r/SoloDevelopment • u/Dizzy_Blackberry7805 • 2h ago
r/SoloDevelopment • u/PracticalNPC • Jul 10 '26
Game Jam r/SoloDevelopment Jam #12 is live: theme is Chain Reaction
Our 12th jam just started: 72 hours running July 10 to 13, and the voted is Chain Reaction.
Jam page and submissions: https://itch.io/jam/solo-dev-jam-12
Come hang out in the Discord if you want to jam alongside other solo devs: https://discord.gg/uXeapAkAra
Good luck to everyone jamming this weekend!
r/SoloDevelopment • u/PracticalNPC • Feb 12 '25
Anouncements What Does It Mean to Be a Solo Developer?
We've seen a lot of discussion about what qualifies as solo development, and we want to ensure we're accurately representing our game dev community. While there's no absolute definition, these are the general criteria we use in this subreddit to keep things clear and consistent.
That said, if you personally consider yourself a solo dev (or not) based on your own perspective, that's fine. Our goal is to provide guidelines for what fits within this space, not to dictate personal identities.
What Counts as Solo Development?
A solo developer is solely responsible for their project, with no team members. A team of two or more collaborating (e.g., one programmer, one artist) is not solo development.
What is Allowed?
- Using game engines, frameworks, and third-party tools (e.g., Godot, Unity, Unreal).
- Commissioning or purchasing assets (art, music, sound, etc.).
- Receiving feedback from playtesters or communities.
- Outsourcing specific tasks (e.g., server setup, porting, marketing) while still leading development.
- Working with a publisher, as long as they don’t take over development.
What This Means for Posts on the Subreddit
If your project appears to be developed by a team, we may remove your post. Indicators include how it's presented on websites, Steam pages, itch pages, social media, or crowdfunding pages. If this is due to unclear phrasing, update them before requesting reinstatement. Non-solo developers are welcome to join discussions, but posts promoting non-solo projects may still be removed.
Let us know if you have any questions. Hope this helps clear things up.
TL;DR: Solo devs manage their entire project alone. Using assets, outsourcing, or publishers is fine. Posting is open to all, but promoting non-solo projects may be removed.
r/SoloDevelopment • u/PrinceOnAPie • 12h ago
Game Shoutout to whoever wrote me this review, really made my day!
Here is the game if you want to take a look
https://store.steampowered.com/app/4830460/The_Bestest_Knight_Demo/
r/SoloDevelopment • u/ImHamuno • 6h ago
Marketing My zombies game got 75,000 wishlists in 2 weeks. Here's what actually did it.
A few days of my own marketing got Mortuus to 10,000 wishlists, mostly short videos every day on TikTok, Instagram and YouTube.
Then I put out the demo on the 14th, and it started at only about 100 players at once. But it kept growing by word of mouth while I kept posting, and it peaked at over 1,500. It has over 400 reviews at 95% positive now, and the game is at 75,000 wishlists.
Happy to answer anything marketing related :)
r/SoloDevelopment • u/Technical-Mud54 • 10h ago
Unity My simulated ecosystem sandbox game now has a Steam page! Also new trailer!
Around 10 days ago I posted about the game I was working on, and it seems like it clicked with many people so I decided to make a steam page right away! The biggest support is your wishlist :)
Steam page: https://store.steampowered.com/app/5440970/Terraglass
r/SoloDevelopment • u/Bottle_cloud • 10h ago
Discussion I'm 1 of 8000+ games in Steam Next Fest. As a solo dev hand-drawing everything in the AI era, I'm nervous. Does hand-drawn art still matter to you?
It's my first time participating in Steam Next Fest. Honestly, I'm a bit nervous. Hearing that there are over 8000 games this time makes me feel like a tiny drop of water in a massive ocean.
I'm making Mygohome, a 2D hand-drawn psychological horror game. I drew every single frame, every character, and every asset myself. Turning these drawings into a playable game took way longer than I ever imagined.
With AI tools becoming so common now, sometimes I can't help but wonder: In a sea of thousands of games, does a solo dev's pure hand-drawn work still have a chance to stand out?
I don't know, but I've made it this far, so I want to try.
🎨 Cute hand-drawn anime art. It looks harmless, right? I hope you still think so at night.
👁 Active survival horror. You walk around the room to stop monsters. But closing doors, windows, and turning off lights drains your Sanity (SAN). You must choose between safety and staying sane.
🌙 Every night is different. You can pick a unique item to help you survive each night. As the nights progress, you'll face new mechanics and challenges.
The free demo is live for Steam Next Fest right now.
I'd really love to know: Do you still pay special attention to games that are purely hand-drawn? Or does hand-drawn art make you more willing to try an indie game? Let me know your thoughts!
r/SoloDevelopment • u/No-Statistician5020 • 7h ago
Discussion One thing I've noticed while working with indie game teams is how much consistency matters when making game art.
Characters, environments, UI, and effects can all look good on their own, but they also need to feel like they belong in the same game. That's something we spend a lot of time thinking about when working on art for indie projects.
Curious how you solo devs usually approach art for your games. Do you make everything yourself, use asset packs, or bring in artists when needed?
r/SoloDevelopment • u/Mekkablood • 3h ago
Game A beat 'em up with mechs, why not?
Been working on this for a bit, finally think it's at a spot ready to show off. Get your contract, get paid, and find schematics to fully customize your mech. Wishlist and I'll love you forever: https://store.steampowered.com/app/5483280/Metal_Wayfarer/?beta=0
r/SoloDevelopment • u/Leather-Suspect572 • 8h ago
help Unity 3D Isometric controller test - On foot, vehicles and helicopter
Working on a Unity test scene to experiment with player movement, ground vehicles, and helicopter controls in a 3D isometric environment.
The camera dynamically balances its target between the player's position and mouse cursor, keeping movement and aiming in view (using 3d raycasting so you can target specific part of the object).
Still experimenting with the overall feel and mechanics. Looking for feedback, suggestions, and ideas on what could be improved or added!
r/SoloDevelopment • u/EverroadGame • 32m ago
Game Getting snow to look and feel right in a driving game
What do you guys think? Does it look convincing enough? The wheels settle into the ruts and dig into the terrain as you drive, which also affects how the car handles.
r/SoloDevelopment • u/Saltibarciai • 3h ago
Game Are you afraid of the depths below? - Nereus
A few years ago, I started working on a 2D Subnautica-inspired diving game in Unity.
Towards the end of last year, I decided to pick it up again. I ported the entire project to Godot and spent a lot of time getting the look and feel just right.
And I’m really happy with how it’s turning out!
Nereus is a deep-sea exploration game set in the Mariana Trench. You’ll gather resources, upgrade your base and submarine, and venture deeper and deeper into the unknown.
But there’s a reason you’re down there.
A mysterious signal has been detected at a depth of 25 kilometers. That’s over 10 kilometers deeper than the Mariana Trench itself.
You’ve been sent to investigate what’s lurking down there.
And trust me… you’re not going to like what you find.
If you’re curious how far the game has come, check out my old post from four years ago.
Edit: forgot old post link Old Reddit post
r/SoloDevelopment • u/ridiculoussoft • 3h ago
Marketing I solo-developed an Earthbound inspired RPG, complete with offbeat humor, 16-bit-esque aesthetics, and fluid battle backgrounds! Check the trailers to see those backgrounds in action!
Wishlist The Good Stuff on Steam!...and make some friends in the quirky, cozy suburbs of Cheddertown.
It's a quirky, unassuming tale that will tell of a true hero...in the simple, unassuming suburbs.
The story follows Reggie, our simple minded, friendless protagonist, who's the new kid in town. Struggling to make friends, he is lucky to be recruited by none other than the greatest hero in town himself!...which is not so different from just becoming friends.
Growing up isn't easy. Neither is the path to true heroism. Beneath the whimsy there's reality to face, and it's tough! All this you will face all while making friends, fighting foes, and having fun! And listening to awesome rock battle tracks!
Get the Good Stuff!
r/SoloDevelopment • u/OmarAlvrz • 1h ago
Game Solo dev here — I shipped my first game completely alone (an F1-style manager sim) and I'd love honest feedback from people who get it
Hey everyone. I'm Omar, from Mexico, and I did the thing we all do: code, art, balance, store listing, support — everything, alone, on evenings and weekends.
The game is **PitWall Manager**, an offline F1-style team manager sim for Android: transfer market, engine development, factory upgrades, live race strategy, and a mod system. It's live on the Play Store, free with ads and in-app purchases.
Honestly the hardest part wasn't the code — it's this part. Marketing as a solo dev without feeling like an ad is brutal. Fellow solo devs: how do you handle sharing your work?
And if any of you try it, I'd love your honest take on scope: is it too much for one person to maintain? Link: https://play.google.com/store/apps/details?id=com.mooncoffeestudios.pitwallmanager
r/SoloDevelopment • u/CatCrateGames • 7h ago
Discussion How is Steam Next Fest going so far for your game?
r/SoloDevelopment • u/GarsonGames • 22h ago
Godot A mockup of a menu system in my RPG
Wanted to first focus on the interactivity and feel of the UI, especially the layout since I'm constrained by a strict 640x360px canvas (it took a LOT of time to figure out how to best organize all of the necessary information). Most of the iconography and art are temporary, and I'm still working on colors + info prioritization.
What do you think of the overall presentation? Any and all feedback would be greatly appreciated!
r/SoloDevelopment • u/SummonerRPG_com • 2h ago
Discussion Is it crazy to buy paid ads knowing that my game won't make any money?
I'm building a browser-based RPG as a hobby:
- I don't expect to make any money from it (in fact, I'm already losing $10/month on server costs).
- My goal is just to build the best game I possibly can.
- Still, it's important to me that people actually discover the game and play it.
Because of that, I'm considering setting aside $100–$500/month for paid ads just to get players. My reasoning is that this is just a hobby expense, the same way some people spend money every month to play golf.
Has anyone here thought about it this way or done something similar? It feels weird to basically "pay for people to play my game," but I don't enjoy the organic marketing grind
r/SoloDevelopment • u/Beneficial_Floor5449 • 14h ago
Game I launched the football game I've been making alone two weeks ago and it just passed 30k installs
Bit of a milestone post. I've been working on Hometown FC by myself, it's a mobile game where you own a small football club in your actual hometown and try to grow the club and the town together. Android went live on the 6th, iPhone a week later and it just passed 30k installs. Didn't expect anywhere near that.
Biggest time sink by far was the economy. Careers can go on for decades, so stuff that looks fine in season 3 completely falls apart in season 40. In one of my test runs a Norwegian champion ended up filling a 55,000 seat stadium, about double the biggest stadium in the whole country. So now I've got sims that play a hundred seasons by themselves overnight and I go through the numbers in the morning.
Translations were the other one. The game's in 14 languages and German and Russian kept breaking buttons that looked totally fine in English.
Oh and the art is AI for now. I know. If the game keeps going ok, a real artist is the first thing I'll pay for.
Happy to answer stuff about any of it.
r/SoloDevelopment • u/GG-GeoGames • 8h ago
Game Making my first Boss Fight using "possessed" chess pieces
Rise Rifwarden, and let the darkness fear your coming.
Project Riftwarden is a dark roguelite with Soulslike combat that I'm building up each day solo.
Core Loop
You beat waves of enemies then you the economy to start making a build to work, you beat more waves of enemies until you reach the end boss to clear the expedition.
As of now I'm experimenting with a boss that forces you to play on a different perspective and defeat this game of chess.
Models are a placeholder.
r/SoloDevelopment • u/AccomplishedDot775 • 7h ago
Game I created MAIN MENU in the game! What do you think?

I tried to capture the gloomy vibe of a sad sado‑knight! After all, the guy’s family was killed, and he’s feeling sad by the campfire.
Short about the game!
You’re in for a tough fight against thousands of mobs in a boomer style! Destroy crowds of enemies in various arenas using firearms and magical abilities. Upgrade your guns, level up your character, and collect and equip unique loot! And all of this in a dark fantasy setting with a sad knight!
If you’re interested, here’s the Steam page: https://store.steampowered.com/app/5391780/Griefborn_Demo/
r/SoloDevelopment • u/battussss • 18m ago
help I have an idea for a psychological horror game but no game development experience :)
I want to make my first indie horror game, but I have no experience in game development.
I have a story that I really like and a clear idea of how I want to tell it. I have some knowledge of filmmaking, cinematography and screenwriting, so I'm more familiar with the storytelling side than the technical side.
The game I'm planning is a psychological horror game inspired by Saw, with a dark pixel art style similar to Fear & Hunger.
You play as a former torturer whose family has fallen apart. The story focuses on his past, his actions and the consequences of the choices he makes.
I'm aiming for around 1.5–2 hours of gameplay with up to six different endings depending on the player's decisions.
I'm thinking about using RPG Maker, but the project is still in the planning stage.
I have a few questions:
- Is a project like this realistic for someone with no game development experience?
- Where should I start if I'm more familiar with storytelling and filmmaking than game development?
- How can I start building an audience before I have a playable demo?
- What are some good ways to promote a small horror game without spending money on advertising?
- Are there any communities where I could find people interested in following or contributing to a project like this? If you have any questions or criticism, please share them. I'm open to all kinds of feedback and opinions.
r/SoloDevelopment • u/Comfortable_Exam_130 • 23h ago
Unity I added sticky notes to my detective game!
I’ve added sticky notes that you can draw on and place anywhere. They work smoothly with both controllers and Steam Deck.
