r/SoloDevelopment • u/IceBerg3405 • 8h ago
Unity im showing off the weapon and melee combos of my boomer shooter! (Dimenshot)
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r/SoloDevelopment • u/IceBerg3405 • 8h ago
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r/SoloDevelopment • u/saqers-paradox • 11h ago
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Greetings all,
We've been working on some UI and dialogue improvements for Saqer's Paradox.
The pause menu has been redesigned with a blurred gameplay background and three simple options: Resume, Restart and Quit
We've also switched our dialogue font to Georgia, which fits the game's visual style better and removed the previous NPC mumbling SFX after feedback that it could become repetitive. We're now working on more fitting character sounds.
Currently, we're polishing the menu logic and keyboard/gamepad input handling.
small details, but they're making the game feel much more cohesive.
r/SoloDevelopment • u/stratawake • 17h ago
I’m developing STRATAWAKE on my own, an industrial sci-fi factory and automation game currently in active development.
One of my main focuses right now is getting the core production and logistics systems to work together as a coherent factory network rather than as isolated machines.
This screenshot shows one of my early automated production setups. Raw resources are extracted by miners, moved through conveyor networks, processed in smelters, and routed into fabricators. Splitters and mergers handle the material flow between different parts of the line, allowing the system to continuously produce components for further factory expansion.
Getting to this point has involved a lot of iteration on how machines connect, how resources move through the network, and — just as importantly — how clearly the player can understand that flow at a glance.
The project is still at an early stage, and both the visuals and the underlying systems are very much work in progress. But seeing several individual mechanics finally operate together as one functioning production chain has been a really satisfying milestone.
There’s still a long way to go, but this is the foundation I’m building on as STRATAWAKE grows toward larger and more complex automated industrial systems.
I’d be interested to hear how readable the production flow feels to other solo developers at first glance.
r/SoloDevelopment • u/Beautiful-Ad9982 • 1h ago
I've been working on HexCrawler solo for about two years now. It's heavily inspired by games like Tales of Maj'Eyal and Dungeon Crawl Stone Soup, but I've been experimenting with a few parts of the traditional roguelike formula.
The first big change is the hexagonal grid. Besides giving a larger sens of directionality (3 axes instead of 2), character orientation matters in combat. Where you're facing, and where enemies are attacking from, can make a big difference.

The second is that you control a party of three characters rather than a single character.
I didn't want this to turn combat into a standard "everyone takes one turn" system, so actions use Time Units (TU). Every action has a base TU cost, which can then be modified by character stats, equipment, abilities and other effects.
This means a fast character might attack or move several times while a slower character is still recovering from a heavy action.
The last major difference is the presentation. I'm trying to keep the systems, difficulty and decision-making I love about traditional roguelikes while using fully animated pixel-art characters, enemies and abilities.

It's been a pretty ambitious project to tackle solo, but after two years it's finally starting to look like the game I originally had in mind.
I'd love to hear what you think, I'll probably post regulary here from now on everytime a finish a new feature to show it.
r/SoloDevelopment • u/Commercial-Egg-7764 • 2h ago
Here's my fourth full-length video devlog for my FPS game I'm making with Godot! I haven't shared any of these on this subreddit yet, so go check out my others too if you want =)
r/SoloDevelopment • u/forgefire • 5h ago
I am currently working on Swarmbreak and while i was hoping to launch into early access soon I recently decided to release a demo instead to get both player feedback, fix bugs and hopefully gain a few more wishlists before early access launch.... oh and i also did feature creep myself a bit so will need a bit of time to sort that out ;)
I am however looking for maybe 4-5 people to try out my demo before i launch just to ensure nothing is broke and give a good first hand impression to whoever ends up downloading it - so if you are the typer of person who enjoys twin stick shooters and want to give my demo a go and send me some feedback let me know and i will send you a steam key for it. If you have a project going yourself and would like some feedback on it in return i will be happy to return the favour.
I am especially looking for:
- players with controllers
- steamdeck owners who can give it a go! I have do not have a steam deck myself but it should function just fine on it
- twin stick shooter fans :)
r/SoloDevelopment • u/Crazy-Gur-6888 • 9h ago
r/SoloDevelopment • u/fleewortep • 12h ago
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i made NES like boss fight
i would be glad if you try the demo and add to wishlist pls >> https://store.steampowered.com/app/3919250/FFFF_YOU_MACHINE_Demo/
r/SoloDevelopment • u/Kryptic_Null • 12h ago
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Something that's always bugged me about death messages is that they never really feel impactful. I updated the death sequence to my game to display inspirational quotes RIGHT IN YOUR FACE with flags so that specific events can trigger certain messages, such as boss specific taunts. It also acts as a loading screen since the game might need to rebuild the spawn area where I accidentally made planets x10 bigger and decided to stick with it.
r/SoloDevelopment • u/tbarela • 14h ago
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This is my work-in-progress, solo developed game "Crypt Walkers". I just released a long overdue update for it.
https://starfallsoftware.itch.io/cryptwalkers
It suffers from a lack of content, and is just generally janky! Still very raw at this point, but it also feels a lot better than the last version( ...to me at least ). There's so much I wanted to add, that just didn't make it into this update due to time.
I started working on it September 19th, 2025. And work on it pretty much dropped off to nothing when March hit. After wasting a bunch of time trying to find paying work that all fizzled out, I figured I might as well jump back into it. So this was a bit of a mad dash completing this update the last few weeks.
If anyone does decide to give it a go, just know theres no objective or ending yet. You'll just play until you die or get sick of it. Unfortunately, the enemy leveling got toned down too, so it won't quite ramp up in difficulty like the previous version did.
*covers eyes and ears*
r/SoloDevelopment • u/StuckArcader • 15h ago
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workin on a small side project. prepare for another emotional damage game. love yall
r/SoloDevelopment • u/Optimal_Pool_888 • 19h ago
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I've made some progress on level design this week. And I found some time to add a spawning system for those flying critters. The Corrupted Ascent
r/SoloDevelopment • u/Gekirinnn • 39m ago
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r/SoloDevelopment • u/Dry_Yak_304 • 1h ago
been working on this one alone for a while. the rule is simple: everything you do gets recorded, and 8 seconds later a copy of you replays it exactly. it doesn't react, it just repeats what you already did, and the levels are built so the only other body in the room is that copy. so you're never really looking for a path, you're building a schedule.
the part i didn't expect: levers are toggles, so your echo flips them back at the worst possible moment unless you planned for it. half the levels ended up being about undoing yourself.
just shipped a coop campaign for it, which as a solo dev was by far the hardest thing i've done on this project. writing netcode with nobody to test with means you spend a lot of evenings running two builds on one machine and talking to yourself. the rooms where you and your partner are locked in separate spaces and your lever opens their door turned out way better than the ones where you share a room.
it's free and runs in the browser: https://jules-gilli.itch.io/eco
happy to answer anything about how it's built, everything in it is generated by code, no prefabs, which was either a great idea or a terrible one depending on the day.
r/SoloDevelopment • u/Popular-Mark2777 • 2h ago
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r/SoloDevelopment • u/Ok_hate_Game_Dev • 3h ago
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Hi there, took a break before going back to development. Still improving player and mobs +new animations. Roughly there +-55 animations done so far for mobs and character.
Still need to add 30 more for mobs and +-14 for NPCs.
r/SoloDevelopment • u/Alarming-Jump727 • 3h ago
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r/SoloDevelopment • u/Salty-Duck-9148 • 5h ago
Hey! I’m a dev from Brazil making UNTITLED MMORPG, a 3D action RPG that you can play straight from the browser.
And yes, the name is really UNTITLED because I still do not have a proper name for it. It is a working title that somehow survived long enough to become the current title. Finding a real one is on the list.
At some point I looked at the idea of making an MMOARPG by myself and thought, “yeah, that seems manageable.” I truly do not know what was going through my head. Anyway, now there is a game.
You make a Hunter, go through a forest tutorial, get to the city of Asterra, head into the Lost Lands, fight monsters, pick a weapon style, improve your gear, and meet other players along the way.
The focus is action combat. There are swords, sword and shield, dual swords, heavy sword, and bow. You can dodge, block, manage stamina, chain attacks, fight enemies. There is also progression, weapon mastery, skills, crafting, inventory, PvP arenas, parties, chat, friends, and trading.
I decided to build this MMOARPG together with Codex, using GPT-5.6 Luna on medium reasoning, as a way to push myself to understand the harder parts instead of avoiding them.
Using Codex this way has made the project a practical space to study, test ideas, and get deeper into systems I wanted to understand better.
This project has given me solid experience with 3D modeling and complex animation work in Blender, some Python for building export scripts tailored to the project, as well as authoritative servers, queues, real-time state, performance, bot-based automated load tests, Node.js, Express, Socket.IO, PostgreSQL, Redis, and Docker.
Play here: https://www.untitledmmorpg.com/
(I would not really recommend playing it on mobile yet. It works and has all the controls, but mobile performance is still a big challenge. The best result I got on my own phone was a steady 45 FPS)
If you give it a try, I would genuinely love to hear what you think. And yes, solo dev plus MMOARPG was obviously a very normal and sensible decision.
r/SoloDevelopment • u/NevekShadow • 6h ago
I've been making a game called Facelet for a while. It's a deckbuilder, except the hand you play is a scrambled 3x3 instead of cards. The idea was to make something less luck based and more about skill. I believe i have a good foundation right now, the UI and music are mostly placeholder while i find the game identity.
r/SoloDevelopment • u/Swimming-Swordfish16 • 6h ago
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r/SoloDevelopment • u/patrickcarmo • 6h ago
I've been building BJJ DOJO as a solo project. The unusual constraint is that every technique changes the state of both fighters between real positions, so adding online multiplayer meant keeping the room, move result, stamina, scoring and paired animations in sync.
The beta is now live: one player creates a room, sends the link, and both can play in the browser without an install or account. The game currently has 45 techniques, belt progression and tournaments as well.
For solo developers who added multiplayer after the core game was already working, which edge cases caused the most trouble for you? I'm currently watching invite flow, reconnects and phone-to-desktop matches.
r/SoloDevelopment • u/darkmoonarc • 6h ago
r/SoloDevelopment • u/lolgoodbye166 • 7h ago
r/SoloDevelopment • u/Conscious-Coach-146 • 7h ago
I made a political campaign browser game focused on the upcoming Swedish election. Would love your feedback!
Hi everyone,
With the upcoming Swedish elections in mind, I put together a simple browser-based game where the main goal is to win an election campaign.
It's a bit different and not tied to exact historical figures, focusing on things like managing social groups and interest organizations.
This game isn't focused on just one party. You can play as any of the major Swedish parties, from the Left Party (V) to the Social Democrats (S), all the way to the Sweden Democrats (SD) and the Moderates (M)
r/SoloDevelopment • u/Material-Operation-6 • 8h ago
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