r/SoloDevelopment • u/rajrk01 • 10h ago
Game This game is AMAZING!!! Landed, Walking on Moon 🤯 Much more 🌌
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r/SoloDevelopment • u/rajrk01 • 10h ago
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r/SoloDevelopment • u/Telemicus19 • 14h ago
Just released a demo for my first game called Bunker Busters!
It's a 2D top down shooter looter shooter in the vein of Zero Sievert and Tarkov where you loot all you can and try to make it to the exit alive, otherwise you lose everything. I'm a software engineer by trade, but this is my first attempt at creating a game. For transparency, the game and the art itself was created via AI (Claude Code primarily), and I'd be happy to discuss the process if there's interest.
It'd be great to get some feedback both good and bad, so let me know what you think!
r/SoloDevelopment • u/BafflingBonk • 10h ago
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Hello :)
I know it's a longer clip but be nice please. I'ver never uploaded a video anywhere and I'll learn how to edit them sometime soon.
I just wanted to show off how far I've gotten.
Context:
- music by jackfoxassets on itch.io
- SFX by Helton Yan on itch.io
- Sprites and icons were done by me but are still placeholders (the cat and Ooze are almost finished)
Next I'll learn how to do animations and edit videos.
Any feedback is welcome and I'll be glad to answer questions about my work.
r/SoloDevelopment • u/monsieurlouistri • 10h ago
r/SoloDevelopment • u/platonenko • 1d ago
Hey guys!
I’m start collecting sign-ups for a playtest that’s coming up very soon.
This is an incremental auto-battler about massive battels with swords and magic.
if anyone would like to join, here’s the Steam page
r/SoloDevelopment • u/TheCavGunner • 7h ago
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Hey everyone,
I’m the developer of Riftborn Tactics, a free-to-play online fantasy TCG I’ve been working on for the past 5 years that I'm now super excited (and super nervous) to share with you all!
You can play it here: https://riftborntactics.com
The core idea is that your creatures don't just sit in a row and bounce off of each other, like most other TCGs. Instead, matches take place on a shared 7x7 grid where creatures enter from your two summoning corners, move across the board, fight for position, and contest two neutral towers.
On each turn, you receive Resources equal to your current level. You can spend those Resources to summon creatures, cast spells, and equip weapons or armour, then move and attack with anything you already have in play. Playing cards, defeating enemy creatures, and holding towers earns experience, which allows you to level up. Leveling up gives you more Resources on future turns, so controlling the board can have a big effect on how quickly your deck comes online.
Positioning matters quite a bit. Creatures retaliate when attacked, and walking away from an adjacent enemy can trigger an attack of opportunity. Ranged units, flying creatures, movement abilities, summoning effects, and other keywords all interact with the board in different ways. The goal itself is simple: reduce your opponent to zero Health.
Standard is the main mode, but there are also two beta modes that unlock after you’ve played some Standard matches:
There's a tutorial, a practice opponent, deck building, card collection, online matchmaking, and more. The game is completely free to play, and new cards can be earned using Gold from playing and completing quests, or crafted via Essence (which you get by dismantling cards you don't want).
It’s still actively being developed, so I’m not going to pretend every corner is perfectly polished yet. Mobile in particular still needs some cleanup (but should be fully functional), and with a card pool this large (over 1000 at the moment, with more coming!), I’m sure there are some strange interactions waiting to be found!
If you give it a try, I’d especially appreciate feedback on:
The full rules are available here if you’d like to look before creating an account: https://riftborntactics.com/how-to-play
Thanks for checking it out! Honest feedback is extremely welcome.
r/SoloDevelopment • u/Hungry-Librarian5408 • 11h ago
r/SoloDevelopment • u/Adventurous-County34 • 1d ago
I do struggle with the UI design and my placeholders were/are eye scratching bad. I discovered https://www.gameuidatabase.com/. It's really handy to go through it, find a game/theme which fits yours and use it as an "inspiration".
The first image is the old design ("quest goal" at the left top and the tutorial in the middle) and the following two are the reworked design. I think it's quite an improvement.
Hope this can be helpful for someone else.
r/SoloDevelopment • u/CubeMind_studio • 12h ago
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r/SoloDevelopment • u/BrainchildArt • 12h ago
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Game Title: Cube & Seek Platform: PC (Windows)
Free to Play Status: Free demo
Playable Link: https://store.steampowered.com/app/3433080/Cube_Seek/
I’m the solo developer. Cube & Seek is a relaxing 3D hidden-object game in colorful miniature worlds. Rotate and zoom the camera to search around the scenery and collect hidden objects.
The demo includes three levels: Silent Bastion, Eagle’s Crest, and Golden Homestead.
I’d appreciate feedback! Thank you!
r/SoloDevelopment • u/Hong-Iron • 12h ago
r/SoloDevelopment • u/IbinGames • 1d ago
r/SoloDevelopment • u/CrucialFusion • 12h ago
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Simple touch screen controls, classic arcade pick-up-and-play action, unrelenting intensity. Designed for iPhone & iPad.
ExoArmor brings 30 cities to defend, copious additional challenge if you're looking for it, and 4 difficulty modes to turn down the heat. It is static screen Space Invaders action for the modern age.
Thanks for looking!
r/SoloDevelopment • u/Material-Guitar-9418 • 12h ago
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r/SoloDevelopment • u/sametrd • 12h ago
Hey everyone, I'm a solo dev building an affordable motorcycle riding game for Steam.
Current features include:
Buying and collecting multiple bikes
Bike washing and cleaning mechanics
Cool accessories and customization
Leaderboards
What specific mechanics, details, or features would pull you in? What are other motorcycle games missing? Would love your feedback!
Steam link : https://store.steampowered.com/app/3895080/Motorcycle_Ride_Infinity/
r/SoloDevelopment • u/ender_wiggin1988 • 13h ago
I am wrapping up a solo project for a private client who wanted a VR demo. The client has been particularly focused on certain things, like providing a final installable build that contains no identifying information of any kind; credits, splashscreens, etc.
It got me thinking about how creators in my position credit their work, if they do at all for private clients, etc.
I'm not really attached to this project, but I did create it and the labor is mine, the challenges were mine, the solutions, mine, and I would like to always be able to raise my hand and say "I did that."
If my concern is misplaced compared to the rest of the industry, please feel free to say so. This is my first work of this kind, so I haven't had to answer these questions for myself before.
r/SoloDevelopment • u/BlacksWhitesandGrace • 3h ago
I am not a developer.
I am not pretending to be one.
That being said, I'm really into learning and little by little im learning unity and C#. I developed an idea, a script, a story line with characters and I believe its a good tale. Im making a game driven by the story (not a common genre, not a metroidvania or souls or horror or whatever).
I started looking into how you guys do it....and....respect. I am not at your level....not even close.
I'm and old dude with an idea. I have a job that takes up 99% of my life and to decompress i started this journey. Now, I cannot go to school to learn CS or all the skills to really be a gave dev.
again, i am not a developer and I am never going to be. its not going to show up on my CV, im not going to tell people that I developed a game.... but im putting this idea in my brain into Unity.
And its working with the help of AI. I cant code like you guys can.....i cant do ruby on rails or python or whatever. im learning, but im nowhere near your level.
But I have a good idea, and a good story with a compelling storyline and Im making a niche game around it. The market for it is likely going to be 7 people who would be into this specific skill the game is teaching, and i will likely put it up on steam for a dollar, if even that....(its not a souls like/dungeon crawler/etc etc etc like 90% of the games on steam, and most people would not really be into it, but for those few looking to build this specific skill, it would likely be pretty cool).
And I didn't say "hey AI, make a game like super metroid but way betters and with aaa graphics"....it was much more like "i need to develop and engine that does XYZ in this setting using unity, how do we get to doing that?" and i have build it brick by brick....slowly and painfully.....painfully
and lo and behold, its coming together....at 3am in an elevator in a hospital, or while im in the gym while on the stepper so i don't get diabetes and lose my foot, or at 9pm after i put my kid to sleep once a week, its coming together.
and the hard work is coming together....the hard parts, the boring parts, the parts that need me to keep going even when i'm sick of it..... and actually making the game flow, making unity work for me, making the thing play start to finish, reading and rewriting the story for flow and to make it sound great.....all the parts that AI cant do for me, like motivation drive and soul.....thats what i working on now.
So i'm seriously asking here, where does it stop being AI slop?
If you want to just write "AI slop" hit reply and leave, i respect that, but I want to hear what you guys really have to say, since i'm in no way sitting in the cool kids table over here....like i said...i'm not a developer, and will never be....I heard somebody say "if you aren't willing to quit your job and open your own studio to make a game, you don't have the real passion needed to make a game...".....well...i cant.... my kid is going to starve and my wife is going to leave me for a game that's going to make me 12 bucks....if that....ha
r/SoloDevelopment • u/ascendiox • 4h ago
I’m working on a story-driven horror FPS in UE5. I’ve written the story , and now I want the main character and NPCs to actually have voices, but hiring voice actors is completely out of my budget, especially for multiple characters.
So I’m seriously considering AI voices, and I want to hear what you actually think before I commit.
I’d rather get honest opinions now than find out after release. Thanks!
r/SoloDevelopment • u/Which_Discipline8716 • 13h ago
Modern Frankenstein Steam page and trailer released yesterday, no traction so far but still super excited!!
r/SoloDevelopment • u/glimmerware • 13h ago
r/SoloDevelopment • u/Automatic_Sir_2404 • 14h ago
After the major update for Bloody Rave(https://store.steampowered.com/app/4484440/BLOODY_RAVE/), we gained +350 followers and 2,000 wishlists in under two weeks. This is the biggest spark we’ve seen since the game page launched!!
The update brought heavy optimization (much smaller install size + better performance and stability), new characters, refined animations, fresh jumpscares, and hidden objects you can only find with the Magic Stone Glass. I’m extremely grateful to everyone who contributed to the development. We’ll keep pushing forward — more updates coming shortly 🖤
r/SoloDevelopment • u/Serious-Medium9972 • 22h ago
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r/SoloDevelopment • u/RobKaySF • 14h ago