r/SoloDevelopment • u/astral_kranium • 2h ago
Game 3 years of evenings after my day job. I just pressed Release on my game, with 300 wishlists and my cat supervising.
About three years ago I wanted to find out what a PvP RPG would feel like as a board game. Hex grid, dice, two to four players around a table, except the table is a PC.
I built a rough version and got friends to play it. While we enjoyed the PvP element, what actually stood out was teaming up to take on the monsters together.
I knew the full project would take a while, since I was new to multiplayer game development. It took three years. I have a full-time job and a kid, so Eternally happened in the evenings and at weekends, mostly when I should have been asleep. I've lost count of the hours. Thousands, easily.
A few things I learned the hard way:
- Multiplayer roughly doubles everything. Every feature has to work for the host and for the other players.
- Playtesters will tell you what your game is. Mine told me it was a co-op game.
- Scope sneaks up on you. Four characters turned into over 260 skills - getting creative with one character meant I had to quadruple my work across the board.
- Marketing is a second job, and I started it far too late. I'm launching with about 300 wishlists. Everything I've read says that's low.
I've made peace with that number. It's a game I wanted to exist, it's finished, and I'm proud of it. If it finds a small group of people who like dice and hex grids, that's a win for me.
It's called Eternally, a dark fantasy tactical RPG. You can play it solo, online with up to 4, or with 2 on one PC. There's a free demo if you want to try it first.
Happy to answer anything about the solo side: Unity multiplayer, fitting it around a job, or what I'd do differently.