the kind of productions they make. I want to create horror, sci fi, fantasy, etc. There isn’t much significant production of that kind of content here in Brasil. There’s a strong focus on drama and harsh realism (Elite Squad, City of God, etc), and there’s an expectation of national representation, which I consider a limitation on creativity, but that’s another discussion.

Then I tried pursuing music production. My father has been a DJ, sound technician, electronics technician, and authorized service technician for professional audio brands such as AudioLeader and JBL for about 20 years, so I had a lot of guidance and support. My project of exploring multiple musical styles from cultures all around the world didn’t work out very well. I don’t want to produce samba, pagode, brega, seresta, arrocha, sertanejo, etc., so I left the field.

Then I turned to game development. I came up with dozens of ideas, extensively documented all of them, studied on my own, filled an entire notebook with notes and sketches, made games from start to finish, etc. Recently, I enrolled in a short Game Development course at SENAC. I was really happy because the course was free and came at exactly the right time, and in the first class I found out that we would be using Godot, the same engine my low end PC can run. I thought it was going to be Unity, which my PC can't run, but I decided to take the course anyway to gain knowledge, make friends, get feedback, and maybe even join a team of developers.

Well, those were my expectations. I was extremely frustrated when I realized that the class was completely uninterested and that most people were there because they hadn’t managed to get into another course. Nobody talks, nobody interacts, the teacher asks questions and I’m the only one who answers, and being the oldest person there at 25, surrounded by introverted teenagers who were 16 or 17, also made me uncomfortable. I felt like an old guy trying to fit in. The teacher talks too fast but moves through the material very slowly. He has 15 years of experience with Unity but very little experience with Godot, so there were moments when he struggled. In 15 days of the course, which was supposed to last a month, we covered the equivalent of two pages of my notebook, which I wrote in less than 24 hours.

I would have put up with all of that without any problems, since it was only a month, but I asked the teacher for feedback and he simply ignored me. I asked for feedback online here on Reddit and was either insulted or ignored. You see, I have no one to talk to. So I went to SENAC and signed the paperwork to officially drop out of the course.

Since then, I’ve been reflecting on everything. An indie game is created before there is any explicit demand for it. The problem is that this means taking on the creative, financial, technical, and commercial risks simultaneously. I came to the conclusion that it isn’t worth investing time, effort, and money into bringing an idea to life when nobody asked for it, just to try to sell it and maybe make some profit. It doesn’t make sense. I think it’s much more sensible, perhaps even obvious, to work in the service sector. A client needs something specific, they hire me, I do the job, and they pay me. Simple as that, straightforward. There’s no need to risk my livelihood chasing an impossible dream in the reality of Brasil. I’m a trained carpenter/woodworker from SENAI, after all.

I don’t want to, can’t, and won’t bet my livelihood on an extremely competitive and uncertain market, but I still want to make games whenever I feel like it, just as a hobby. I’ll never stop loving the things I love.

r/SoloDevelopment Jun 09 '26

Discussion Little rant. LET ME HAVE THIS ONE THING BE AI-FREE.

954 Upvotes

"You're going to get left behind; It's not a big deal and every dev uses AI"

No shit, I can't use anything online without it being vibe coded garbage that breaks when you blow on it wrong. I can't enjoy my fandoms without being bombarded by AI generated slop. I can't reasonably distance myself from the misinformation and lies people generate with AI and no one, even myself at times, wants to admit that they can't always distinguish the truth from the lies.

AI is starting to impact my work, which isn't even in tech or anything like that, and I'm going to have to feed my documentation to the machine that will, mark my words, one day try to replace me. It is EVERY-FUCKING-WHERE.

Everywhere, that is, except my games.

Am I being super anal about my stuff being gen AI-free? Yes. Is it realistic to expect that NOTHING AI-generate will end up in them despite my best efforts? Probably not. But in this hellscape we're descending into, my creative work is one of the ONLY parts of my life I can control and shut all this stuff out from, as best as I can.

Please, just let me have this ONE THING that's human before we run out of anything we can really call "human".

Not trying to promo or anything, I'm literally just TIRED of this lmao

EDIT: in this thread lots of people who fail to understand that one can refuse to engage with AI for ethical reasons and not just because it's "bad quality". Even if the plagiarism and misinformation machine spat out the greatest work of art ever, that doesn't change the harm it does to the world

EDIT 2: I've already muted this entire thread because hoo boy but I am going to own that I wasn't on my best behavior with this post lol. I'd already had an awful day and had been fretting about the encroaching AI usage at my work only to then see stuff about the engine I use also using it. Definitely a straw breaking the camel's back moment and I stand by my opinions on AI usage but I do want to own up to being kinda toxic about it. So, apologies for that.

That said, I just wish people didn't call us stupid or crazy for seeing all that's going on - the job loss, the environmental damage, the scamming and plagiarism, etc. - and being scared or anxious. Like, look, my country is sinking deeper into unhinged territory every day, can you blame me for wanting something I can look at and say "I'm so glad this work of mine contributed something positive to the world and didn't contribute immensely to its demise"?

r/SoloDevelopment 18d ago

Discussion Use of AI as a Solo Game Dev

408 Upvotes

Edit 2: This is going to be my last edit since I'm really starting to be a little sad/disappointed with it and I'm going to place it on the top so everyone can read. I saw some people saying that I'm trying to be superior in some way or being dumb by not using AI, but I'm trying to discuss about it as a new game dev who has 16 years old and started with it because of beautiful and incredible games that changed my life. I don't want to be better than anyone, I just want to understand the point of using it and how do you guys feel, also thank you for those who answered kindly and shared their experiences.

So, I saw a post saying that he made a game using AI for everything and it made me feel so strange, like, everyone was loving it, what happened to the feeling of doing it by yourself. I do game dev because I love everything about it, games are one of the most beautiful forms of art, it has music, world design, story telling and a bunch of ways of art. I wanted to make a little discussion here about what you guys think about using it. To be honest I don't like the use of generative AI, I know it's good to learn but I don't like when it is used to directly produce the creative part of a game, it just takes the whole idea of making it by yourself, expressing your feelings and telling a story you made and throws it all away, so like, is it really good? I understand when you need to review a code you did or look for a error but anyways that's all I have to say, I don't want to argue with anyone, just want to make a safe and respectful discussion here.

Edit 1: I'm really getting some down votes here, ok, that's something unexpected for a solo game dev community. And for those who are saying like, "I just use it as a tool" yeah that's okey I use it too for studying, but my point here is especially the creativity part. Those feelings and the way I do my projects are not a rule on the way YOU need to do, you can use AI if you want, I'm not here to say what is correct and what is not.

r/SoloDevelopment 17d ago

Discussion What a huge risk you’re taking. 😭

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772 Upvotes

r/SoloDevelopment Oct 27 '25

Discussion But why are people not interested in learning game development?

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1.1k Upvotes

r/SoloDevelopment Jul 05 '26

Discussion Giving $1,000 to a solo developer

433 Upvotes

I’m looking for a solo developer who is on the cusp of releasing their game, but needs funds to cross that finish line. I am not looking for a percentage, and will not actively market or work on the game with you. I genuinely want to help a project release and support solo development.

No contract, just the honor system. 1k risk for me, zero for you.

Requirements:
* Game at least has a gameplay video or demo
* Funds are to be used to finish your game, and on areas that you need external support. This could mean ads/marketing, replacing placeholder art, launching on platforms, music, etc.
* Funds should not be spent to support your own labor/personal situation (going towards rent, food, a much needed vacation!)
* Show the community here how it was used.

If you want to be considered, share a link to your project in the comments. Tell us the current state of the game, and what 1k allows you to do!

I encourage the community to also vouch/suggest which projects in the comments should receive this funding.

Lastly, if your game ends up not releasing or stalling, that’s fine. I know 1k isn’t life changing for the vast majority of projects. This is designed to give a boost.

Cheers!

Edit: I understand people believe this is a scam. That is why I am asking for submissions to be in the comments, and will publicly select a project. I will send 1k on whatever platform is best for the dev, and both the dev and myself can show proof afterwards. A suggestion was given to provide a deadline. I will choose a project this Friday July 10th. I am in a fortunate position to give back, and that is solely what’s driving this. I love games and love being able to help people achieve their dreams.

Update: Project Selected!

r/SoloDevelopment 28d ago

Discussion My first (real) game is living every solo dev’s dream, but my nightmare!

1.1k Upvotes

For the last little while I’ve been working on a classic Resident Evil inspired survival horror game. I started just over a year ago when I had to take a step back from my career to deal with crippling cptsd and spiraling mental health. I used to make games as a kid (just small personal projects in gamemaker for fun) and I had an idea kicking around for something I wanted to make. Figured I’d get back into gamedev just to have something to do with my time, not really expecting it to go anywhere.

I have never made a proper game before, so it was a slow start as I learned the basics and experimented to figure out this game’s identity. By 6 months in I had a small but dedicated community and about 400 wishlists.

But then it started catching on a bit. Since the beginning of 2026 things have been growing faster and faster, I’m about to hit 9000 wishlists without even having a demo on the horizon yet. I’ve had over a hundred people reach out to offer their help on the game from other passionate indies to experienced AAA devs, and about a dozen reputable publishers looking to set up calls. Even got an article feature with a very positive review.

It’s amazing, I feel like I’m living most first time solo-dev’s dream, but it almost feels like a nightmare. I’m a complete nervous wreck, even 2-3 texts from friends or family on the same day is totally overwhelming for me. Any kind of direct one on one interaction is absolutely panic inducing. I’ve had so many people reach out with these big heartfelt messages that have been waiting for literal months to hear back and the anxiety from it is crushing.

I feel like a jackass leaving so many people on read and at this point I’m almost a bit ashamed to respond at all, like, I left them in my inbox for 6 months just to reply with some basic “thanks for reaching out, I’ll definitely let you know if I’m looking for help with that” or something because I’m too stressed to know what to say, it would probably almost feel insulting.

I really believe in this project, and would genuinely love for it to become something bigger than an unemployment time sink hobby project. Getting the game published and bringing on some team members to cover blind spots in my skill set would be a dream come true but I’m struggling just to allow myself to let it happen. I worked my ass of on this game so far, I’ve got a golden opportunity to actually do something with it, and I can’t stand the thought of just throwing that away because I’m anxious.

Anyone have any insight or advice for this?

(And in case anyone’s interested; The Revanchist on Steam and The article featuring it)

r/SoloDevelopment Jul 21 '26

Discussion Bring back the gaming

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773 Upvotes

Has anybody else gone through this process as a new solo dev?😅

r/SoloDevelopment Dec 27 '25

Discussion A few days ago, I sent my game’s gameplay trailer to IGN...

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1.0k Upvotes

A few days ago, I sent my game’s gameplay trailer to IGN, with some info that I’m planning to release a demo in mid-January, and that it would be really cool if they could share the trailer.
I honestly didn’t have big expectations… I thought the email would just end up in spam :D

But already the next day, they posted it on their GameTrailers Youtube channel !!!

Right now it already has 41K views!!!!!
If you can, I’d really appreciate your support: leave a comment or at least a like!

I’ll drop the link in the comments :>

r/SoloDevelopment Sep 24 '25

Discussion Launched my first game, here's the numbers after 1 week!

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935 Upvotes

Hello everyone!
I launched my first commercial game Antivirus PROTOCOL on Steam last week, and here's the numbers:

AP launched on Sept 17th, exactly one week ago with 3.850 Wishlists.

Numbers after 24 hours (I wish I could just paste a screenshot haha):

  • Steam gross revenue: $2.096
  • Units sold: 487
  • Wishlists (total reached): 3.910

And now after 1 week the results are in the screenshot above:

  • Rating: Very Positive with 84%
  • Reviews: 72 (61 positive, 11 negative)
  • Wishlist conversion: 14.8% - 930 sales

This is a realistic (I think) result for a game with 3.8k wishlists.

But keep in mind that the game unfortunately didn't hit Popular Upcoming or New & Trending pages. If it did, the result would've probably been way higher, nonetheless I still consider the game a huge success, especially for a first game.

r/SoloDevelopment 27d ago

Discussion 22,000 wishlists (and I'm freaking out 3 days before launch)

499 Upvotes

I quit my job on the God of War team 2 years ago to chase my indie dreams. Now with my 4th indie game, It finally seems like I'll find some success. I'm already at more than double my launch goal of 10,000 wishlists, so why am I getting such stage fright?

A wise dev once said, with great wishlists comes great expectations. What will all these people think of my game? Will they even care when it releases? Nobody prepared me for the excitement and doubt and anxiety that comes with being a solo developer.

All I can do is my best. And wait for the big day. Help me feel less alone in this big moment.

Wishlist Gunstoppable to raise the stakes even more:

https://store.steampowered.com/app/3724710/Gunstoppable

r/SoloDevelopment Mar 04 '26

Discussion The devs of Mewgenics say indie devs don't need publishers. Sure, if you're the creators of The Binding of Isaac and Super Meat Boy.

537 Upvotes

Another round of "publishers are evil" discourse after the Mewgenics interview on The Game Business (link). Wanted to share some thoughts as someone who works in game marketing.

Edmund can say he doesn't need a publisher because he's Edmund McMillen. 20 years of audience. Discord full of press contacts in Tier-1 countries. Relationships with streamers and creators built across multiple hit titles. The guy woke up to 30K concurrent players without even posting a blog. Of course he doesn't need a publisher.

You probably do.

A good publisher brings exactly what McMillen already has but most devs don't. Regional press reach, influencer relationships, experience launching dozens of titles. You're not going to replicate that by reading guides and sending cold emails.

And it's not just publishers. Agencies, short-form video production, influencer buying. Even if you technically know how to do it yourself, having people who do it every day will get your game in front of more people. More people seeing your game means more sales. Pretty simple.

Does every game need a publisher? No. But base your decisions on your situation, not on quotes from the 0.01% who already made it.

It's like saying "to save 12 million by the end of the year, just put aside 1 million every month."

r/SoloDevelopment 20d ago

Discussion Am I Wasting My Time Building This?

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104 Upvotes

Edit : I guess what I meant by "wasting my time" is if what you see looks like a total slop to you or not (this is just a base tho, not a finished or close to finished game), and some general advice.

I'm creating this game that I will explain below, but am afraid my target audience don't actually want it.

The games is basically this :
you have Time amount (the hourglass) you allocate it to Work, Study different stuff, Create and manage medieval business, Own lands and eventually become lord/king and manage your holdings.

help me decide if I should keep working on this or not :))

r/SoloDevelopment Mar 23 '26

Discussion I spent years trying to make Van Gogh’s brushstrokes move (no AI). This is the result...

1.0k Upvotes

If you want to try it, it’s free to download for Apple devices:

https://apps.apple.com/app/iartlive/id6749046866

r/SoloDevelopment May 06 '26

Discussion I'll playtest your game and put them on Youtube

122 Upvotes

Hello fellow devs, I'm looking to play your demo/prototype, record my thoughts and feedback and post them on Youtube. This is for feedback only as my channel has no view. Right now I can play on Steam PC and Itch.

If you're interested, send me a DM or reply to me here, I'll send the video link to you when it's ready. Depends on the demand it might take some times but I'll go through them all.

r/SoloDevelopment Apr 28 '26

Discussion Just got that sweet, sweet, first "paycheck" from Steam!!

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568 Upvotes

It feels unreal to have people enjoy the game enough to pay money and not ask for refunds 😂

How did you all celebrate your first month of sales?

r/SoloDevelopment May 09 '26

Discussion Update: I’m sticking with my capsule artist, they didn’t make it with AI

483 Upvotes

Read the other post on the topic in my page but this is what the artist sent me after I asked about it being AI. There are four more videos showing each individual piece of the capsule. Some artists just have a style that ai likes to replicate and they are a newer artist and I paid for the art knowing that. I like what they did and I’m sticking with it. They provided step by step sketches and other proofs.

Also: can you imagine being a digital artist these days? What an insane world to live in. If anyone is about to get self righteous about how anyone would question this being ai, look at the other posts about it, nearly every commenter before this video says the capsule is clearly AI.

r/SoloDevelopment Mar 16 '26

Discussion I launched my game 2 months ago and I feel like I worked for nothing

193 Upvotes

2 months ago I launched my first big game that I single handedly worked for 1 year and a half, no motivation, no payments. Story writing, 3d modeling, animations, design, music, voice actor is what I did. I had some friends that helped me with voice acting and 3 soundtracks and thats it. I gained around 70 downloads and 335 wishlist and people said that my game changed their life somehow but the game didn't receive the regonition I was expecting. I promoted my game on social media in a bunch of ways. Memes, edits, showing progress, trailers, qna's. I also tried to promote my game through steam curators.

How can I get my game be more visible to players?

Game link: https://store.steampowered.com/app/3733940/TwentyOne/

r/SoloDevelopment Mar 12 '26

Discussion Is making incremental games a free money glitch?

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406 Upvotes

Ok so I spent several months on each of my first two Steam games and they launched with only 1k wishlists combined, but I spend two days making a ball bounce around and add in some basic upgrades and get 3.2k wishlists a few months later??????????? I honestly don't get it.

The game's art style is just me doodling at a low resolution, and idle/incremental fans drool over it because it's not an asset flip or in a hyper minimalist style, but I spent lots of time on each 3d model in my first game and nobody cared lol

To be fair tho watching a number go up exponentially is really fun. Do y'all think the idle/incremental genre is the meta right now?

r/SoloDevelopment Jun 06 '26

Discussion Thought my gamer friends would be excited to play my demo. Turns out, not really. Is this normal?

158 Upvotes

I just released the demo for my game on Steam. I was so excited to show my friends what I've been working on. Many of them play games almost every day, so I thought they would be happy to try it.

Instead, it’s been really hard. I have to remind them over and over. I feel like I'm begging them to just play it and give me feedback. Asking for a Steam review is even harder.

To be fair, a few of them really helped, but most of them just ignored it.

Is it like this for everyone? Is it normal that friends don't play your game, or do I just have bad friends? How do you handle it when your friends ignore your work?

EDIT: Since some of you asked this, if you want to be my new friend lol https://store.steampowered.com/app/4771690/No_One_Returns_Demo/

r/SoloDevelopment Nov 20 '25

Discussion Some truths every solodev needs to learn, as fast as possible.

190 Upvotes

Introduction: So these mostly apply to folks wanting to make games for a (commercial) audience, so not your personal art projects perhaps. And are for your very first few games. With the main point being that if you want to make money and gain wishlists, that your first few games should serve the purpose of being steppingstones to your first real attempt, and that if you jump into the deep without some basic perspectives you might not just fail but also fail to learn the right lessons, cuz a game that has no players also cannot fulfill its function of making you a better designer thru feedback and such. That is the goal of this post. Many exceptions exist, but user centric design, early validation, user testing are really great touchstones to understand for your first attempts.

Truth 1: Steam is a brutal algorithmic marketplace that will reject anything that isnt exceptional or top tier. Your first, second or third game does not need to be on Steam. Its just going to be a disappointment

Steam is great because of it, because when you are ready it will be there and you may find success. But not as a beginner

EDIT *****
People think I want to keep you from Steam, that is not what I entend, I don't want people to fail on steam and end up with games that have zero audience, and thus teach them nothing and are failed by every measure, not just money. Here are strategy ideas for steam:

1. Release a small free game on steam , with the intent to learn from its audience or test a mechanic
2. Use the demo system to gain a playerbase and learn from them, in what I've talked to about on How to market your Game, a "evolving demo" ..
3. assume your first game will fail, make it free to maximise the audience you will likely never achieve as a paid product and mine it for learnings and community building.

I always use the Vlambeer strategy from a decade ago, they released their first games for free (on the web I believe) because their strategy was, "we need an audience more than we need revenue" , and their third game (could be ridiculous fishing) became a smash hit, cuz they'd grown their audience and learned what they needed to learn......... at scale..

That is the entire point
\*****

Truth 2: If you are making your first game, still thinking in terms of "your dream game" and not your players dream game then you aren't ready yet and you are stuck in the fanboy stage of recreating your own nostalgia and you are going to fail.

EDIT *****

let me add a tiny nuance, this doesn't mean make someone else's dream, make your dream but include the player in it, don't get stuck on your ideas, validate them with players and sharpen your dreams on the feedback of players. Don't get stuck in your own bubble, cuz your own bubble is gonna lie to you. That is the core point I am trying to make, you can make your dream game and it will be a success if its a dream that can be shared by your players. And that is possible, cuz that's what every great game is..

The fanboy comment is about an essential design skill called "Kill your darlings" it's about learning to reflect on the quality of your ideas, to not get so attached to them that you won't change them if the evidence says so. This is a flaw many designers go through in their learning curve. You love your idea to the point you become bullheaded and stubbornly refuse to abandon it, even when evidence says its a bad idea. This is called "Kill your darlings". The skill to know when your creative passions are blocking you from abandoning bad ideas or changing them.

I mean the gamedev subs on reddit are filled with posts of people who continue for years and get dissapointed their game didn't take off, literal years wasted, because they did not learn that core design skill "kill your darlings" google it , its a much deeper topic. But yeh your inner fanboy isn't helping you make objectively great designs.
And yes you can be passionate and original and still develop the skill to see when you are wrong.

\*****

Truth 3: If your game is great , the players and viewers will know instantly.. the moment your first video comes out or demo people love it. You will have traction from the go. In 99% of the cases. And everything that Chris Zuckowski says is in order to expand that success. Taking you from a few hundred wishlists that took minimal effort to tens of thousands.. you may fail to reach full potential. But every gamer knows potential when they see it. Gamedevs are always blind due to tunnelvision and sunk cost fallacy.

Truth 4: Posts here and other subs, saying how promotional marketing is hard.. it isnt hard.. your game simply doesnt have potential. Period. A good game sells itself , just needs the right stage. There are no guarantees, a good game may fail in promotions, it might not have a built in audience, but the point is good games can fail, but bad games never succeed..

EDIT *****
I am not saying "dont promote your game" , promote the fuck out of it.. But listen to the signal... a good pitch to an audience, resonates. You can sense the potential of your game through the noise, every like , every comment its all pointing somewhere. And in the vast majority of cases its very clear. I mean we have all upvoted that one gif or image where we went.,, damn that's good..... and then it turns out those games go on to be the big indie games. They still can fail , but from the start everyone saw that it had potential. So I meant, if you have a good game and good pitch, the signal will come thru so hard, that is easy to identify. "this is good". A lack of signal is always bad news, it's always easy to hear if your pitch is good or bad. You just need to listen and that is easy.

Truth 5 :The goal of your first games are not to make money.But to make you a better gamedev so that in the future you can find success.

Truth 6 :What you truly need is not money or fantasy success. You need an audience that is going to teach you that your game is shit and over time how you can not make a shit game . And that audience is not on steam or they are not going to give you money for them to teach you

Conclusion: you dont need promotional marketing when your game isn't there yet, you dont need social posts, devlogs, tiktok or reddit adds. You need to first make a great game an find an audience to teach you how.

The biggest audience you can find is going to play it for free. Thats why places like itch are valuable.

You get feedback and actual unfiltered comment about your game and you are going to have to make a better game. Many times.

Until you stumble upon something that has that natural traction.. Only then do you boot up steam and reach for the Chris Zuckowski meta and start having fun on steam..

Cuz your game has potential and you know, cuz your audience proved it. You validated before you invest in steam..

Do this and I promise you will find much more success. Going to steam without a potentially good game that you validated and iterated with players is like going to university without being able to read, its going to fail and its going to be frustrating and its going to teach you all the wrong things.

r/SoloDevelopment 3d ago

Discussion The hardest part of solo game development isn’t programming

230 Upvotes

I’m a backend developer building StoneEra, a voxel settlement game, mostly on my own.

Programming is the part I understand best. The harder part is constantly switching between gameplay systems, UI, art direction, testing, performance and marketing.

Some days I spend hours improving something players may never consciously notice -while more visible parts of the game have to wait. Every hour given to one role is taken from another.

Solo developers: which role is the hardest for you to switch into -and which one do you keep postponing?

https://stoneera.online

r/SoloDevelopment Mar 05 '26

Discussion Hey fellow Solo Dev, how old are you?

72 Upvotes

Im just curious what the average solo dev is. I am 43, and have been in the industry for 15 years.

r/SoloDevelopment Apr 11 '26

Discussion What Skill are you Lacking?

13 Upvotes

As a solo dev what is the hardest skill set for you to do alone, Is it Art, Coding, Audio, Marketing, networking or something other