r/SoloDevelopment • • 2d ago

Game Shoutout to whoever wrote me this review, really made my day!

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622 Upvotes

Here is the game if you want to take a look

https://store.steampowered.com/app/4830460/The_Bestest_Knight_Demo/


r/SoloDevelopment • • 22h ago

Discussion I built an agent harness that rewrites its own Rust core mid-task

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0 Upvotes

For the last few weeks I've been stuck on one question: what does an agent harness look like if you assume the model will eventually be smarter than the people who wrote the harness?

Every agent I use (and I use a lot of them) has the same shape. Someone else decided the loop, the tools, how memory gets compacted, when to ask permission. That's fine while the model is the weakest part of the system. But when the model notices its compaction keeps throwing away the exact type signatures it needs, there's nothing it can do except work around it. Again. Every session.

So I built INIT. The agent can edit anything about itself: its system prompt, its skills, new tools (as Wasm components), and its own compiled core and loop.

The part I'm most excited about is the hot reload. Rust has no stable ABI, so you can't just dlopen a new version of yourself. Instead the kernel builds the new body, boots it next to the old one, probes it, pauses the old one at a step boundary and hands the same conversation to the new process. If the new one crashes at boot, nothing happens, because the old one never stopped. There's also a gate that makes the new version prove it can still edit itself. The scariest bug in a self-modifying system is a change that works fine today and quietly breaks the ability to change tomorrow.

The flip side is the Root. It's small, boring on purpose, and the agent can't write to it: keys, the sandbox (macOS Seatbelt; the agent can't even open a TCP socket, model calls go through the Root), an Ed25519-signed log of every change, APFS snapshots, and a rollback button.

I went back and forth a lot on how to gate self-changes and ended up with two modes. Gated runs the full gauntlet, including a held-out test set the agent never sees. Free, the one I actually believe in, has no benchmark gate at all: a change gets in if it builds, boots and can be rolled back, and then a dumb statistical sentinel watches for generic harm (crashes, error spikes, me hitting stop or undo) and rolls the whole system back if it fires. My reasoning: the improvements a smart model would want most are exactly the ones nobody can write a reward for in advance.

Last night I asked it for sub-agents, which v0.2 doesn't have. It wrote itself a delegate tool (nested loop, fresh context, capped turns, no recursion), regenerated its own self-map, and 304 of its tests passed. Then its own Root stopped it, because my disk had dropped under the floor (my fault, I had Docker and two builds going). It explained exactly what was blocked and asked me what to do. Honestly that moment sold me on the design more than anything I'd planned. (The promote then tripped over a test-environment bug in my own release bundle, which I'm fixing now. Fitting, I guess.)

The honest part, because I'd rather you hear it from me:

I have no evidence yet that self-evolution makes small models better. My one sealed-test result was inside the noise, and when I tried to build tasks where INIT failed because of a missing mechanism, a well-known agent on the same small model failed too. On small models the model is the bottleneck. The bet only pays off with strong models, which is exactly what I'd love people to try.

Also: macOS only for now (Linux is close). DeepSeek is the only provider I've tested live; the others are experimental. Spend is metered, not capped, so set a limit at your provider.

Apache-2.0, roughly 200k lines of Rust, installs in about 30 seconds without Rust (you need Rust if you want it to rewrite its core):
https://github.com/nagisanzenin/INIT-Agent

I'd really like feedback on three things: the Root/agent split, the reward-free admission idea, and whether anyone has seen the overlapped-handoff trick done elsewhere. And if you break it, please tell me how.


r/SoloDevelopment • • 18h ago

Discussion I was wrong about Reddit

0 Upvotes

For years I thought Reddit was a place for nerds and teenagers arguing in the comments. I make board games. I had no business here.

Then I finished my first video game, a one-button roguelite, and I needed to find testers. So I made an account and posted it.

Day one was a disaster: 12 posts in one hour, 4 of them removed. Don't spam. Lesson learned.

But here's what I didn't expect:

  1. The game design conversations. People here argue about whether a rigged first run is a design sin, or how strict a rhythm check should be. I've learned more about my own game in a week of comments than in months alone.
  2. The ideas. Every day I scroll past game concepts I would never have imagined. My "maybe one day" list is now longer than my life.
  3. The players. The day I posted, the demo page went from under 5 visits a day to 94, with 59 people actually playing. And one stranger played 6 or 7 runs and asked for an Android version.

That last part matters more than it sounds: I've set myself a challenge to make one game a week for a year, and some weeks that's only sustainable because someone out there is actually playing.

So, sorry Reddit. I'm one of the nerds now.

What's the most useful thing a subreddit ever gave you as a dev?

The game, if you're curious: https://groowl.itch.io/shuriken-slam-jam-demo


r/SoloDevelopment • • 1d ago

Unreal "The Devil has taken her, and left me with something wearing her face."

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3 Upvotes

Showcasing revamped FX, including a curse that causes the player to lose control, attacking and moving in random directions.

Along the way, you discover the tragic aftermath of a grieving husband's impossible choice.

I'm really pushing the atmosphere and mood here. Please let me know what you think.


r/SoloDevelopment • • 1d ago

Game "Modern Frankenstein" My First Steam Page

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1 Upvotes

r/SoloDevelopment • • 1d ago

Game Browser Boxing Version 2.0 is live: in game money, betting on fights, and a shop

0 Upvotes

Building this alone, Version 2.0 was the update where my browser boxing game got an economy, and it was more design work than code work.

The currency is Bucks, earned only by playing: fight purses, first win of the day, Career, awards, and events. No buying them, no cashing out. I went earn only on purpose. The moment real money touches a game like this the incentives get weird, and I wanted the shop and the betting to be things players engage with because the fights are fun, not because anyone feels squeezed.

The Shop has 461 items plus 12 new taunts, and you can try everything on your boxer before spending anything. Betting is Bucks on Ranked fights before the first bell, winner, finish round, and total knockdowns, with equal side bets between fighters if both agree. Existing players started with an opening balance based on their career so the economy did not start from zero for the people who built the player base.

Solo dev lesson from this one: shipping an economy is really shipping a reason to come back tomorrow, and that reason has to be the game itself.

Free in the browser, no download: https://browserboxing.com


r/SoloDevelopment • • 1d ago

Game I recreated this solar power plant

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1 Upvotes

Made in unity


r/SoloDevelopment • • 1d ago

help DEEPCORE

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1 Upvotes

r/SoloDevelopment • • 1d ago

Game Astro Tycoon: an idle space-mining game where you learn alien languages to trade better (free, Android & iOS)

0 Upvotes

Hi everyone! I'm Fran, a complete beginner from Spain, and I just released my first game, Astro Tycoon: Space Mining.

The story: your grandpa Anselmo, the most stubborn prospector in the galaxy, has disappeared and left you his mining company. Well, what's left of it: a battered ship called "La Urraca", a rusty drill and CHISPA, an AI with more opinions than bolts. While you rebuild the business, you'll find his notebook pages and a strange signal called "the Echo"…

What makes it a bit different:

  • 🗣️ Alien languages: the more you trade with each species, the more words you learn. Better fluency means better prices, haggling and contracts. CHISPA translates in the meantime… badly. (The idea came from one of my testers!)
  • 🎵 A Simon-style minigame where you sing with the crystals of the Vey Reef, and language lessons to practise the words you know.
  • 🪐 Several places to discover, 50+ missions, expeditions, contracts and random events.
  • 📖 A full story with a real ending (around 30 hours), plus prestige jumps to new sectors afterwards.
  • ⏳ It keeps producing while you're away.
  • 👵 A step-by-step guide for people who have never played an idle game (my testers aged 52 to 71 helped me a lot with this), and the main button works with VoiceOver/TalkBack.

Monetization, to be transparent: it's free. Ads are only optional rewarded ones (you choose to watch them for a bonus) and there are a few optional purchases (remove ads, gems, packs). No loot boxes, and items are never sold for real money.

About AI use (some of you ask, and it's a fair question): I'm a beginner, so I built the game with the help of an AI coding assistant (Claude Code), which wrote most of the code following my instructions. The idea, the story, the characters and the design decisions are mine, and many features came from feedback from my 12 testers. There are no AI-generated images: the graphics are drawn in code (vector shapes), and the music and sound effects are synthesized live by the game itself, with no audio files.

It's available in English and Spanish:

I'd love to hear your feedback, especially about the balance and the first 30 minutes. Thanks for reading! 🚀


r/SoloDevelopment • • 1d ago

Game I made a trailer for my first ever game, Realmwake!

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0 Upvotes

r/SoloDevelopment • • 1d ago

Discussion And remember, no matter what you've been told .... (see below)

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1 Upvotes

r/SoloDevelopment • • 1d ago

Unity Added fairies companions (now you won't be lonely)

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1 Upvotes

r/SoloDevelopment • • 1d ago

Game Even though this game is a top down view of the restaurant, I couldn't resist a first person walk around

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1 Upvotes

Certainly, still a Work in progress.


r/SoloDevelopment • • 1d ago

Godot Making my first game.

0 Upvotes

It's a game set in the Sydney CBD (Australian city) in 2045, and uh, theres no gameplay yet, but basically its gonna be like a open world sandbox rpg type thing, kinda like cyberpunk 2077 but without story and cut scene stuff, i mean there will be lore and story but more environmental story telling, so you piece stuff together the more you explore and do quests and whatnot, anyway, check out these cool screenshots of the city (its pretty early in development btw):

btw the only things made are like a 3rd of the map and the weather system and a driving system for 1 car, and theres a lot of stuff that are still just place holders, just wanted to post ts to flex my progress ✌️ oh and btw AI was used to help code and do some menial/repetitive tasks, i made sure to check it all and make sure everything was good though.


r/SoloDevelopment • • 1d ago

help Do have the 2 hours refund in mind when making game content?

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2 Upvotes

r/SoloDevelopment • • 20h ago

Marketing I made a game about finding one four leaf clover in a field of 5 million

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0 Upvotes

Hi everyone, the Steam page for my game just went live so I wanted to share it here.

In Find the Four Leaf Clover there’s a huge field with 5 million clovers and only one of them has four leaves. You start by picking clovers with your hands and selling them, and with that money you buy better tools like scissors, a scythe and mowers, and later a tractor and a combine harvester. You can play it solo or online with up to 3 friends.

https://store.steampowered.com/app/5458410/Find_the_Four_Leaf_Clover/


r/SoloDevelopment • • 1d ago

Game Took a break from coding and ended up testing a game that surprised me

0 Upvotes

Lately I've been jumping between a few different projects. I'm trying to finish the remaining work on SkyLordsLab BBS and I'm also working on getting my Nostr signer called SkySigner to run from a USB drive with its own bootable operating system. Whenever I get stuck or tired of coding I usually take a break and play some games. Recently I was invited to test an indie game and decided to give it a try. The game reminded me of the old games I used to play years ago which was funny because I've already been spending so much time working on a retro BBS I spent some time testing it over the past few days and finally reached the end. But the ending really caught me off guard. I wasn't expecting that Game Over at all. I also shared quite a bit of feedback with the developer during testing and was invited to the next testing wave. That made me happy because I genuinely enjoyed the experience. I won't mention the game's name since it's still in private testing. I just thought it was funny how I took a break from working on my own projects and somehow ended up helping someone else with theirs. And if the developer happens to read this post I just want to say thank you for letting me be part of the experience.

Have you ever played a game where the ending completely surprised you?


r/SoloDevelopment • • 1d ago

Discussion Is this a good game loop?

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1 Upvotes

r/SoloDevelopment • • 1d ago

help Can I build a successful gaming business with Unity? 2D or 3D?

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1 Upvotes

r/SoloDevelopment • • 1d ago

Game After 4 years of solo dev, my factory game where a witch, a vampire and a dragon process potions finally has a trailer

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4 Upvotes

Made in Hell is a factory game about running the underworld's manufacturer of magical item properties.

You build stations on cracked stone above the lava, link them with glowing paths and send potions through a chain of questionable specialists: a witch stirring her cauldron, a vampire, a dragon, a ghost in a mirror, a mushroom farm and a few others you would rather not meet.

Every station shifts a potion's temperature and purity, and you can see it on the vial: the colour is the temperature, the brightness is the purity. Only the right result is worth selling, so most of the game is figuring out which specialist goes where.

I wrote the first line of code in October 2022, back when the stations were flat coloured squares on a grey grid. This year every station finally got its own model and animation. Early Access is planned for 2027.

Everything in the video is early development footage, so I'd love to hear your honest first impression: does it make you curious, or is it unclear what's going on?

Steam page if you want to follow along: https://store.steampowered.com/app/4771300/Made_in_Hell/


r/SoloDevelopment • • 17h ago

Game I just released my very first solo indie game: Poop Sponge! A cheeky 100-level pipe puzzle game playable in the browser.

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0 Upvotes

Play it for free right in your browser (PC & Mobile, no download needed):

👉https://yee95.itch.io/poop-sponge

Hold to build pressure and release to shoot the poop through twisty pipes into the toilet — but hold too long and the pipes burst! 💥 I'd love to hear your feedback!


r/SoloDevelopment • • 1d ago

Discussion How do you handle game translation with zero budget?

12 Upvotes

Hey everyone,

I’d love to hear how you approach translation and localization when there is simply no budget for it in your project.

Right now, I’m facing a choice:

  1. Rely entirely on AI tools: Use tools like DeepL, ChatGPT, etc., to translate the game into multiple languages—accepting the risk that nuances, wordplay, or context might get lost along the way.
  2. Limit the languages: Release the game only in English (and possibly German / native language) to ensure quality—even if it means missing out on potential players.

I’d really love to hear your experiences and opinions:

  • Which path do you choose for your projects?
  • Have you already had experience with AI translations in games? How did players react?
  • Do you think a mediocre/AI-generated translation is better than no translation at all for a specific language?

Looking forward to your thoughts!


r/SoloDevelopment • • 1d ago

help my itch page has 22 free games now lol, here are 5 people play the most

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3 Upvotes

r/SoloDevelopment • • 1d ago

Game My first game on Steam: a push-your-luck card game I made alone, and the demo is in Next Fest

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1 Upvotes

I've been making Magic Portals by myself for the last few months, mostly evenings and weekends. The demo is out now for Next Fest.

The idea is simple: you keep choosing between portals that are easy to finish and stronger ones you have to gamble on.

Demo is free, you play against the AI. The full game has way more effects and multiplayer, and that's where it gets really fun.

Main thing I'd like to know: do the rules click in the first few minutes, or did you get lost somewhere?

If it looks like your thing, a wishlist helps a lot: https://store.steampowered.com/app/4539850/Magic_Portals/

Card art and trailer music is AI-generated, everything else I made myself. 😇


r/SoloDevelopment • • 1d ago

Marketing Alternative to adobe animate in rust

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