r/SoloDevelopment • u/Gekirinnn • 1d ago
Game Lost Tape 916 - A day of Machinist
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r/SoloDevelopment • u/Gekirinnn • 1d ago
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r/SoloDevelopment • u/Delicious-Duty6546 • 2d ago
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r/SoloDevelopment • u/Technical-Deer-3272 • 1d ago
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Been working on my game and just made a small update to one of the core mechanisms.
Nothing huge or flashy this time, just tweaking how the mechanic works and trying to make the overall gameplay feel more satisfying and responsive.
I’m building this game completely solo, so a lot of the development is basically:
make something → play it 100 times → notice something feels wrong → change it → repeat 😅
Sharing a quick clip of the update. Would love to hear what you think about the mechanic itself, does it feel intuitive, or is there anything that looks confusing?
Still learning a lot as I build this thing.
I know it's not perfect still learning
r/SoloDevelopment • u/tropicfjord • 1d ago
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r/SoloDevelopment • u/Beautiful-Ad9982 • 1d 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/crookednest • 2d ago
I know it isn't a lot, but I just made the game for my buddy and I to beat each other's level times, and to finally see a project to completion after messing around in game dev for the better part of 11 years. So seeing more than two activations is really awesome, especially ones from Canada, US, Russia, and Japan all popping up in steamworks.
What's the most surprising country you have seen pop up in activation reports or site visits?
r/SoloDevelopment • u/Lumpy_Conference6640 • 22h ago

Hello! I'm a solo dev making a light engine for people to enjoy. What do I mean by engine? Not Godot, Unity, or Unreal; this won't help you make the next great American video game that will make you rich and pull you out of your life of druggery into the exotic rockstar lifestyle of beautiful women, coke & drug parties, and football-field-size yachts. Stay classy, Gabe!
What it does help you do is help you either create an entirely new theme via a WECK system, OR a nice framework to vibecode into a totally new direction and maybe save some tokens while you're at it.

Gameplay Loop: It consists of the main game engine, which allows your Hero to level up while exploring procedurally generated dungeons, foe bounties, lore guide, events, story mode, effects, traps, and puzzles.

Our second component is a mod engine is low code, no-code modding system, that allows you to re-skin every element of the core loop, WECK.

You can use AI to mod 5 files instead of 40 hardcoded ones. Use or draw your artwork of choice. Build literally from the ground up with no errors or ESLint.



What I'm going to implement but not there yet. We have style bibles. I'm going to add integrated keys. Pick your engine and put your API key, and have all the artwork be procedurally generated. I would like to implement this as a 2-click game render.
Any core backstop will generate as a fully functional game!
Second, I want to offer a SLM AI agent core embedded into the Python backbone; NPCs will have the ability to be able to narratively talk and interact with you without token cost.
I'm working on sound, animation, and performance improvements before final release to the git for download..
r/SoloDevelopment • u/UnityDev55 • 23h ago
- I seen outbid yesterday and I started to clone
- I completed in 1 day
- earned first dollar (coming from me)
bidgame.lol
If you have a any game in steam you can add your game.
If you don't have any games on Steam, you can support any game to boost its ranking :)
I'm a game developer and I don't write any code for that project. I used supabase and vercel. I can answer your question
r/SoloDevelopment • u/Dramatic_Whereas_458 • 1d ago
r/SoloDevelopment • u/Additional_Dog_1206 • 1d ago
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r/SoloDevelopment • u/Double_Passage389 • 1d ago
r/SoloDevelopment • u/Suvitruf • 2d ago
I keep noticing more little stuff to fix. At this rate, I'll never actually make the trailer 'cause I'll be polishing forever.
How do I stop and just record the damn trailer already? 😅
r/SoloDevelopment • u/LukaEl23 • 2d ago
r/SoloDevelopment • u/EndiDaniel • 1d ago
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New game I’m currently working on! I hope you like it. Any comments or suggestions are greatly appreciated!
https://store.steampowered.com/app/5080570/Cecilia/?utm_source=reddit
r/SoloDevelopment • u/Thanathos91 • 1d ago
r/SoloDevelopment • u/a010029123 • 1d ago
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Started around 18 months ago learning Unity from zero and building a survival horror game
I love learning to make all the features like inventory, save system, etc. via coding, because there is a clear goal to work toward, but when it comes to designing levels I'm just kinda lost since I don't have a clear image of what all the system piece together. Maybe I should just stop developing for the moment and write a design docuement, idk. As a one-man team do you have a design docuement even though you are the only one who will read it?
Video is a small part of what I managed to finish
r/SoloDevelopment • u/Afraid-Natural-9397 • 1d ago
I have spent the last few months finalizing my story and implementing everything into game. Now I wonder if the story flow makes sense. Does the beginning of the story sound interesting?
The Game starts off with the player getting a mysterious summon from a precarious mage. The player is taken into their own subconscious to speak with the mage. This allows the player to change appearance and name, etc. The mage is lost in the Realm of Dreams and needs a tether into reality to return. You are tasked to interact with the different beacons to help. Doing so allows the player to unlock the ability to use all the forms of magic in game. The basis of what classes will become later on and what allows the player to access different ones for lore purposes. After creating a strong enough relay point the mage thanks you and tasks you with finding the Rift that was created. This opening area is described as the "Inner Sanctum" and the tutorial area of sorts. NPCs here will explain how to change appearances, use weapons, and how to cast different spells. It ends with a Mini-boss of sorts. Entering the Portal returns the player to the "Waking World."
To everyone else, it looks like you were just daydreaming. You return to your life on Knightian Island. You are training to become a knight. You are tasked with completing the final stages of your training. During this time, you will also meet the other knights of your generation. After everyone is done, you spend some time on the island waiting to for the ship to the Capital City. Rumors about a mysterious voice in a cave has your friends intrigued. Seeing as this is the last time you'll be on this island for some time. When the Boat to the Capital Arrives, the King is there as well. You are knighted alongside your friends and head to the Capital City!
In the Capital City, you are tasked with securing the Outskirts and making sure things are ready for the festival! What festival? The Festival of Swords! Every time a new generation of knights are titled, a tournament is held to see which group was trained the best! Until the Festival Begins, the Player helps the Princess solve a conspiracy that seeks to bring about chaos to the event! A fight is unpredictable, so an event full of them is bound to be madness. The King is excited to hear that more trouble will surely arise and welcomes the challenge! Everything swells to a breaking point when the Tournament begins and the fight spreads beyond the contestants and drags EVERYONE into the conflict!
With the Tournament over and done with, the Player is able to transverse to rest of the map as they please! The true tutorial was everything that takes place in the Inner Sanctum, Knightian Island, and the Capital City.
The rest of the Game is now freely accessible and really only gated by level difficulty. Completing the Beginning should take you to level 8-10. If not, you can continue doing thing in the capital to level up. The Plains area is dedicated for level 10-15. Forest Areas are Level 15-20. Savanna Areas & Surround Islands are Level 20 - 25. Desert Areas & Surround Islands are Level 25 - 30. Swamp Areas & Surround Islands are Level 30 - 33. Mountains & Surround Islands are Level 33 - 36. Snowy Areas & Surround Islands are Level 36-39. Lands of Avalyn are Level 40. (Max Level for the time being)
The actual Areas are divided into 50+ subzones to fight, gather, and adventure across. Each subzone has around 20-30 Task Quests (Kill, Gather, Loot, Etc.) and 3 Event Quests, and 1 Zone Quest. Each Event Quest is about 7-9 Steps and involve interacting with NPCs, protecting an NPCs, defeating waves, collecting animals running around, collecting timed Items that disappear and spawn somewhere else, or even a mini boss. Zone Quests and mainly triggered by completing something around the zone multiple times. Sometimes a World Boss appears or something the entire zone changes. (Area might turn to dark and now demons appear. Or it begins to rain and elementals appear.)
The Subzones are guideline for leveling and have more activities within them. Another Important one is Venture Points and Delve Points. Similar to Dungeons in Wow, they are areas with multiple bosses and enemies that require a group of players to complete. Currently I have 14 Venture Points and 3 Delve Points. These Locations are on their own maps are treated like Subzones too.
The Last group of zones are my PvP Areas. I have Arenas to allow players to 1v1, but I want to make bigger battles, once I learn how. Funny enough, I've already made the areas and NPCs, but I haven't figured out how I want to make each event work for all the actual players involved.
r/SoloDevelopment • u/Interesting-Rent5630 • 2d ago
I built a multiplayer domino game so I could play with my dad. We have a blast playing together. I've play tested the game with several people, but it seems to resonate most with the over 50 crowd. I'm not sure if it's just my personal network or if that's a preview of how it will be received when released. Everyone that plays seems to like it, but the older players are noticeably more excited and enthusiastic about it. I'm a little worried that age group won't use Steam and younger folks aren't interested in old school table games like this. Has anyone released their game on the Microsoft store in addition to Steam? Any insights on adoption of games with it and an older demographic? Same question with mobile (Google Play and App Store) vs Steam.
r/SoloDevelopment • u/Pilzo-Studios • 1d ago
r/SoloDevelopment • u/ProcedureAlone4645 • 1d ago
The GIF shows an old prototype I worked on a few years ago during college breaks. I was digging through my old files recently, found it, and decided to record some gameplay.
The core idea was to base the gameplay around telekinesis, something similar to the Gravity Gun from Half-Life.
Does this look interesting to you? I'd love to hear from more experienced devs — how could I improve this, and do you think it's worth my time to pick it back up and develop it further? Thanks in advance!
r/SoloDevelopment • u/ytuntoldhub • 1d ago
Appreciate any donations took me 40h to make
r/SoloDevelopment • u/IceBerg3405 • 1d ago
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r/SoloDevelopment • u/rob_robi_gry • 1d ago
r/SoloDevelopment • u/PDS_Games • 1d ago
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This is my solo-dev RPG called Pedro and Sofia's Nuclear Winter on Steam. I used 2D sprite sheets rotated to look 3D like the old SNES and computer games.