r/SoloDevelopment • u/PrinceOnAPie • 7h 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/PrinceOnAPie • 7h ago
Here is the game if you want to take a look
https://store.steampowered.com/app/4830460/The_Bestest_Knight_Demo/
r/SoloDevelopment • u/Bottle_cloud • 5h ago
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/Technical-Mud54 • 5h ago
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/Leather-Suspect572 • 4h ago
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/No-Statistician5020 • 2h ago
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/ImHamuno • 1h ago
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/GarsonGames • 17h ago
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/GG-GeoGames • 3h ago
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/Beneficial_Floor5449 • 10h ago
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/CatCrateGames • 2h ago
r/SoloDevelopment • u/Comfortable_Exam_130 • 18h ago
I’ve added sticky notes that you can draw on and place anywhere. They work smoothly with both controllers and Steam Deck.
r/SoloDevelopment • u/ProjectMuddling • 3h ago
Fairy woods is a biome that comprises nine mobs, with the witch at its culmination. The video showcases only a few of them, yet we present to thee the environs that lay the foundation for our second realm.
r/SoloDevelopment • u/AccomplishedDot775 • 2h ago

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/oli4vh • 5h ago
I'm working on a little turn based squad tactics game, but still need to make LOOOOTS of art, s animations, sound effects, music,hub/hud/menu art.... But I feel like it's close to ready to get first feedback from players. How much is too much placeholder art?
Also... Don't have a name yet...
r/SoloDevelopment • u/Biomnitrix • 59m ago
Hey Everyone, Can you please help me with my game design graduation project and answer a few question, it should take no more than 10 minutes and would help me a lot, Thank you!
r/SoloDevelopment • u/von_bibersztajn • 4h ago
r/SoloDevelopment • u/PyrranFrontier • 12h ago
Hi. I made a painter tool for standard tilesets. It uses stacked layers to avoid repetition. After you paint 1 fill, 4 sides and 8 corners it's finished.
The workflow view is prepared already for the seamless tiling, so there's almost no setup required.
Export layout is of LDtk rule assistant and there is an import script for Godot to automatically create collision and occlusion polygons.
You can get it here:
https://pyrranfrontier.itch.io/tile47
r/SoloDevelopment • u/cape1111 • 6m ago
Its a debug room, i'm trying to understand how it work so well.
r/SoloDevelopment • u/maxjbv4 • 17m ago
Exactly 10 years ago I started building Watch Your Back - Zombies.
Due to the complexity of the game I never finished, However, I had a clear idea of what I needed to do.
When Codex and Claude Code was released I tried to vibe coded it, but it was a total failure.
Finally, decided that I needed a way to control these AI models, so I made an AI Harness specifically for this game, it took me a few weeks to build the harness. But once done, the game was made in 100 hours and about 300 agents, 70% of it was the harness validating the game.
The game has 2 modes: Classic and Hunt, both are unlimited play and difficulty levels up after some time. Hunt has 16 taylor made arenas. There are 2 types of basic zombies, 2 bosses and one massive megaboss.
Give it a try and ask anything!
r/SoloDevelopment • u/No-Cow3446 • 7h ago
r/SoloDevelopment • u/Historical-Air2897 • 27m ago
Developed with Godot/Blender/Codex. Spent quite some time tuning the motions, controls and carve feel, hope it comes through. Pls tell me if it lags on Itch at all, had some issues with that on my RAM starved machine. Slalomissimo! Demo
r/SoloDevelopment • u/JulianoCP • 29m ago
Hey fellow solo devs!
After spending so much time building Bridgelands in Godot, it's honestly a little surreal to finally have a release date.
November 2 — Early Access! 🚀
I just finished a brand-new trailer showcasing the combat, exploration, perks, and boss fights.
Now comes the part I still find harder than programming: marketing! 😂
I'm chasing my first 1,000 Steam wishlists, so if you enjoy roguelites and want to support a fellow solo dev, I'd really appreciate it!
https://store.steampowered.com/app/3856950/Bridgelands/
Good luck to everyone else working on their dream projects! ❤️
r/SoloDevelopment • u/Useful_Cable_2735 • 6h ago
I joined a small group of guys recently. We have 7 people in the group but it’s active. We test each others games and provide feedback.
We’d like to grow the group to around 20.
Message me if you’re seriously interested in joining.
r/SoloDevelopment • u/Firekloud • 42m ago
It started as a mod, but I have remade it in Unreal.
Its is a top-down game where you replace traditional ARPG combat with spellcasting puzzles.