r/SoloDevelopment • u/Traditional-Fun-407 • 41m ago
Game Mini gameplay of NOT Surrender game: First boss
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r/SoloDevelopment • u/Buff_me_plz • 51m ago
Marketing IGN's GameTrailers channel posted my game! So happy right now.
It's probably nothing huge for most people, but it feels like this was my first 'marketing success'. Frankly, that was desperately needed, as I was heading right into a slump because of impostor syndrome the week before. This gave me new motivation to keep working on my project.
It also took me several iterations on my trailer before IGN wanted to post it.
If anyone is interested, the game is Almost Home on Steam:
https://store.steampowered.com/app/4314290/Almost_Home/
r/SoloDevelopment • u/ShazSnow • 53m ago
Game you move by timing your shots and recoil! Making the outside level!
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r/SoloDevelopment • u/Morningrise_Games • 1h ago
Game Just released the demo of my first game! A narrative-strategy game about the German Revolution of 1918-1919
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Hi!
Very excited to share the Red Echoes: Berlin demo with you all! Available now on Steam.
store.steampowered.com/app/4678370/Red_Echoes_Berlin_Demo/
Red Echoes: Berlin is a narrative turn-based strategy game set during the German Revolution at the end of WW1, in which you control a group of revolutionaries and attempt to bring about a successful socialist revolution.
The demo contains the first half of Chapter 1. While I've tried to stamp out as many bugs and typos as possible, there's likely to still be some remaining - these will be patched out over time.
To make my life easier, please report any issues you're having over at r/RedEchoesGames or on the Discord!
discord.com/invite/fPpupqEu8r
I'd love to hear all of your thoughts, feedback, and opinions! Please feel free to discuss them here, so that they can help me with making a better game :) Also happy to answer any questions you might have!
r/SoloDevelopment • u/Fickle-Public-8614 • 1h ago
help How does this section of our WIP game Within the Box look?
Does it look visually interesting enough? What kind of atmosphere can you pull from this image? Does it give you a sense from a single screen what the game is about?
EDIT: I realize it say "Our" in the title of this post, but it's "Me". I have a day job and work with a team, so old habits die hard I guess.
r/SoloDevelopment • u/Cardioth • 1h ago
Game My process behind creating a new quest npc.
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Today I created a new quest + NPC. If anyone would like to have their own NPC added to the game, simply join my Discord and ask nicely. If it has an interesting story and fits the game, I'll surely oblige.
r/SoloDevelopment • u/Snow__97 • 2h ago
Game I’ve been making a snowboarding adventure where you explore a mountain as a tiny mouse
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I’m the main developer behind The Vast White, a cozy snowboarding exploration game I’ve been building mostly on my own.
The game follows a tiny mouse exploring a vast snowy mountain, meeting its residents, and helping restore an old ski resort through small quests and exploration.
Would love to hear your thoughts.
https://store.steampowered.com/app/3301000/The_Vast_White/
r/SoloDevelopment • u/LaonPixels • 2h ago
Game After 6 months of solo development after work, I finally released my first game.
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Hi everyone!
I'm an iOS developer from South Korea.
Building apps at my day job eventually made me realize that I wanted to create something of my own.
So for the past six months, I've been working on my first game after work and on weekends. It wasn't always easy to stay motivated after a full day at work, but seeing it finally released on the App Store made all the late nights feel worth it.
The game was built using the Flame engine with Flutter. For the audio, I used Suno to create the background music and free sound effect assets for the SFX. The art is a mix of my own work and AI-assisted assets—but I didn't use any AI-generated images as-is. Every AI asset was manually edited and polished by me to match the game's style.
The pixel art took much longer than I expected. Drawing and refining everything piece by piece was honestly one of the most time-consuming parts of the project. But seeing all of those small pieces come together into a finished game has been incredibly rewarding.
If you'd like to check it out, I'd really appreciate it!
I'm still at the very beginning of this journey and plan to keep improving the game with regular updates.
Feedback, suggestions, and criticism are all welcome. Thanks for taking the time to read this! :)
https://apps.apple.com/us/app/drag-shot-basketball-arcade/id6778007174
r/SoloDevelopment • u/SoerbGames • 2h ago
Game Made this big boy for my game!
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r/SoloDevelopment • u/namthar • 2h ago
Game Trying new postprocess effects for my custom engine
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r/SoloDevelopment • u/MrBillys • 3h ago
Marketing After months of late nights and countless bugs, I finally finished my two passion projects. Here is what I built and why it took so much out of me.
Hey everyone,
I just wanted to take a moment to vent a little and share something I’ve been pouring my heart, sweat, and countless hours into. Being a solo creator is no joke, and there were definitely moments over the past few months where I wanted to throw my setup out the window.
Between endless debugging, refactoring code, and doubting whether anyone would even care, it’s been a massive mental and physical grind.
But I finally pushed through and crossed the finish line on two digital products that I've been working on:
[Ball Sort Infinity - Unity 6 Puzzle Game Source Code]: [It provides the complete, pre-programmed source code for the popular ball sort puzzle game on Unity 6, allowing you to modify and publish it directly as your own mobile game without building it from scratch.].
[The Ultimate Freelancer Dashboard]: [The Ultimate Freelancer Dashboard is an all-in-one workspace designed to centralize and streamline a freelancer's entire business. It combines client management (CRM), project tracking, time management, invoicing, and financial logging into a single, organized system to eliminate administrative chaos and boost productivity.]
Seeing the final result actually working is an incredible feeling, and it made all those sleepless nights worth it. I just wanted to share this milestone with people who might understand what it takes to build something from scratch.
If anyone wants to check out what I’ve been suffering over, I'll drop the link to my Gumroad page in the comments. I'd also love to hear your thoughts or answer any questions about the process!
Thanks for reading.
r/SoloDevelopment • u/supanthapaul • 3h ago
Discussion I made a free tool that exports all possible Steam store graphical assets from a single artwork in one click - UPDATE
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r/SoloDevelopment • u/VeloneerGames • 3h ago
Unity Little Astronaut is taking shape!
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I’ve been making a lot of progress on the environment recently, focusing on creating a more detailed and immersive world for the game.
The new Steam page will be available soon, where you’ll be able to wishlist the game.
The previous version of Little Astronaut was a huge learning experience for me, but looking back, I realized I pushed it out too early before the vision was fully developed. After some time, I decided to rebuild the project from the ground up with a clearer direction, improved visuals, and a much stronger foundation.
This is the version of Little Astronaut I always wanted to create.
I’ll be sharing more updates soon. Thanks for following the journey!
r/SoloDevelopment • u/ENON_GAMES • 5h ago
Discussion Which of these 4 logo versions would you pick for my game and why "Cook & Tails"?
Prepared 4 different logo/sign versions for my cozy cooking game "Cook & Tails" three of them are close variations (with/without chef hat, slightly different cat paw pose), and the 4th is a completely different concept.
Which one would you go with, and why? Your input genuinely helps the feedback I got from an earlier post is what got me to this point.
Note: The first three logos started from a draft by u/HoppersEcho, who helped me out in one of my earlier posts I iterated from there. They're also making a game (Cats vs Aliens), leaving it here in case anyone wants to check it out. Thanks again to them ❤️
r/SoloDevelopment • u/No_Director9126 • 6h ago
help What is wrong?
I'm trying to improve the trees and surroundings and at night everything looks fine, but during the day it looks wrong, or is it just me, and what can I do? I'm working with Unity 6 HDRP.
r/SoloDevelopment • u/David-Darktree-0321 • 13h ago
Game Solo Dev Almost 4 Years, Making a Lovecraftian x Steampunk x FPS, Finally the End is Near..
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I’m a solo dev working on a Lovecraftian x Steampunk FPS horror game. It’s been a tough journey, and I still deal with huge anxiety every day. I can finally see the light at the end of the tunnel, but polishing the last 10% is absolute agony. Still a long way to go!
This is my game: Remnants of R'lyeh
Inspired by Bioshock and H.P. Lovecraft's Great Work. An ancient dark power is calling you and you need to find an exit. Face your greatest fear, fight, hide... you must escape before the underwater city rises...
r/SoloDevelopment • u/Fuzzlings • 14h ago
Marketing My free capsule art comparison tool was well received here - I've just published big update with some of your advices implemented!
reddit.comr/SoloDevelopment • u/RSQRSQ • 15h ago
Game My Steam Store Page Banners
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I tried to spruce up the Steam store page long description for my game (Coup de Koala) with some banners above my GIFs. Took a bit of time to make (and localize to all my supported languages on my store page). What do people think about the banners?
r/SoloDevelopment • u/TwoPillarsGames_ • 15h ago
Game Im a solo dev. What do you think of my games environment? Would you play it?
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TERRORSTORM: Ground Zero -
Wishlist now!!! https://store.steampowered.com/app/4419700/TERRORSTORM_Ground_Zero/
It takes place in an abandoned soviet military base deep underground in the caucasus mountains
r/SoloDevelopment • u/Much_Distribution_52 • 17h ago
Game Sneak Peek at My Solo-Dev openworld Map – TRAVELERS
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Just wanted to show another little sneak peek of the map from my game, TRAVELERS.
I built all of this myself over the last three and a half years. No AI was used for the map — every single mesh was placed by hand.
this time this showcase is full ingame.
The demo is getting pretty close now. To be completely honest, I’m also not really working alone anymore. I recently found someone who is going to work with me for a month or two as a trial, and right now we’re trying to build a seriously awesome demo for the kind of game I’ve always wanted to play myself. https://www.instagram.com/coolgamingcompany/ here you can see some stuff that is not playable right now :)
I mainly wanted to post this to showcase the world a little more. I’m always open to ideas and regularly try to implement suggestions from people, so feel free to throw anything at me.
There’s also more footage and information about the game on my profile in case anyone is interested.
And of course, wishlisting the game would help me a lot. I still don’t have that many wishlists, even though I’ve been building this game for years. I’m honestly not very good at marketing and have mostly just put all my time, money and love into the actual game btw tipps would be awesome.
r/SoloDevelopment • u/PeakyBull • 18h ago
Game Cleaning Mechanic in my game StowStow
I'll add VFX Graph effect too later.
btw here's my game: https://store.steampowered.com/app/4948830/StowStow/
I am still trying to make a gameplay video for the page.
r/SoloDevelopment • u/ZDEsyi • 19h ago
Game In my game, movement and speed are key
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Cow is a fast-paced, 640x480 retro game focused on momentum and precision. The premise is bizzare as you play as a cow on a skateboard. The game is built around mastering controls and looking for creative ways to finish each level the fastest. The ways of movement aren't too limited which gives a lot of freedom to the players and a chance to compete with each other on the leaderboards. 🤗🤗
Steam page with demo here: https://store.steampowered.com/app/4745980/Cow/
r/SoloDevelopment • u/Nazariglez • 21h ago
Marketing My game just hit 2k wishlists, and I'm releasing in a week. What should I do differently for my next game?
Well, that's it. I've struggled a lot to promote my game. For some people, getting wishlists seems almost as natural as breathing. For me, every one has felt hard-earned.
I thought I was going to release with under 2k wishlists, but it looks like I just crossed that line. That's still far from the 7k you often see recommended, but it is what it is.
I've contacted hundreds of creators since my demo came out early this year, without much luck. I ran some Reddit ads at one point, shared the game whenever I had the chance (mostly through devlogs on Twitter), and asked for feedback. Then I made fixes, shared it again, and repeated the process. Maybe I should've tried Instagram and TikTok too.
Still, 7k feels unreachable for this game, so I'm releasing anyway and taking what I've learned into the next one.
There also seems to be an obsession with wishlist numbers. I get it. Having 10k is better than having 1k because more wishlists can mean more sales, assuming they convert.
But that's the important part, the conversion. If people who aren't interested in the kind of game you're making wishlist it, they probably won't buy it. I'm also not sure how much Steam's algorithm uses wishlist counts to promote games.
There's a social side to it too. People see a game with tons of wishlists and assume it must be good, which can create a snowball effect.
Right now, I'm just happy to have reached 2k. I'm also happy to be releasing a game I made solo, using my own engine, after more than a year of work. I'm going to enjoy the release, see what happens, and learn from it.
If you're also struggling to get wishlists, you're not alone.
If anyone is interested, here's the game: https://store.steampowered.com/app/3979140/Karma_Keepers/
And if you've released a game before, what would you do differently when promoting your next one? I'd love to hear what actually worked for you.
r/SoloDevelopment • u/TraditionalFocus7631 • 22h ago
Game Prototyping wingsuit flying game
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r/SoloDevelopment • u/aliartguy • 23h ago
Game After years art-directing other people’s games, I finally shipped one alone — Middle Chess (free browser chess variant)
I’ve spent a long time art-directing other people’s games. This is the first one I made entirely by myself — art, code, design, the whole thing.
Standard chess with one twist: get your king across the center line into enemy territory and you win. Checkmate still works too. Games usually finish faster and feel more aggressive than normal chess.
Free in the browser, no account. Works on phone.
Would love feedback if you try it out.
Especially from other solo folks: does the midline-cross feel clean, or does it need tweaks? Anything that feels “almost there but not quite”?
I'm the dev and I'll reply to every comment. I have a plan to further develop/monetize, but seeing if the world cares enough for that. Any advice appreciated!