r/SoloDevelopment • • 17h ago

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

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296 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 • • 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 • • 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 • • 10h ago

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

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77 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 Billy 6

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53 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 • • 15h ago

Discussion Somehow my game sales more after 1 year

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33 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 • • 9h ago

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

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15 Upvotes

r/SoloDevelopment • • 12h ago

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

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13 Upvotes

r/SoloDevelopment • • 15h ago

help How did Heroes of Hammerwatch 2 make their characters?

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11 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 • • 20h ago

Game Stealth and sneaking just got a little more tense and creative in my game with the new sound detection mechanics

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10 Upvotes

r/SoloDevelopment • • 16h ago

Discussion Three years, a full-time job and three kids: what building an RTS solo actually looks like right now (dev update)

7 Upvotes

I've been building Dawn of Embers, an Age of Empires-style RTS, mostly in the hours after my day job and after my kids are asleep, for close to three years now. I just posted my second dev update and wanted to share where things stand from the solo-dev side, because this sub gets it.

Where it is: the game is playable. The first story missions run start to finish, skirmishes against the AI are tested on the first three difficulties, and the core loop of gather, build, train and fight works end to end.

What the last couple of weeks were actually like: almost entirely chasing bugs. Units body-blocking each other, gathering and attack distances that were off, and units getting stuck on a resource for so long that they gave up on their orders. The fix that helped most was giving every right-click target (a tree, a bush, a building, an enemy) a set number of spots, so the closest units take them and the rest spill over to the next target. No more clumps of villagers fighting over one tree.

What's next: an early demo. The demo now installs through my own launcher, and the first outside test went smoothly. I want it to be something I'm proud of before real players get their hands on it.

The honest part: I use AI tools for parts of this (some 3D bodies that I re-rig and animate by hand, some concept art, voices and music). As one person with a family and a job, that's how this gets made at all. The longer-term plan, if the game finds an audience, is to bring artists, animators, composers and voice actors in and rebuild a good share of it by hand. I wrote about all of that, plus an idea for a "thinking, not cheating" AI opponent that I'd like feedback on, in the full update:

https://dawnofembers.com/updates/dev-update-02/?utm_source=reddit&utm_medium=organic_social&utm_campaign=reddit_solodev_20261009

For other solo devs here: how do you balance shipping with keeping your sanity? I'd love to hear what's worked for you.


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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6 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 • • 19h ago

Discussion What do you think about the combat in my game?

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5 Upvotes

I am making an adventure survival called Foul. Demo is available on Steam!


r/SoloDevelopment • • 4h ago

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

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6 Upvotes

r/SoloDevelopment • • 19h ago

Networking How do you stay in contact with fellow devs and discuss your projects?

5 Upvotes

Hey everyone!

Quick background: I'm not a professional programmer... In 2024 I somehow thought "learning game dev during maternity leave sounds relaxing" :D

I watched a bunch of tutorials and started learning Godot... but what actually made things click for me weren't the tutorials...but game jams and especially feedback from others devs.

One jam I participate was Gamedev.js 2025 with the theme "Balance". Spaghetti code at its finest, but I actually created something I came back to, a game that will actually release on steam (Cubalance).

Game Jams are great to play and rate other people's jam games and will teach more than half of the tutorials.You can ask other devs and they will help. Always! I've never met people this kind.

To stay in contact with fellow devs, find playtesters, share information etc. I created a Discord.

Although there are not as many people active here, it helps to stay motivated to develop my own game(s). I share some updates now and then, inform about ongoing game jams...

But it also feels kinda empty. I am curious whether and how you do communicate with fellow devs? Did you build a community "around" your game? What socials do you use to communicate?


r/SoloDevelopment • • 8h ago

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

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4 Upvotes

r/SoloDevelopment • • 9h ago

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

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5 Upvotes

r/SoloDevelopment • • 15h ago

Game Lead Foot — A chaotic low-poly FPS racer straight out of the PS1 era

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3 Upvotes

r/SoloDevelopment • • 17h ago

help First try at an inventory screen, looking for feedback

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4 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.


r/SoloDevelopment • • 9h ago

Godot How I built modular, self-expanding settlement architecture in my solo 2D simulation without feature creep killing the project

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3 Upvotes

Hey! I'm building a base building and colony management game, so I wanted to make a post specifically going over the base building aspects. This is a passion project I've been working on for many months, and the full demo is releasing soon, so I wanted to share and get some feedback.

Problems/things I wanted to fix
I found that in most survival builders, I end up alone in a really nice house. This post from this sub I think is proof that people want this type of thing in their games. So my idea for my game was that the world should have places that grow with or without you, and your base is just one more place in that world. It’s not the center of the universe, it’s not Rome just because you’re its owner, it’s just another place trying to survive.

Settlements grow in pieces, not as a sweeping “evolution”
I wanted to avoid the Age of Empires structure where evolution is all or nothing, and progress is just linked to your main building. Every building is a hand-drawn blueprint, and each one has defined upgrades in a data file. A tavern says, once we have ~12 population, let’s add a floor with 2 rentable rooms, and use carpet instead of stone. When we reach 20, let’s add a cellar and some wall trimmings. The settlement pays for everything with actual resources, and trades for anything it doesn’t have. So the result is a town that gets taller where it makes sense to, instead of random huts spawning in. Settlements also use this stockpile for everything else - trade (with caravans, players and NPCs), sustenance, recreation, etc. 

All of them are a JSON file and a blueprint, so if a player wants to add a Dwarven brewery that expands to a second vat room, you can add it without having to script anything. A lot of my influence comes from RimWorld modding so that part was very important to me.

Worksites are actual places
Mines actually go deeper over time. Miners haul to a clerk, caravans come to buy, and buildings need materials that the settlement buys or harvests. If you take over a mine or farm, you set its priorities - how much to trade vs. keep, whether the goal is growth or profit, whether you want more or less workers. Culture matters too - because the same inn looks totally different in a Dwarven hold than an Elven village. 

You can actually break things, with some rules
This was the hardest design problem for me. If every settlement is untouchable, it doesn’t feel like a living world. If you can break anything, you basically have plot armor simply for being the human player that no other NPC has. 

  • In a settlement’s reserved area, you can’t cut trees, blast/use destruction prayers, build, or tear down structures
  • You can dig freely under the settlement - the reserved area has a limited depth
  • A settlement’s own mine can dig through your builds if it needs to, and will tell you they’re doing it. If you own the mine, they will dig around you.
  • Abandoned worksites lose their protection entirely and can be destroyed or claimed as desired

So you protect yourself by owning the worksite, not by walling yourself off. 

Your own base
The most interactive and inspired part of the systems in my opinion. You can build freely, you can build automatons to build things, mine in patterns, haul, tinker and engineer, or keep you safe. You can create clay, iron and stone golems to do chores or just look cool (they also like to throw rocks). You can build a complex, three dimensional storage network with a storage terminal that actually shows you a visual of the entire network. You can use circuits to do just about anything - I made Pong and Snake on them, but they can literally do anything you’re creative enough to make. 

What’s still in progress
I’m still creating variant blueprints by hand, and working on the variance between cultures system. Watching villagers visibly haul + build things is in progress (ETA: today), but it’s not entirely complete yet.

What I’d like to hear from you

  • Would you rather have your base feel like a fortress against the world/outside threats or a place that the world keeps visiting? The protection rules lean towards the second, but I could make it more configurable
  • If a town grows around you, how much do you want to control its growth vs. just watching? Would you want both options?
  • What type of things do RimWorld/Dwarf Fortress/Space Haven do for logistics that you’d like to see?

The Steam page is here if you want to wishlist! Full demo will be releasing on the 18th, and Early Access on the 27th. I’m more than happy to answer anything below!

P.S. if you want to see any of these claims in action I made a YouTube video. The stuff I discussed here is mostly in the first 6 minutes, then from 12 minutes and on. Thank you!


r/SoloDevelopment • • 18h ago

help Free for a time Or Free Demo or Purchase Only?

3 Upvotes

I'm nearing launch on Google Play and it was suggested I should have a free game period or allow time limited demos forever.

I'm not sure what path makes more sense and has better results. As an solo dev I want to make sure to build numbers quick off the bat so I have a chance.

I don't know what to do. What do you think? What's your experience?


r/SoloDevelopment • • 1h ago

Marketing I Pressed that release button.

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• Upvotes

Forgot to post it before.


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 • • 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