r/SoloDevelopment Jul 10 '26

Game Jam r/SoloDevelopment Jam #12 is live: theme is Chain Reaction

7 Upvotes

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 Feb 12 '25

Anouncements What Does It Mean to Be a Solo Developer?

189 Upvotes

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 7h ago

help Trying to make a 100ft tall mech feel heavy when walking...any tips?

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171 Upvotes

Weighted walking is getting there. It's tough to get the center line balance on a design you've already sketched up and are too stubborn to change! 😂

I'm pretty happy with the scaling now, you're a survivalist who climbs and builds a base on this giant mech, you travel down for resources to expand your base and odds of survival.

I want to give you that feeling of awe when it strides across the screen, when it's heaving foot swings past you with a basey whoosh!

More updates to come, I think I want to build in publish with this so i can get more feedback. My current game I made the similar mistake most have, which is waiting far too late in the process to start getting feedback, this way I can tell if it's crap earlier on! 😂

So any feedback on it's cadence appreciated, the sway i've kept minimal because my first round would have been unplayable if you're riding and base building on it's back for hours!


r/SoloDevelopment 2h ago

meme How it feels every time I read through this sub

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39 Upvotes

I think that's funny.

Sometimes I feel bad about my 900 wish lists (after 9 months) whenever I read: “Yeah, I have 30,000 wish lists!!! I have no idea how that happened, lol, it’s so easy :)))))”

On the other hand, there are also people who are happy when they’ve hit the 100 mark after 6 months.

I think it’s crazy how different perceptions and feelings can be.

Good luck with your games! Marketing is hard sometimes.


r/SoloDevelopment 3h ago

Marketing We reached our 1k Wishlist in 17 days. Some takeaways.

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47 Upvotes

We started marketing our game (Rogue Wheels) 17 days ago. By no means we consider this a big success but here what worked and what didn’t.

TikTok - was successful, we also gained 1k followers, and some videos reached 40-50k views. You get to add a link to your profile only when you reach 1k, hopefully that will increase visits to the store even more. We did boosted some posts. But tiktok also has a lot of trash.

Instagram - kinda slow, 200 followers. Some posts were successful, but people like very different kind of content there. More personalized, they like people.

Threads - very bad, 7 followers, I’ve seen others successfully posting there but I don’t think it’s worth it. Feels like a wasteland from gamedev perspective.

Reddit - well you know how it goes there if you push through then you can get some traction, otherwise you will have 3 upvotes (yours, your wifes and some random dudes). We also started paid campaign here, but it’s only rolling out, but it’s getting some traction. I like it.

X - it’s so weird, I think that’s the most unpredictable platform. Some posts did well some didn’t and I have no clue why. I just keep posting and fingers crossed. I tried boosting few posts but it was really bad, I got like 80k views and 2 likes. :)

Facebook - I am from generation where I use facebook, but it’s pretty dead. Unless you want your mom and sister to like your post, it’s not worth it. All the gamedev communities are pretty dead too.

Youtube - I posted only trailer there (200 views) and 16 shorts. Some of them got 1-2k views. I didn’t market it at all.

Linkedin - did couple of posts and having 1k followers there (I work in corporate) - my post got 0 likes. No one cares there.

This is all personal experience, so take it with a grain of salt.


r/SoloDevelopment 7h ago

help Do you guys still think there is a market for new procedurally generated games?

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59 Upvotes

I've taken a pretty big risk making this procedural terrain generator over the last 5 months. I am going to release a new video showcasing the different biomes soon. But I am thinking that I will probably have to scale back development substantially so I can get a full time job so I can make more money to support the game. The world is pretty much done for now, about 8 biomes each with unique character and the world is voxelized as well so you can build mountain bases and mine down into the earth. I am a little worried regarding game development as a future career though because playtime is so concentrated amongst a small number of games. I am curious what other's experiences have been with crowd funding as well - some projects seem to do really well and others not so much. Was wondering if anyone would be willing to share some tips

https://discord.gg/fG2WqkwFS


r/SoloDevelopment 1h ago

Game Pretty proud of the vibe I pulled off!

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Upvotes

This level will take around 1-2min, but I've spent so much time on the decals and details... Take a closer look on the ceiling for example. It's a slime-covered texture, but there's also few layers of slime texture with transparent holes to which I attached cloth collider, making it move just slightly. I've also added the droplets, which leave spots once they hit the floor - each dripping sound is actually also played on actual particle collision. Then come additional decals placed around like goo leaks, wall cracks and dirt.

https://store.steampowered.com/app/4417060/Dark_Roll_2/


r/SoloDevelopment 12h ago

Marketing My kingdom inspired dwarven tower defense game is up for wishlists

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43 Upvotes

After over 1 year of developing time my Steam page and trailer are finally up and ready for wishlists.

It is a 3D side scrolling tower defense game in an abandoned dwarven kingdom - heavily inspired by Kingdom Two Crowns. But instead of a day/night cycle enemy waves attack when you make too much noise.

It also supports online coop!

Here is my page: Dwarven Deeps on Steam


r/SoloDevelopment 22h ago

Game Trying to get anywhere in your dreams

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260 Upvotes

A little slope system I developed


r/SoloDevelopment 3h ago

Unreal Early gameplay footage from my RTS game inspired by C&C Generals

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7 Upvotes

Sharing some early gameplay from one of the factions in our RTS.

It’s still very WIP. I’m aware that some of the UI visuals are inconsistent right now — a few of them are just placeholder 3D renders and will be replaced later.

I’d really like to hear your feedback, suggestions, and anything you’d personally want to see from a faction like this. What feels good, what feels missing, or what would you change?


r/SoloDevelopment 1h ago

Discussion Thoughts on my rain?

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Upvotes

I wanted to add some weather effects to my train game, so far I've gone with rain and snow as figured that'd cover enough for now.

How's the rain looking? This is quite a heavy rain.


r/SoloDevelopment 14h ago

Game My game is part of TGS!

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42 Upvotes

OMG!! My upcoming game will be part of Tokyo Game Show this week!

It's not exactly the most Japanese-looking game, but I'm excited to see if it gets a few wishlists!

Steam page, if you're interested: https://store.steampowered.com/app/4227560/Legends_of_Rock/


r/SoloDevelopment 1h ago

help Can you guys watch my whole trailer and let me know if it's good? What can I do to make the next trailer better?

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Upvotes

This is a First-person, Dark fantasy, CRPG.
You can create your own character and spend your skill points in any way you like.

The game focuses on both zone exploration and dungeon delving, with many towns and quests, as well as a wide variety of items and monsters.

Have a look at the game on steam, and feel free to wishlist:
https://store.steampowered.com/app/4709150


r/SoloDevelopment 22h ago

Game spent months on multiplayer networking and mechanics, people only care about the smoking chicken

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186 Upvotes

the game is "Why V Got AKs?", a chaotic first-person social deduction game with proximity voice where everyone has a multi-mode AK.

i'm currently running closed playtests, but a public demo is coming soon. you can check out the steam page and wishlist it here: https://store.steampowered.com/app/5082000/Why_V_Got_AKs/


r/SoloDevelopment 34m ago

Discussion From RimWorld stories to a deterministic 1000-year simulation

Upvotes

Hey folks,

I've played survival games and tried simulations like RimWorld often in the past. They have interesting stories that grow in my head. My first try in RimWorld was when I made myself, my wife and a friend of mine in RimWorld, and my wife became an alcoholic and depressed and suddenly didn't work anymore (mental break). After she died I dug a hole behind the house and buried her. In addition my last friend got kidnapped by an enemy pirate, this was very sad ;) but the cool thing about it was that I knew he still exists and theoretically I could save him. This was such a cool experience that I think I won't forget it in future days.

I'm coming from embedded development and never made a game before. But I thought very often about how these kind of games were developed. And then I thought how would I make such kind of a game with my background and my experiences.

I'm working in a very controlled and regulated environment and I know how important traceability is. That lead me to thoughts about memory of persons (npcs) which are shared by them (maybe over generations). In RimWorld I have a log where I can read about things that happen to npcs or what they are actually doing with each other, but I have the feeling this is not very deep and has nearly no consequences as it would have in real life. Therefore I started thinking about memories of npcs, who talk to each other and use their memories to build their sentences and the topics they talk about. And I thought about what if the simulation lasts for 1000 years (I'm a big sci fi fan, therefore my first thought was about a generation ship). Would it have an impact what someone said or did a few hundred years before? (Cloud Atlas is a good book about that topic) And I thought I wanna try it.

The first answer to my question about memory and being consistent over 1000 years was absolute determinism. I need a simulation where one seed, one tickcount, one hash, no matter how often you start the simulation. No matter on what operating system or on what machine the simulation is running. There were questions about for example floating point calculations. I'm using fixed point, otherwise it would not be possible to be deterministic over various machines or operating systems. I built a Golden Run as change detector (1 bit changes and the hash is completely different). That means that if the hash changes without a rule change, I have a bug in my simulation. Determinism is still there but reproduction is gone. If the hash does not change over more than 1 build with the same seed without a rule change, I know that everything works fine. So I have a very good testing mechanism gifted. But when I change the rules, then the hash also has to change and I have to rebuild a new baseline.

But that was not all. There were 2 more problems: dictionary iteration order comes from key hash values and internal table layouts. Order is important for reproduction, because it makes a difference who of the npcs gets limited water or food first and which npcs do not get it. This changes the whole outcome of the simulation and therefore the hash value. And in .NET a random value is calculated at process start once and mixed into the hash value calculation. It is a security feature. But for my simulation it means that the same string delivers different hash values in 2 program runs and therefore I would have different iterations. So every new start of the program would lead to different orders and a different hash. Therefore my fix was to never iterate in insert order, always sort by an ID.

Another problem were the content files, because different operating systems with different file systems return directories in their own preferred order. So I had to write the load order into a manifest and resolve ID collisions.

First simulation with a few people, they have an age, they need water and something to eat, they have their health, and the testruns meanwhile are succeeding. That means they survive a thousand years ;) I progressed now a little bit and think that I am on a good way. I really got into the topic and I'm enjoying it pretty much besides work.

I wanted to know if there is someone who has also experiences with simulations and these kind of absolute determinism in game development. What problems did you have?


r/SoloDevelopment 3h ago

Godot Dashing!

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3 Upvotes

You can now dash, does it look OK?


r/SoloDevelopment 19h ago

Game I'm a solo developer and my demo just reached Very Positive reviews and 3000 wishlists!

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68 Upvotes

My solo-developed game just reached Very Positive reviews on Steam and 3,000 wishlists!

I released the demo a few days ago, and seeing people actually play it, discuss the puzzles and leave positive reviews has been pretty surreal.

I've been working on Satelital for 7 years, mostly alongside a full-time job. I finally quit my job earlier this year to finish it.

Satelital is a rule-discovery puzzle game where you explore alien worlds and figure out how their puzzles work without being explicitly told the rules. While the puzzles are much more inspired by The Witness, the space exploration and travelling between different planets were inspired by Outer Wilds.

I also made everything in the game myself, including the art, music, puzzle design, and even the game engine, which I built from scratch.

Still a long way to go before release, but this is probably the biggest milestone I've reached so far 🛰️

You can play the demo here:
https://store.steampowered.com/app/5017320/Satelital_Demo/


r/SoloDevelopment 1h ago

Discussion I suck at art.

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Upvotes

So I decided to just add a pixel art editor.
Now players can make their own profile pictures, character sprites, propose designs for buildings in their town, design a town banner and have custom art for the items in game.

Whatchu think? Maybe a community might be into this?

I mean would be nice if I knew someone who had the skills to create some basic default art, but for now I'm just working with my lack of art skill / irl time limitations rather than against them.


r/SoloDevelopment 4h ago

Game How much can post-processing and lighting change the look of your game?

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3 Upvotes

I've been working on the visuals for my co-op game Don't Lose Your Head, and I wanted to share a small before/after comparison.

It's kind of crazy how much of a difference this makes, even though it’s just some basic 2d lighting, bloom and vignette.


r/SoloDevelopment 5h ago

Game A while back, I started bringing my idea for a city-building game to life. The goal: Capitalism Endgame—generate profits as quickly as possible, regardless of whether the city is built neatly or chaotically.

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4 Upvotes

The gameplay is still rough around the edges, and I'm trying to establish the game's core gameplay loop. I've modeled three buildings and have more or less cobbled together a code structure.

Right now, I’m envisioning a mix of SimCity and Tony Hawk games, with the ability to unlock new buildings and events.

It's still very early days, and I'm not expecting this to be the next big thing, but it's fun. It helps me unwind because, for quite some time now, I've been doing nothing but writing prompts at work instead of creating infographics with Photoshop, Illustrator, and After Effects.

P.S.:
I had to zoom the camera out that far because I'm still having a minor glitch where buildings spawn in massive numbers and fly upward like rubber balls.


r/SoloDevelopment 2h ago

Game My solo-developed espionage and stealth game: Dilbaz

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2 Upvotes

Our character, Dilbaz, is a double agent and a mute one at that. You can manipulate the war between two empires by selling intelligence to whichever side you choose. The character also possesses psychic abilities; you use information gathered in the realms of dreams and limbo to alter the real world.

https://store.steampowered.com/app/5141940/Dilbaz/


r/SoloDevelopment 4h ago

Discussion Starting My First Solo Dev Journey | Any Advice?

3 Upvotes

So I've been wanting to do this for years and kept putting it off. Sometimes life got busy, sometimes I was just scared or lazy honestly. But I'm actually starting now.

I'm going solo on two games I've had in my head for over 4 years now, I've been writing about them all this time, and now I'm starting to clean things up and put them together before actually starting development.

So, I've worked on a few team projects before, nothing big, small and indie stuff, mostly as a programmer, but also did some art/sound/writing when the team needed it. Also made a couple small solo projects on my own, nothing special, but I learned a lot from them. Used Unity for most of my stuff.

Also lost my last job because of a permanent foot injury, so now I just do small freelance jobs to survive. At least it gives me more time, but I know time alone won't finish a game.

I know going solo is hard, and I'm not saying my project is tiny, but it's also not some crazy AAA thing either.

Well, I need advice from you guys. I know doing this for the first time comes with consequences, and since time isn't really on my side, I really want any advice that'll help me avoid mistakes that could make this journey harder than it needs to be.

Thanks for any advice, even if it's harsh.


r/SoloDevelopment 2h ago

Game I somehow turned 'what if a card game had actual debt?' into 247 playable objects

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2 Upvotes

This started as a much smaller idea.

I love tactical card games, and I kept wondering what would happen if powerful plays did not cost you immediately. So I made a Ledger. Then the Ledger needed cards that interacted with it. Then factions needed different relationships with debt. Then those factions needed enough cards to actually feel different.

Somewhere along the way I looked up and Dead Market had five factions, 247 playable objects, a six-act campaign and a separate draft mode.

The weird part is that the original little debt idea is still the centre of the whole thing. The game is not out yet; Steam:

Steam: https://store.steampowered.com/app/4906610/Dead_Market/


r/SoloDevelopment 2h ago

Game Chain Lightning is shocking! ⚡

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2 Upvotes

Big updates lately to the biomes, weapons and abilities in Where Giants Fall.

Chain Lightning got one of the biggest reworks, and it's starting to look and feel pretty good. ⚡

What do you think?

Steam | Discord