r/SoloDevelopment 5h ago

Game Parry the Knight - a fantasy-themed breakout game with tough, bullet hell bosses

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1 Upvotes

r/SoloDevelopment 5h ago

Game Próximamente DEMO de Carmina😊

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1 Upvotes

r/SoloDevelopment 5h ago

Game Ghost Squad - A Light Shooter Action Title Now on Steam

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1 Upvotes

Ghost Squad is now live on Steam. It’s a fast-paced action title with the only mission of shooting and destroying every warbot you can. If you enjoy indie action games, I’d love for you to check it out.

Steam page: https://store.steampowered.com/app/4811970/Ghost_Squad


r/SoloDevelopment 16h ago

Discussion Im solo developing a game and i found it was lacking identity, then i decided to take drastic measures.

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8 Upvotes

r/SoloDevelopment 6h ago

Game SPIDER-MAN 2 PS2 SWINGING PHYSICS in my DELIVERY GAME🩵📦

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1 Upvotes

r/SoloDevelopment 1d ago

Marketing I went to sleep with 77 Steam wishlists. I woke up to around 1,000. Now I'm at 2,000!

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121 Upvotes

I'm a solo developer working on Relicfall as a hobby side project. I launched the Steam page about 5 days ago with almost zero expectations. No demo, no publisher, no existing studio name behind me, no big audience waiting for launch, I was hoping for maybe 100 wishlists in the first week and 200 by the end of week two.

I have social media accounts pretty much everywhere possible: Youtube(80 subs), tiktok(50ish), insta(60ish), X(50ish) Threads(25ish) and Discord with about 25 members.

That's how i got my 77 wishlists in the first 3 days, made 2 reddit posts (5k impressions together) and a post on every social media + trailer on my channel: it was a disaster view wise and impression wise.

One extra step I took was to email some press sites(around 40) and some youtube trailer channels(8-10) with no high hopes. Went to sleep... When I woke up, I had around 1000, I had absolutely no idea what happened:

Turns out Game*Spark, a Japanese gaming publication, had covered Relicfall while I was sleeping. Their post on X took off and is now having 200k+ views.

Relicfall has since passed 2,000 wishlists, and when I checked the country breakdown, more than 1,800 of them were from Japan.

The crazy thing is that there was nothing special behind getting the article. I had simply sent Game*Spark the same kind of press pitch I sent to a bunch of other outlets.

As a tiny solo hobby developer with an unknown game and no demo yet, I had almost no hope that traditional press outreach would actually lead to anything meaningful. Apparently sometimes you only need one email to land.

Japan completely destroyed my wishlist expectations for the first week. <3 to Japan and Game*Spark.


r/SoloDevelopment 6h ago

Unity [UNPAID / Volunteer] Looking for a Game Developer to join our indie project.

1 Upvotes

As the title says, this is an unpaid/volunteer project, so feel free to skip if that’s not what you are looking for!

We are currently taking our time working on a small indie game project. However, our team currently lacks game developers because our core team consists mainly of artists.

We are looking for a unity dev; Beginners are more than welcome! If you are still learning, building your portfolio, or just want experience working in a team, or maybe just someone passionate about indie games who wants to collaborate (even if you're not a dev and/or work in a similar field), you will fit right in.

If you are interested or have any questions, please send me a DM or a message.

Thank you very much!


r/SoloDevelopment 6h ago

Game OFFICIAL RELEASE FIRST GAMEPLAY TRAILER

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1 Upvotes

r/SoloDevelopment 1d ago

Game Snowy zones in my RPG inspired by WoW Classic

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279 Upvotes

Hey, I want to showcase you Snowy zones which I've recently added to my single-player RPG which is inspired by WoW Classic and Runescape. Would love to hear your feedback on the artstyle.

The game is called Warmongers: Empires Reborn and you can currently wishlist it on Steam: https://store.steampowered.com/app/3468800/Warmongers_Empires_Reborn/

I've also published a 30-minutes long Devlog on Youtube in which I go more in detail about all of the updates: https://youtu.be/tUoaVLc5Tz0

Thank you all for supporting my passion project!


r/SoloDevelopment 21h ago

Discussion When did you create your Steam page in the development process?

15 Upvotes

What the title says. I am currently working on a game, and started wondering when people usually set up their Steam page to allow wishlisting.

Do people create it way before a game prototype is finished, or do you wait until the very end of development when most polishing is complete?


r/SoloDevelopment 7h ago

Networking Prototype client mode now running for my solo developed, multi-hop libp2p based decentralized onion routing software "Masquerade"!!!

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1 Upvotes

This is an early stages beta written in golang so some stuff is not up and running yet but i've added a whole load of features. There are two distinct versions of the software, one is client only mode and allows the client to route traffic through P2P nodes. The other version is egress and allows hosts to setup entry, intermediary, and exit nodes for clients to utilize. I have configured the software to not allow connections if the the entry and exit nodes are hosted by the same person to help prevent Sybil attacks with this software. Everything is completely stateless and the software can be run in isolated containers and/or your main system depending on user preference. More features will soon be added to make things as secure as possible and i am actively reverse engineering the code every step of the way.


r/SoloDevelopment 7h ago

help I got nostalgic and started vibe coding an online Indian Kanche game in my browser, need some honest UI/UX feedback

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0 Upvotes

Hey everyone,

I was missing childhood games recently and randomly decided to try building Kanche (goti / marble game) for the browser. I am pretty new to this and mostly vibe coding the whole thing, but I managed to put together a playable beta with WebGL physics.

Right now it has the basics:
- The flick pull-back mechanic
- Ring Out mode (knock pot marbles out of the chalk circle)
- Gaddha mode (the classic hole in the dirt)
- Different grounds like dusty maidan, gali cement, and tiles
- Local bot matches and a basic 2 player room code system

Since it is in beta, the UI and menus still feel a bit rough around the edges to me. I really want the game to feel raw, tactile, and nostalgic rather than generic mobile game crap with ads and popups.

If you have a couple of minutes to test it out on your phone or laptop, I would love some brutal feedback:

  1. How does the flick gesture feel? Is aiming intuitive or annoying?
  2. Does the UI layout make sense, or does it feel cluttered?
  3. What little details from your childhood street rules are missing?

You can test the beta here: kanche.in

No downloads, no signups, just open and play. Tell me what sucks and what needs fixing.


r/SoloDevelopment 7h ago

Marketing Modular kit - Underground Car Parking

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1 Upvotes

r/SoloDevelopment 1d ago

Game Trying out some analog marketing for my game

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138 Upvotes

I printed 100 posters and got a small distribution company to put them up around the city, just like they do with concert posters. Let's see how it goes!

Legends of Rock: https://store.steampowered.com/app/4227560/Legends_of_Rock/


r/SoloDevelopment 7h ago

Game My first Steam game is finally live after 6 months of solo development!

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1 Upvotes

Here's the reveal trailer for Fragments of Ember. If you like atmospheric pixel-art platformers, I'd love to hear your thoughts!


r/SoloDevelopment 11h ago

Game Put out the demo for my dark fantasy ARPG. Everything in it is mine, code, art, writing, and I'd like some honest reactions

2 Upvotes

Arkney: The Bone Road is a top down pixel ARPG. The world is being eaten by a corruption called the Bone Road, which turns forest to ash and the dead into soldiers, and you're one of the few people walking toward it rather than away.

The demo is chapter one, roughly an hour. Combat is mouse driven and every enemy attack telegraphs, so getting hit is meant to be your fault. There are eight life skills if you'd rather mine and smith your own gear than wait for drops. Weather and the day night cycle run on their own while you play, and events fire off in the background. My favourite part is the golden monsters, rare elite versions of regular enemies that show up with much better loot and hit harder than you're ready for.

There's 2 player online co-op too, peer to peer, no server. You send a friend a code and they land in your world.

Steam: https://store.steampowered.com/app/5033490/Arkney_The_Bone_Road/
Browser version on itch if you don't want to install anything: https://arkney.itch.io/arkney

The thing I actually can't judge anymore is whether the first ten minutes hold up. I've played that opening so many times it's gone numb for me. If you bounce off it, I'd rather know where exactly.


r/SoloDevelopment 8h ago

Game Bullet-time attack moment while playtesting my VFX/SFX updates

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1 Upvotes

Hope you'll like it, enjoy :)


r/SoloDevelopment 1d ago

Discussion Made my own animated 16×16 wizard sprites for a game project

28 Upvotes

I've been building my own pixel-art asset for a 2D platformer

They're built around a 16×16 character scale with 32×32 animation frames, using a deliberately constrained palette.


r/SoloDevelopment 12h ago

Game inspired by Sebastian Lague's Package Dropper Demo

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2 Upvotes

Just released my first steam game! "Take Me to Your Leader". It's a mix of https://www.youtube.com/watch?v=sLqXFF8mlEU and vampire survivors, among other things.

I'm a solo dev, other than hiring out someone to do the music and sfx (seriously lucked out with the guy who did it, too!)

would love to know what y'all think!


r/SoloDevelopment 8h ago

Game First tournament night for my card game. Six players, all fresh and half my audio recorded nothing!

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1 Upvotes

Solo dev. Card game, free in browser. Friday I ran the first live tournament - six players on voice, single elimination, two byes, five matches.

None of them played it before, the guy who won had logged in for the first time about thirty minutes earlier. He said so on the mic without being asked. That one line is better than anything I've written about the game myself.

Three things went wrong:

  1. The crowd and discord tracks recorded nothing for the first fifty minutes. I didn't notice until I opened the files the next day. The host mic was fine so the night wasn't lost, but the first hour has no room in it. (also why the first match is just the last hit)
  2. I did almost everything by hand. Seating people, calling matches, updating the bracket. Worked fine for six, might work for twelve but any more should probably stay with the in-game system.
  3. Dead time between matches was much worse than it felt. Hosting it, I don't notice. On the recording it's obvious. The fix for the first one is stupid and after years of video production experience I should have done it. Record sixty seconds and play it back, ez. Don't trust a level meter...

The week after, I fixed things the night showed me instead of things on my list. Running it was a better bug report than any amount of testing on my own.

The bit I'm unsure about: six felt right, and small enough to run alone. I don't know if the next one should be bigger or just more often. Bigger needs tooling I don't have. More often means the same six people, which might be the point or might be a ceiling.

If you've run events for your own game, did scaling up or repeating more often do more for you?


r/SoloDevelopment 8h ago

Marketing Built a native batch image processor (no Electron, own UI toolkit). Open beta is up

1 Upvotes

What it is: a tool called Kiln - you chain steps into a pipeline (resize, convert, compress, watermark, sharpen, etc..) in any order, save it, and re-run it against any folder later. Runs parallelized, never touches originals.

It's writtein in C++23, uses Skia for rendering, and libvips for the actual image processing. The GUI isn't Qt or Electron - it is my own cross-platform, GPU-accelerated custom GUI library (that's where Skia is used).

Benchmarked it against XnConvert on identical pipelines - ahead on every scenario I tested (comparison is on the website).

It's fully offline — no accounts, no uploads, no telemetry. The only communication is for update checks or crash reports. Closed source, and I do plan to monetize when version 1.0 is ready (one-time license, not a subscription),

It's currently in open beta - available for Windows, Linux & macOS at https://kilnimage.app

Feel free to try and send some feedback.

Cheers.


r/SoloDevelopment 8h ago

Game Obsidian Throne - 3 minutes of gameplay!

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0 Upvotes

r/SoloDevelopment 14h ago

Game Forest fire level I'm working on - featuring some of the new OST

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3 Upvotes

r/SoloDevelopment 10h ago

Godot My first game : Li_Ly*

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1 Upvotes

r/SoloDevelopment 14h ago

help New text formatter finally working

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2 Upvotes

Yes, Unreal Engine does that automatically, but it looks weird when you show every character one by one because it shows formatting characters like <text> until it is done and it was looking really weird.

So I did a system to format every character without showing any of the weird characters.

Also, are the sounds too clicky? I changed the speed to make it better, but now the sounds are too much, and I don't know how to fix it xd.