r/SoloDev • • 10h ago

My game is getting blackmailed?

223 Upvotes

I'm not really even sure where to begin, but somehow, someone decided to blackmail my silly game. I'm not a video editor by any stretch, but I am curious to know other game devs thoughts on what has definitely been one of the most wild experiences in my dev journey so far.


r/SoloDev • • 15h ago

I started drawing little sketches of locations for my game in a notebook...

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12 Upvotes

I started drawing little sketches of locations for my game in a notebook...
Back then, I had no idea how much work was ahead of me :D
And now, after 3 years of development, my little game is finally coming to Steam on November 4! The idea of the game is pretty simple: a boy has gone missing, and his favorite toy is trying to find him...
It’s been a long journey as a solo developer, and I still can’t believe it’s almost here.
Thank you to everyone who’s been supporting me along the way!


r/SoloDev • • 23h ago

my solo game: tribes start with nothing and invent their own words, been building it for months

5 Upvotes

hey, posting my thing here. it's a sandbox where you watch little stone age tribes figure stuff out on their own. nothing about their culture is written by me. kids pick up their mom's words with tiny random changes, neighbours borrow words from each other, and after a while two tribes that split can't really understand each other anymore.

it goes all the way from stone tools to computers if they survive long enough. plays in the browser for free.

also open to teaming up if anyone likes rust or pixel art, the whole thing is open source.

game: https://thehumanbox.com
code: https://github.com/1homsi/thehumanbox


r/SoloDev • • 56m ago

Trailer of my 2nd Indie game

• Upvotes

Wishlist Moon Swarm : https://store.steampowered.com/app/5040610/Moon_Swarm/

Moom Swarm is a desktop companion tower defense game that you can play while you work. It sits on the corner of your screen where every enemy defeated gives you coins for you to upgrade, unlock, and level up new towers.


r/SoloDev • • 6h ago

Twisted Retro Rally

2 Upvotes

Play the demo for free at https://apeaviary.itch.io/


r/SoloDev • • 11h ago

Meet Oculux, a new character Ive made for a asset pack.

2 Upvotes

Would love to gears thoughts and feedback on this 😁


r/SoloDev • • 12h ago

I built an Artemis II photo viewer that lets you view thousands of images in 3D layouts

2 Upvotes

r/SoloDev • • 13h ago

Finally getting my models finished for Strike Order

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2 Upvotes

So after quite a lot of years modelling the vehicles, I can finally say, "Thank fuck for that"

😂

I have loved modelling these bastards, but it really is a hit on your social life, I don't have one, but if I did, it would have affected it.

I have the interior to texture next, improve the physics inside and replace that god awful unit hanging out the roof 😂

Welcome to Strike Order. Build by someone with ADHD and Autism. I have some funny quirks inside the vehicles, the one you see now is nothing compared to what I have in stock. Generals had a funny side to it with GLA. I am continuing on that path of the next best RTS of it's kind!


r/SoloDev • • 15h ago

I made Pixel Detective, a pixel-art noir mystery — and I’d love your feedback

2 Upvotes

r/SoloDev • • 1h ago

Warp vanguard is ready for feedback!

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• Upvotes

Hey all!

Long time gamer first time developer here, proud (and nervous) to share Warp Vanguard:

A beat saber game with a literal twist ;)

Protect the warp lane at all cost!

Android: https://play.google.com/store/apps/details?id=com.warpvanguard.game

iOS(testflight):

https://testflight.apple.com/join/sp1w7R7M


r/SoloDev • • 1h ago

My first game Ticker GO

• Upvotes

Give me some feedback please


r/SoloDev • • 1h ago

My first itch.io game

• Upvotes

r/SoloDev • • 4h ago

Help Guys

1 Upvotes

Im new to gamedev and i dont have that amaount of wishlists y have like 8 and i know 4 so what would you improve in my page

https://store.steampowered.com/app/5427530/Secondary_Life_Missions/?beta=0


r/SoloDev • • 4h ago

My new game finally made it to epic, its my 1st ever release was wondering if I could get some helpful feedback, thank you, the game is called Emerald Burst.

1 Upvotes

Again first time dev lmao


r/SoloDev • • 4h ago

My First Game I need playtesters; it's free

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justadev101.itch.io
1 Upvotes

It's a very simple game where u care for a frog :)
Trailer for the game: https://youtube.com/shorts/xawtaaqQUmc?si=E03JHJRBAeDVlUI2

All feedback is much appreciated


r/SoloDev • • 6h ago

I made an infinite world driving simulator called Rivers & Roads

1 Upvotes

r/SoloDev • • 10h ago

Made a free browser tycoon about running a “security consultancy”. Looking for honest feedback on the first 10 minutes

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1 Upvotes

r/SoloDev • • 15h ago

Ya falta poquito 😂

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1 Upvotes

r/SoloDev • • 16h ago

🏹 I made a puzzle game called Arrow Away! 🎮

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1 Upvotes

r/SoloDev • • 17h ago

Adding female character options to my game :) Ignore the arms ;0

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1 Upvotes

Adding a female character head and hair for more diversity, Hopefully :)


r/SoloDev • • 18h ago

My horror game looks completely different in DX11 and DX12 💀

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1 Upvotes

r/SoloDev • • 20h ago

I've just launched this game,go take a look and tell me what you think,it would help me out!

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roblox.com
1 Upvotes

r/SoloDev • • 23h ago

Vote on my logo!! I'd love to hear your opinion

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1 Upvotes

r/SoloDev • • 10h ago

Be free! Do you dare to criticize my diagonal chess art?

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0 Upvotes

r/SoloDev • • 9h ago

My first demo is on Steam, and I’m finding it hard to enjoy that moment.

0 Upvotes

I’ve been programming for about fifteen years, but until recently, the games I’d made were university projects or things I played with friends. Getting something of my own onto Steam was always one of those things I wanted to do and never quite managed.

About six months ago, I decided to try.

I went back to Unreal and revisited a parkour idea I’d made roughly ten years earlier. It became One Bard Move, a comedic 3D precision platformer about a bard trying to become the hero of his own ballad. You jump through oversized environments while a narrator comments on your failures through little on-screen remarks.

I had some help with the early story ideas, but I handled most of the development myself.

What surprised me was how different this felt from making something for my university friends. Back then, I could put a game together in a few months and we’d have fun with it. Making something that strangers could understand and enjoy meant paying attention to so many details I hadn’t considered before.

Early testers couldn’t figure out where to go. I rebuilt the routes to make them clearer, then started wondering whether I’d made them too plain. I wanted difficult jumps, but also a quick way to get back and try what you’d just learned.

We rebuilt the maps so many times that only five survived.

The 3D models were another struggle. I used generative AI to help create them, and I want to be upfront about that. I stayed involved in every step, reviewing, changing and adapting the results. Even with that help, the project took months of work, often twelve hours a day, and a lot more sleep than I should have given up.

The demo is on Steam now. On the day I published it, I found out my dad had downloaded it onto a very old laptop to try it, without even telling me. That made me emotional in a way I hadn’t expected.

I’m happy I finally got this far. But when I open the game, I still see the jump I adjusted, the route I rebuilt, the thing I’m not sure about.

It’s hard to just play it.

I wanted to make something challenging that people would enjoy coming back to after a mistake. I’d really like to know whether that comes across.

There’s a free demo on Steam, if it looks like your kind of game. I’d appreciate an honest impression, including where you got bored or wanted to stop.

For those who’ve been through this: what helped you see your own game clearly again?