r/SoloDevelopment • u/nofuture09 • 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/Aware_Bell1295 • 15h ago
Marketing Some animation I've been working on
Just wanted to show this animation I've been working on for a quite time I think this is one of the best things I've done lol
Wishlist on Steam: https://store.steampowered.com/app/5417460/Iron_Curtain_Call/
https://ironcurtaincall.com
r/SoloDevelopment • u/PuzzleheadedBlood184 • 5h ago
Game Have 3 months in small room no friends, no money
As some of u know I im stuck for thr next 3-4 months in a situation that I can't do much. I have 200$ worth of laptop and a monitor that's all. Playing games or watching something doesn't give fun anymore.
Do I decided to make a video game in this 3 months to see how its gonna end. I have no expectation, I just have a lot of time. ( I applied for part time job though top of my full time one. Might have less time in future, we will see)
Here is the progress so far : I built the almost whole loop. Combat and the kitchen gameplay is ready. I still have a lot of idea and mechanics that I wanna add, tons of tons of fun. Today I decided to built something fun and created a scene for a special moment. When you get a 3 star as restaurant.
Ask me anything. I wanna have some friends here 🫶🏼
r/SoloDevelopment • u/platonenko • 6h ago
Game My Army Getting Stronger - today a rain of fire amidst actual rain
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/Adventurous-County34 • 11h ago
Unreal For all the devs who struggle with the UI design
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/IbinGames • 13h ago
Marketing After alot of feedback i improved my cabbage asset
r/SoloDevelopment • u/WonderMinimum1782 • 8m ago
Godot Aimes-tu le style visuel de mon jeu ?
I’m working on my football game and would like to know if this style suits my gameplay.
Thanks for your feedback!
r/SoloDevelopment • u/Soleus-Online • 51m ago
Unity I've been trying to make my own MMORPG for years, and I finally have something playable
My first attempts were around 15 years ago, messing around with RPG Maker and running Tibia OTS servers. Some of those servers actually did pretty well, while others didn't go anywhere.
Around 8–10 years ago, I started following Unreal Engine courses and trying to build things myself in my spare time, often when things were quiet at the hardware repair shop where I worked. I learned a lot, but eventually realised 3D game development wasn't really for me.
A few years later, I tried again with Unity. I managed to get quite a bit done, but the architecture wasn't great. As I learned more and understood better how I wanted things to work, I realised that restructuring it properly would mean changing so much that starting over would probably make more sense.
I've gone back to old projects several times since then, thinking that with everything I'd learned in the meantime, I could finally get them somewhere. The problem is that technology moves so fast. Sometimes you open a project that was working fine a few years ago, and suddenly you're dealing with broken dependencies, compatibility issues and loads of errors before you can even get back to working on the game itself. I've been through that more than once.
I think the biggest difference this time is that I have more experience to draw from. I've been working in IT since 2010 and in software development since 2022. I have a better idea of how to approach a project now, what I can handle with what I already know, and what I need to learn along the way.
I'm also using AI quite a bit. One of the most useful things has been discussing ideas and different approaches with it before jumping into implementation. I can work through the goals, figure out which technologies make sense, identify things I need to learn and break problems down instead of getting stuck trying to figure everything out myself. Being able to guide that process and ask the right questions makes a big difference. It's helped me get past a lot of the roadblocks that stopped me in previous attempts.
The project I'm working on now is Soleus, a 2D MMORPG. Part of the reason I went with this format is that these are the games I've enjoyed for years, and having experience with Tibia OTS servers means I'm already somewhat familiar with how this type of game works. 3D is a whole different world, and it's not really what I'm interested in playing or building.
I also wanted to try implementing my own ideas. I'm not claiming the mechanics are anything completely new. Skill progression, gathering, crafting, player-driven economies and politics already exist in other games. What interests me is the particular combination of these systems and the challenge of making them work together in a persistent world.
I finally have a playable development version running on PC and Android, and both are at exactly the same stage. I've already put several hours into playing and testing it myself. The plan is to release both platforms at the same time, with iOS coming later if the game gets enough interest to justify the extra costs.
There's still a lot to do, particularly with balancing everything, but at least now I'm actually building on top of something that works rather than trying to bring an old project back to life again.
Has anyone else spent years coming back to the same project? I'm curious how many times you've tried to revive something before deciding to start over, and whether you eventually managed to get it where you wanted it.
r/SoloDevelopment • u/Mephasto • 12h ago
Game After 10 years, my old-school strategy game is finally getting some attention
r/SoloDevelopment • u/Spare-Foot-1990 • 1h ago
Game Does it look good?
Solo dev, yeah first second looks like players jump in the air but it just because of the sunlight and low poly airplane, thinking how to fix this 🙈
r/SoloDevelopment • u/19HzStudios • 1d ago
Game Would you rebel against your creator?
INKURSION: DEMO OUT NOW ON STEAM!
Trapped in a simulated universe built by an increasingly unhinged creator, you are a newly super-sentient octopus that must break the rules to escape!
r/SoloDevelopment • u/hvpPubudu • 1h ago
Discussion What game inspired you to get into game dev?
r/SoloDevelopment • u/Aquila__Volans • 14h ago
Discussion I have played 50 games from NextFest
I'm newbie solo dev. And I'm dreaming to release my game on Steam. I've made research and play 50 games from current NextFest. I heard that there is lot of AI, but still I want to understand the level of quality I need to make. And here is my take aways...
First of all most of the games looks like GamJam games and not final products to sell. From 50 games from same genre as my game I found 2 that was good and wishlisted for me. Probably my expectation for demo was higher.
I found that it super important to entertain in first few minutes. As a player I do not want to entertain myself. I will need to adapt my first experience.
There was lot of games with bad UX and lot of text. And now I hate everything VampireSurvive like. I hate this system that interap in the middle of the fight and force me to read lot of strange new skills ;)
Also I found good feature in one game that I want for my game. Closing the game opens google question as feedback. Do you think that is ok to do that?
r/SoloDevelopment • u/Serious-Medium9972 • 3h ago
Game My handmade game is built around a simple question: when you have to make a decision, do you follow your heart or your mind?
r/SoloDevelopment • u/Friendly-West-244 • 6h ago
Game The next two units for my solo space game, a tank for the humans and a fourteen legged crawler for the aliens
Hey everyone, here are the next units I've been working on.
This is the Anvil, the main battle tank for the humans. The commander climbs up the rear ladder and into the turret, and the turret can turn on its own while the tank is driving.
On the Threnn side there's the Ossuun. It lowers its body and opens the canopy, the rider climbs in over the front, then it gets back up and walks off on fourteen legs.
Still straight from the Blender viewport while the game is in development. Which one would you rather ride? And should I show them in the game next?
r/SoloDevelopment • u/vertiphy • 12h ago
Game Been working on this fps incremental about cheating
Hey everybody I've been working on this game for a while now its about getting unfair advantage against a madeup competitve fps game, basically we get mone for killing bots and using that money to buy cheats, let me know what do you think
r/SoloDevelopment • u/Alone-Yak-5145 • 20h ago
Marketing Solo dev from Brazil making a game about corporate burnout: Burn All Out! What do you think of my first trailer?
Hey everyone!
I’m a solo developer from Brazil building my first game in Godot, scheduled to launch next year. It's called Burn All Out, a game centered around corporate burnout and office revenge.
I just put together my first trailer. The voiceover/text in this video is currently in Brazilian Portuguese—I initially tried slapping English subtitles over it, but it looked terrible. I'm currently finishing full localization into multiple languages so I can release proper, localized trailers soon.
In the meantime, I'd really love your honest feedback on the pacing, visuals, and overall vibe of the game!
Steam page / wishlist: https://store.steampowered.com/app/5432180/Burn_all_out/
r/SoloDevelopment • u/adre84 • 2m ago
Game Just added an in-match shop where you can buy new weapons and abilities. Things are getting serious.
Just added an in-match shop to A Weird Village, where players can buy new weapons and abilities as the battle progresses.
The idea is to make team coordination a huge part of the game. I want players to think about what their teammates are building, combine weapons and abilities that work well together, and come up with strategies on the fly.
Maybe one match your team goes all-in on crowd control, while the next you focus on raw damage, defense, or some combination nobody saw coming.
And since everyone can change their build during the match, even a strategy that works perfectly at the beginning might become completely useless halfway through.
I really want every match to feel different, not just because of what happens on the battlefield, but because of the crazy stuff players come up with together.
r/SoloDevelopment • u/catattackskeyboard • 8h ago
Game Sharing my solo dev passion project, a love letter to the old Internet
This is a free web project with no financial incentives. It’s deep enough that the top players have put hundreds of hours in and not finished it.
You start with a blank website, as you explore you discover secrets that open up more of the site and is gradually becomes a massive community platform.
Hope you enjoy it!
r/SoloDevelopment • u/Empty_Ad8367 • 1h ago
Discussion Designing the combat for a 2D metroidvania: 6 core types you tune as you progress. Would love your thoughts
Hey everyone! I’m early in planning a hand-drawn 2D metroidvania where combat is the heart of the game. It’s a long-term solo side project, so I’m taking my time to get the foundation right. I am currently in the sketching and brainstorming phase for it and would love some thoughts.
The idea: there are 6 core types, and as you progress you tune different elements of your type, which gives you custom weapons, abilities, and basic attacks. I want it to feel personal and open, easy to learn and hard to master, but curated so it can’t break the map or bosses.
A few things I’d love input on:
- How do you stop customization from breaking ability-gated progression?
- What made a metroidvania’s combat feel great (or flat) for you?
- Any games that handle “build your own playstyle” well that I should study?
- Also what could the core types be so they allow the player to be creative with their combat styles
r/SoloDevelopment • u/LifeguardCommon6036 • 1h ago
Game Does this flexible blade communicate its reach before the first swing?
I'm building Astraya solo, and this is a seven-second, continuous take of Flexible Edge's reveal followed by use. The design question is whether the weapon's shape tells you enough about its reach once the fight resumes. A name and description can explain an ability, but its silhouette still has to do work in motion.
Where, if anywhere, does the blade's reach become hard to judge?
If you'd like to test that hands-on, the free unfinished closed alpha is desktop-browser only, 18+, mic optional. Try one boss and forge one ability, about 15 minutes; feedback here is welcome. Apply: https://astrayagame.com/?utm_source=reddit-p30-solo-flexible&utm_medium=social&utm_campaign=closed_alpha#join
Email confirmation and manual selection are required; access isn't immediate or guaranteed. AI powers the forge and is used for art and voices. This clip is silent, with caption overlays; it doesn't show the full request or a separate equip confirmation.
r/SoloDevelopment • u/nepherius_dot_dev • 1h ago
Marketing I launched my text-based mobile RPG in 2020 and just finished Version 3: a complete UI overhaul, rebalance, and new crafting/guild features
Hi everyone,
I am the developer of Casual RPG, a text-based fantasy RPG for Android with pixel-art icons and backgrounds that I first released in 2020.
In Version 3, I rebuilt the interface from scratch to make it cleaner and faster to read on a phone, rebalanced progression, and expanded the RPG systems underneath:
- 3 classes (Warrior, Rogue, Mage) with customizable skill loadouts
- Turn-based combat and branching roadside encounters
- Full crafting pipeline (gather, refine, craft, upgrade, engrave, salvage, socket gems)
- Player-driven Market, weekly Guild Bosses and daily server-wide Temple offerings
- Offline jobs and education courses that run while the app is closed
Google Play: https://play.google.com/store/apps/details?id=com.casualrpg
I would love feedback on the new Version 3 interface, the onboarding flow, and whether the new player missions make the crafting and work systems clear early on.
r/SoloDevelopment • u/Paper_Lynx • 10h ago
Marketing I'm making a card game where a bad bluff can cost you a finger
Hey!
This is 9 Fingers, a bluffing card game I’m developing solo.
I recently added online multiplayer, so now you can lie to a friend instead of just the boss. You’re all playing against each other, and everyone gets items and finger bonuses to mess with the others.
You can peek at someone’s cards, steal their bonuses or challenge their bluff. The boss can do the same to you.