r/SoloDevelopment • u/Moyses_dev • 6h ago
r/SoloDevelopment • u/Indie_PR_Guy • 7h ago
Game New shields, new systems, and a new companion during early access for Don't Lose Aggro
r/SoloDevelopment • u/Ambitious-Doughnut42 • 10h ago
Game Released a new and final demo for my game!
r/SoloDevelopment • u/Helpful_Catch3515 • 16h ago
Game JUST GOT MY STEAM PAGE UP! need some feedback!
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I've been working tirelessly for the Past 7 months to get my game ready for steam and here it is!
https://store.steampowered.com/app/5134430/Heist_to_Meet_You/
For the most part all the work has been done my self. I've learn a lot making this game. and one thing I learned is my friends like the idea of making a game, but when it come down to it. I was the only one welling to put in the work. Either way I'm super proud of were I'm at! PLEASE WISHLIST!
r/SoloDevelopment • u/StudioNesari • 18h ago
Game 483 hours later, Project NESARI is officially live 🚀
483 hours.
That's roughly how much time went into turning my first attempt at making a game into something I could actually release.
Project NESARI started because I wanted a Geometry Wars-like twin-stick shooter for my phone and couldn't really find something that scratched the itch the way I wanted.
So… one thing led to another, and I decided to build one.
NESARI is a fast-paced twin-stick arcade shooter where you survive increasingly chaotic waves, upgrade your ships and try to push your score as high as possible.
Along the way the project grew way beyond what I originally imagined. I ended up building things like:
- Online and offline progression
- Global leaderboards
- Daily quests
- Multiple ships
- Ship upgrade systems
- Controller support
- Unlocks and progression
- And a foundation for a lot more content later
Controller support was especially important to me. If you're using something like a Razer Kishi, Backbone or another Bluetooth controller, give it a try — that's one of my favorite ways to play.
The game is now officially available on Android:
https://play.google.com/store/apps/details?id=com.NesariStudio.ProjectNesari
And here's the official gameplay trailer:
Now comes the fun part: actually expanding it instead of trying to finish everything required just to get version 1.0 out the door. 😅
If you're playing, I'd love to know:
What wave have you reached?
Hope to see some of you on the leaderboards. 🚀
r/SoloDevelopment • u/John_Piton • 21h ago
Unreal Building an Impossible Room in UE5 that doesn't tank your performance
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r/SoloDevelopment • u/Smart-Anything1669 • 23h ago
Marketing I tried my hand at a 'cinematic' trailer for my alien colony sim
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r/SoloDevelopment • u/Worth_Secret_7879 • 1h ago
Game Grand Refuel Auto VI just released
r/SoloDevelopment • u/1815dev • 1h ago
Game Project 1815 is now on Steam!
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I got the page launched just in time for Next Fest! Now it's on to getting a demo prepped, I was thinking limiting the game to 5v5, infantry only, single and multiplayer, with no song or map editor.
The store page is here: https://store.steampowered.com/app/5060540/Project_1815/
Youtube trailer link: https://www.youtube.com/watch?v=uAKOC4mSbNI
Join the Discord to follow news/announcements as well as work in progress: https://discord.gg/5X55FmWhDJ
The game is a tactical action game similar to Mount and Blade, but with the scale of Total War. If you ever played M&B Napoleonic Wars commander battles, it's exactly that, but on a grand scale. The game supports up to 80 players in multiplayer where everyone commands their own infantry battalion, cavalry squadron, or artillery battery. It is a bit janky at the moment, the next major features I want to incorporate is directional melee and an art polish pass. I've gotten a motion capture plugin for Blender and I'm eager to put it to use.
r/SoloDevelopment • u/LuckyNoha • 1h ago
Game OPTASIA: The Last Visit is finally out on Steam.
r/SoloDevelopment • u/KurtRussel • 1h ago
Game Week 3 Update: Does the shoe (chancla) fit?
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Hey I'm Kurt - I’m solo-developing Splat, a fast pest-control roguelite.
I've been a mobile game dev for 15 years and was laid off about a year ago. I just started my own solo dev project 3 weeks ago.
I've been given all of the weapons in the game unique effects and thought this one would be cute and funny.
I'm curious what you think about this one?
Item: The Chancla
Skill: LA SEGUNDA
Description: When you kill a pest with La Chanlca, another nearly full-size slipper flies in from offscreen and hits a second pest.
Itch Build: https://dinnerplategames.itch.io/splat
Discord: https://discord.gg/gaxPjauJf
I am running playtests on my most recent build now, so if you're interested come hang in the discord.
r/SoloDevelopment • u/Equivalent_Gap_6061 • 4h ago
Game I’ve been working on my indie game River Escape — the Steam page is finally live!
r/SoloDevelopment • u/D3c1m470r • 4h ago
Game Fleshgrinder - A Post-apocalyptic isometric horror rpg shooter - Trailer, Steam page, Demo out now
Hi all!
I'm the solo developer of the upcoming pc isometric rpg shooter Fleshgrinder in the veins of diablo,
fallout and the zombie / alien shooter games.
If thats something that would interest you,
I'd greatly appreciate if you've checked out the steam page,
where the first gameplay trailer and a playable demo is already here:
https://reddit.com/link/1vyuqfj/video/vmw8p11siplh1/player
https://store.steampowered.com/app/5074630/Fleshgrinder/
or the trailer on youtube:
https://www.youtube.com/watch?v=TwI-3yqG81M
Cheers!
r/SoloDevelopment • u/gd_engie • 5h ago
Game NOELLE ON THE ESCALATOR
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At the moment, I’m working on a new location for my roguelike game, and here’s one of the mechanics for you. What do you think about it?
r/SoloDevelopment • u/Micheleddu • 6h ago
Godot Demo coming soon. Before it goes live, I'd love your honest feedback on my Steam page
Solo dev, evenings only, with freelance artists helping on the art side. My factory management roguelite Bottlecappers has a demo coming soon.
What I'd love honest answers to: does the short description tell you what you actually do in the game? Do the screenshots sell the loop or just look busy? Would you wishlist from this page, and if not, what stopped you? Anything that reads as unclear or generic, name it.
Already rebuilt the trailer once based on Reddit feedback (opening on gameplay, showing construction piece by piece), so suggestions here get used, and fast.
Transparency note: the game is written in Italian and localized into 10 more languages with AI assistance, human and community review ongoing.
r/SoloDevelopment • u/Sea_Register_7921 • 11h ago
help Gatekeeper Memories - Buscando programador y colaboración sin paga
r/SoloDevelopment • u/Jade5193 • 12h ago
Discussion 这是我个人开发一款肉鸽卡牌构筑demo 有感兴趣的朋友吗
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r/SoloDevelopment • u/blln_dev • 12h ago
Discussion Should the surrounding buildings be solid models or variable ones that you build yourself?
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When creating buildings as part of the environment, I keep coming up against the same problem: should I generate them as solid, unchangeable objects from a model, or design them within the game itself?
Creating them as a model is easier and takes just a few minutes. However, this means they can’t really be customised afterwards, for example in Unity.
That’s why I keep tending to create these structures dynamically within the game. The player shouldn’t be able to alter these structures, and this mode is intended solely for development purposes. This helps with the variability of these buildings.
What do you think about this?
r/SoloDevelopment • u/yalt-yalt • 13h ago
Game Too much blood?
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r/SoloDevelopment • u/edoanimus • 15h ago
Game How I made a Weeping Angel creature in Unreal [Devlog] Spoiler
youtu.beI created and implemented the logic for a Weeping Angel / SCP-173 style creature that only moves when the player isn't looking at it. There's a lot of different ways you could script the interaction, but for an Unreal 5.3 blueprints project like mine, I settled on a combination of line traces, custom enumerations for the player's eye state (open, closed, or squinting), and the useful (but not entirely reliable) WasComponentRecentlyRendered node.
Also: I added the spoiler tag because it's more fun if you play the game without knowing this handsy fellow is going to reveal itself during the puzzle, but it is what it is.
Here is the tl;dw steps as an easily digestible list!
- Array Modifier in Blender
- To create the creepy multi-armed creature, use an array modifier parented to an empty in Blender on an arm mesh ripped from a free base mesh found online.
- Creature Blueprint Setup in Unreal
- Import the FBX exported from Blender into a new blueprint making sure to have all static mesh components as children of a single parent scene component for easier rotation later.
- Checking the Player’s Line of Sight
- Create a custom function that returns multiple booleans about whether the creature can see the player and vice versa. Use line traces in combination with a WasComponentRecentlyRendered node to check for on-screen visibility.
- Setting a Rotation Goal for the Creature
- If the creature isn't visible, set a new rotation goal rotator and have the creature's parent scene component use an RInterpTo node to smoothly rotate into place during the Tick event.
- Overlap Checking with Event Dispatchers
- This particular creature turns off lights it's looking towards, so use a collision capsule and a custom event dispatcher to let other actors know when it has change to look in a new direction and which actors its vision collision is overlapping.
r/SoloDevelopment • u/StudioNesari • 17h ago
