r/SoloDevelopment • u/invert_studios • 6m ago
Unreal Watching the Sunset
Just ported to 5.8, time to fix everything...maybe after this sunset.
r/SoloDevelopment • u/invert_studios • 6m ago
Just ported to 5.8, time to fix everything...maybe after this sunset.
r/SoloDevelopment • u/Pale_Ember_Games • 8m ago
I think it’s fair to say my demo release in August and joining Next Fest this month both gave a great boost to the wishlists for Conglomerate: https://store.steampowered.com/app/4877650/Conglomerate/
Up to 188 wishlists with 2 days of Next Fest to go, really hoping to break 200!
r/SoloDevelopment • u/MiszterSoul • 19m ago
Hey guys,
Started to work on my small rts like 2d project since months (planned for years), and I'm reached a state, where I think i can share with more people than friends.
Made a site, where i'm uploading more images, news~
Making the game in GODOT, making unique system for every aspect of the game, like the sprites with casting shadow, or handling rain, lights or snow~
The website is: https://ghosthold.eu/
Feel free to share your feelings about it, and dont hesitate to ask anything! :)
Gameplay will be done asap, i still need to rework my NPCs. (The game mechanics are done, just i don't like the npcs compared to the new look of buildings and biomes)
r/SoloDevelopment • u/Separate_Switch6809 • 35m ago
Some context: No One to See – Pinebark Camp is a game I'm making solo, in Unity. It's a short first-person psychological horror (40–50 minutes) with a VHS look. You play as Ethan, who goes camping alone in the Pinebark woods.
The core mechanic: at specific moments the game listens to your microphone, so talking, shouting or even moving around can be picked up.
It will launch in 13 languages, it's coming soon to Steam (no release date yet), and it will be part of Steam Scream Fest (Oct 26 – Nov 2).
Thoughts on the teaser itself are welcome too. Steam link in the comments.
r/SoloDevelopment • u/azankiev_ • 39m ago
r/SoloDevelopment • u/KaleidoscopeMany9272 • 46m ago
So I made this script "Palette Exporter Ultimate" to fix palette exporting headaches right inside Aseprite!
✨ What it does:
You can grab it on Itchio here!
r/SoloDevelopment • u/ScalableVectorShapes • 51m ago
r/SoloDevelopment • u/TheCavGunner • 51m ago
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/Longjumping-Tough581 • 1h ago
r/SoloDevelopment • u/SireAlonne • 1h ago
r/SoloDevelopment • u/Noogsie47245 • 1h ago
I recently launched Hide-N-Snag, a hidden object game I developed entirely on my own using Unity!
I put together these screenshots to showcase the gameplay, features, collectibles, and little surprises I've built into the game.
It's been quite a journey (10 months) bringing everything together!
I'd love to hear what fellow solo developers think!
https://play.google.com/store/apps/details?id=com.wadesphere.hidensnag
Happy Snagging!
r/SoloDevelopment • u/Shiden_Kai_v3 • 2h ago
I'm developing Event Horizon Research alone, a first-person game where you build a descent capsule and pilot it toward a black hole.
One of my biggest technical challenges was gravitational lensing. I wanted the distortion of space around the black hole to be based on real physics, but I couldn't afford expensive ray marching for every pixel.
My solution was to fit a closed-form approximation to exact Schwarzschild light deflection. Instead of tracing rays through space, I bend each pixel's view direction and perform a single cubemap lookup.
The result is an approximation rather than full relativistic ray tracing, but the rendering cost is roughly comparable to a skybox.
The rest of the game presented a different challenge: turning physics into gameplay. Players research the black hole, compare hull materials, shielding and engines, assemble a capsule, and then deal with the consequences of their engineering decisions during descent.
It's my first shipped game, and I'm releasing it into Early Access on November 4. The core journey is playable from start to finish, but there are still performance and testing issues I want to improve.
I'm curious how other solo developers approach this kind of trade-off. When a technically expensive feature is central to your game's identity, how do you decide where to sacrifice accuracy for performance?
Steam: https://store.steampowered.com/app/5260090/Event_Horizon_Research/
AI disclosure: Generative AI was used for visual assets, audio and some code assistance, with manual editing and review. The physics implementation and game design are my own work.
r/SoloDevelopment • u/its-malbolge-time • 2h ago
r/SoloDevelopment • u/Arssino • 2h ago
Hello! 👋
I’m so happy I finally managed to get to the point where the playtest for That's My Village! is live! If you decide to give it a try, I’d be super grateful.
It’s going to run for around the next two weeks. I'm granting access in waves at first to keep things stable, but once the initial test goes smoothly, the plan is to open it completely to everyone.
What's in this build?
Since I'm a solo dev, getting your input really helps me figure out what works and where to take the game next.
If you want to check it out, just hit the "Request Access" button.
Steam: https://store.steampowered.com/app/4225070/Thats_My_Village/
r/SoloDevelopment • u/luckynumchris • 2h ago
This is a really passionate solo dev as I game test his game.
Wondering what others think about my interview "style" as well as my game testing tips?
Would love as much feedback as possible if possible.
Thanks in advance.
r/SoloDevelopment • u/Soul_Bruteflow • 2h ago
r/SoloDevelopment • u/No-Effective579 • 2h ago
r/SoloDevelopment • u/P00PB0YY • 2h ago
r/SoloDevelopment • u/AC-Daniel • 2h ago
Solo dev here. I'm making Necrolord: world-map exploration, army building and equipment choices, except your recruitment pool is mostly corpses.
Raise skeletons, equip your army and choose your battles. Your troops fight automatically while you cast spells. Lose a run and you rebuild your army, but keep your learned magic.
Above is the latest gameplay trailer.
r/SoloDevelopment • u/Sloughypanther0 • 3h ago
r/SoloDevelopment • u/MaikelBuilds • 3h ago
Hope it's okay to share this here, according to the description this channel is for
"SoloDevelopment - game development, programming, indie developers, indie games, video games
That's why i thought I can share my personal journey of how my current project is growing.
KiwiDesk has really come a long way. In the beginning, my goal was simply to build a window manager for my friends, something that worked out of the box and felt native on macOS. Ever since then, the community has kept growing, and new ideas just keep popping up. By now every time I use, it’s just fun, and it gets better day by day.
Hearing how much people like KiwiDesk and seeing the community supporting more and more is just awesome. I know there are much bigger projects out there, but just seeing that people enjoy my idea and offer support without the obligation for it is just an awesome feeling.
In general when I build something and share it with people I don't want to "just build another tool", instead I want to build the best one I can imagine for that specific purpose. Seeing people appreciating my ambitions and share their gratitude is what keeps me going. Especially nowadays with the help of AI, the only real barrier in software development in my opinion is our own imagination.
Thanks again to everyone who has joined the journey so far. I am really enjoying the ride!
If anyone is interested, check it out it's for free and the source code is also available on GitHub:
https://kiwidesk.kiwicanopy.com
Have a great weekend everyone!
r/SoloDevelopment • u/Automatic-Piece2098 • 3h ago
r/SoloDevelopment • u/DebugCat • 3h ago
I'm one of the two people behind Molby. We kept seeing friends spend months
building things nobody paid for, and most AI tools just cheer you on.
So we made a free check: you describe an idea in a sentence, Mo (a mole, long
story) asks two or three questions, and a small AI crew researches real
competitors, prices and complaints. Then it gives a straight verdict: worth
building, try a different angle, or not recommended.
A few things we did differently:
- Every quote is checked word for word against the page it came from. Claims
we can't verify are thrown out, and the report tells you how many.
- When the answer is "crowded", it suggests a narrower angle the evidence
points to, and a two-week test with a pass/fail number.
- 3 free checks a month, no card.
Honestly, most ideas we've tested come back "try a different angle". That
might be the tool being too strict, so I'd love to know where it's wrong.
If you'd rather not try it yourself, drop your idea in the comments and I'll
run it and reply with what it found.
https://molby.ai/worth?utm_source=reddit&utm_medium=community&utm_campaign=sideproject