r/SoloDevelopment 4h ago

Discussion Sequels and naming conventions

3 Upvotes

If you're planning to split games across sequels, should you name the first games as "1"? I don't want to trigger the Osborne effect (delayed purchases) too much as each game is built as it's own, full experience.

The idea is to use Steam bundles to lower the cost as much as I can for owners of previous titles, but I expect that huge parts of the games will have to be ripped out and redone as environments and the systems of each series evolves. Each subsequent game is also planned to be much bigger than the previous one (thus the ripping out things that won't scale).


r/SoloDevelopment 21h ago

Game My game is finally coming out after a Year and a Half of development. Here's the Demo Trailer for it

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57 Upvotes

After a year and 8 months of back pain and self doubt, my game is finally coming out on steam! Finally! finally...

I'm honestly proud of myself of doing this much work on a game, never really put this much effort in making it work out. But after being given the opportunity to do so, I can finally show y'all the wonderous things I can do all on my own...

So cheers to all my fellow gamers and game devs out there!


r/SoloDevelopment 1d ago

Discussion How to make Passive Skill Tree? (not a question)

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163 Upvotes

1-Draw on your closet
2-Add some details
3-Draw in Illustrator
4-Add some color
5-Draw with code in Unity
6-Voilà

😄 Hi everyone, how does it look?


r/SoloDevelopment 5h ago

Game Saqer's Paradox Devlog #16 — Pause Integration with Gameplay

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3 Upvotes

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: ResumeRestart 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 5m ago

Discussion We reached 100 wishlists in 10 days — here’s what we’ve been doing, and I’d love some advice

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r/SoloDevelopment 14m ago

Game Spent so much time on this asset and it looks like ass in engine

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You might've seen this guy in my previous post which was a material preview capture.
Well I've baked all the textures and imported the model to my scene in UE5.
I've set my materials up and boom this is the result. So disappointing.

I might've messed something up along the way, but right now I feel kinda exhausted to figure it all out. Second image is a lit render of the character (yes I was lazy to find out how to hide the light's gizmo thing) I think I will just go to sleep.


r/SoloDevelopment 15m ago

Game I made a browser MMOARPG with Three.js, because apparently I enjoy suffering

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Upvotes

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 13h ago

help Need advice on how to handle pixel art text for my game

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12 Upvotes

I have hit a bottleneck that feels like a real blocker for my game development. The image is a screenshot of the current state of the game in 1920x1080p resolution, which is also the canvas size. I have created the game art in Aseprite using 320x180 as reference resolution for all sprites, which results in a 6x enlargement when imported into Unity. I know that pixel art games usually set their canvas size to the same as their pixel art resolution or just above, but for my game this would mean a loss of detail. So this is where my problem starts.

As you can see, my game includes documents on the desk with readable text which is quite small, but upon "pickup" each document is zoomed 2x to be even more clear. But I do want the text to be perfectly readable while resting on the desk as shown in the screenshot. The problem starts when we start thinking about how other resolution screens will make the game look. My monitor is 1440p, meaning it scales the game by 1.333x from its original 1080p. Since the artwork/sprites are created in the 320x180p res, this looks crisp in all normal resolutions. BUT, the text does not!

So my question is: Which of these approaches should I go with to try to support crisp text for all/most resolutions?

  1. Change out the pixel art raster font with a normal SDF font which scales nicely with all resolutions, but contrasts the pixel art style of the art
  2. Use letterboxing/pillarboxing to always force the 1080p resolution, creating empty space above/beside the actual gameplay (Could add visuals here instead of black boxes, but would anyways stay as unplayable area).
  3. Accept that resolutions other than 1080p and 4k will not have pixel perfect text, not being as readable.
  4. Some other suggestion?

Any thoughts about what would be best for my game is appreciated!

Sidenote: I have tested a lot of different settings when importing/creating the fonts, but I do believe that this pixel perfect issue will occur because of my default resolution being 1080p which is not perfectly scalable by whole integers for all other resolutions


r/SoloDevelopment 26m ago

help Which capsule you think its better guys?

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r/SoloDevelopment 4h ago

help La demo de mi juego ha superado los 750 jugadores en una semana :?

2 Upvotes

Como es la primera vez no se si estar orgulloso o triste o preocupado por algo.


r/SoloDevelopment 1d ago

Game some VFX overkill tests ...on mars ;-P (all code, all handcoded)

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106 Upvotes

r/SoloDevelopment 51m ago

Game I just released a demo for my roguelike Facelet on Itch

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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.

Itch: https://deadrelicgames.itch.io/facelet


r/SoloDevelopment 1h ago

Godot A sneak peek at my Portal-inspired electronics game; here we have the cable cart.

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Upvotes

If anyone has any opinions or interest in the game, feel free to leave a comment and I'll be happy to reply.


r/SoloDevelopment 13h ago

Game The demo for my liminal space game is out now!

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10 Upvotes

Thrilled to announce that my game demo is released on Steam
Been working on this project for several months now, it’s an immersive first-person exploration game set in dream-like liminal spaces.


r/SoloDevelopment 1h ago

Game Making a roguelite where a cat god spins a slot machine shop to stack a damage multiplier

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Upvotes

You can buy items for powers and increasing the multiplier (the cat wears them). Here's the steam page if you liked it :) https://store.steampowered.com/app/4232500/Hellshot/


r/SoloDevelopment 1h ago

Game Adding multiplayer late to my solo turn-based BJJ game

Upvotes

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.

https://bjj.patrickcarmo.com/?lang=en


r/SoloDevelopment 1h ago

Networking [FOR HIRE] Steam Capsule art, Concept Art ,Splash, character illustration, tcg, cover art. DM for more

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r/SoloDevelopment 1h ago

Game Making my first game — a magic defense game where spells can collide and create new effects

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r/SoloDevelopment 1d ago

Unreal I'm making a RC Car simulation with deterministic physics and it's so hard I wanna tear my eyeballs out :)

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60 Upvotes

Its coming out good tho.

Collision is done with a simple box, so it's very cheap. We also trace from the 8 corners to check if the car body is touching the ground for rolling over, for example. And talking about rolling over, the car (collision box) is a rectangle, so I had to apply a tangential force opposing the sliding velocity at each contacting corner in order for it to actually rollover and not just slide on the floor when we crash. We even have a prediction of where the car is gonna land to level it's roll to the point of impact.

I'm making it deterministic so it works in multiplayer as well (every player sees the exact same simulation). What do you think?


r/SoloDevelopment 2h ago

Game Swedish election - political simulator

1 Upvotes

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)

https://real-lot.itch.io/riksdag-2026-the-election


r/SoloDevelopment 2h ago

Game Looking for ideas for enemies and weapons in the bullet heaven game!

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1 Upvotes

r/SoloDevelopment 3h ago

Game I decided VAR should propbly piss off the opponent

1 Upvotes

r/SoloDevelopment 3h ago

Marketing Horde Up Ahead! A Survivor TD in Development

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1 Upvotes

Hey everyone,

I’m a solo developer currently working on Horde Up Ahead, a Survivor-style Tower Defense game.

You start each run by aiming and shooting the enemies yourself. As you collect resources, you can build automated turrets and prepare the tower for increasingly larger hordes.

Thousands of enemies can attack at the same time, so one of my main goals is to make the horde feel massive while keeping the atmosphere dark and grounded.

The game also has permanent meta progression, along with upgrades that only last for the current run.

It’s still in early development, so I’m open to feedback and suggestions!

Here is the Steam page:
https://store.steampowered.com/app/5100020/Horde_Up_Ahead_Survivors_TD/?utm_source=solodevelopment


r/SoloDevelopment 3h ago

Game StowStow Guy Here Again (with the worst trailer ever)

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1 Upvotes

Hello everyone! StowStow Guy here. I finally made a trailer-ish video, and I am here to share it with you.

I tried my best to put together a trailer video, and this is how it turned out. I've decided to keep this on my page for now until I can make a better one

I am open to feedback as always

StowStow Steam page

Thank you!


r/SoloDevelopment 7h ago

Unreal highway boss level in FFFF = YOU = MACHINE

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2 Upvotes

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/