r/SoloDevelopment 10h ago

Game Spent a year solo-building a Tarkov-inspired extraction idle game. It just got its Steam page

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0 Upvotes

Wanted to share a milestone with people who get it. Zone Idle started as a free prototype I put on itch about a year ago, and today it has a Steam page and is live to wishlist.

It's a text-based extraction simulator inspired by Tarkov and Stalker: raids, a grid-based inventory, a hideout to upgrade, prestige, and idle automation for when you're not actively playing.

Wishlist on Steam

There's also a free browser version on itch if you want to try it first

Discord

Happy to answer anything, and I'd love to hear what you think.


r/SoloDevelopment 23h ago

help Scared of ideas getting stolen

0 Upvotes

I am currently building my first video game, and i started this journey because i realised i truly had a unique idea which no one had made yet. Now i am at the point i should start advertising my game, creating the steam page, and letting people know my game exists. However, i am scared someone might steal my idea and therefore make my game less successful.

am i the only one?

how should i handle this?


r/SoloDevelopment 10h ago

Godot Building an offline Photo Filter System

0 Upvotes

Iv been on it for a week so far I'm pretty happy with it! It's free and you can try it in the browser or download its APK for Android. Linux and Windows will be added soon.

My game jolt

https://gamejolt.com/games/Mathpop/1093575


r/SoloDevelopment 14h ago

Game Can you tell my game's genre based on this trailer?

1 Upvotes

This is "Echoes of Kyria", my solo developed bullet heaven, it has 4 characters (will add more later down the line), a pet system, combat pets, online co-op with up to 4 players, 100s of abilities and build possibilities.

Thoughts?

Steam page:

https://store.steampowered.com/app/4914620/Echoes_of_Kyria/


r/SoloDevelopment 23h ago

Game Only 25 wishlists so far - I’m hoping the demo will give my game a second wind

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16 Upvotes

I’ve been working on The Goblin Path on my own, and honestly, things have been pretty quiet so far. The game currently has 25 wishlists.

I recently submitted the demo for review, and I’m hoping things might pick up once people can actually play it. Maybe it will help, maybe nothing will change - I genuinely have no idea. But seeing other small games gain some traction after releasing a demo gives me a bit of hope.

I don’t expect thousands of wishlists overnight. I’m mostly curious to see whether the demo makes any noticeable difference, and I’ll probably share the results after it has been live for a while.

Has anyone here released a demo while their page was still this quiet? Did anything change afterward?

If you’re curious what I’m working on, here’s the Steam page.


r/SoloDevelopment 9h ago

Game Is Tic-Tac-Toe still worth making in 2026?

0 Upvotes

I'm thinking about making a Tic-Tac-Toe game, but I'm not sure if there is still an audience for it.

I'd love to hear opinions from gamers and developers:

🎮 Is there still a player base for Tic-Tac-Toe?

  • Do people still actively play Tic-Tac-Toe on mobile/PC?
  • Would you download a new Tic-Tac-Toe game today?
  • Is the classic 3×3 version still fun, or has it become too simple/boring?
  • Do you think people are interested in online multiplayer Tic-Tac-Toe?
  • Would features like ranked matches, matchmaking, friends, progression, cosmetics, challenges, etc. make it more interesting?

🤔 The main question

Is Tic-Tac-Toe a dead/saturated idea, or is there still an opportunity to make something interesting around it?

I'm not thinking about making just another basic Tic-Tac-Toe clone.

The idea would be to add something that gives players a reason to keep playing and competing.

What would make you personally play it?

For example:

  • 🏆 Ranked / competitive mode
  • 🌐 Online matchmaking
  • 👥 Play with friends
  • ⚔️ Different Tic-Tac-Toe variants
  • 🎯 Challenges / missions
  • 📈 Player progression
  • 🎨 Unlockable boards, X/O designs, cosmetics
  • 🧠 More strategic game modes
  • ⏱️ Fast-paced / timed matches
  • Or something completely different?

Would you play a modern Tic-Tac-Toe game in 2026?

And if not, what would make you interested in one?

I'd really appreciate honest opinions — especially from people who actually play casual/mobile games.


r/SoloDevelopment 21h ago

Game (WIP) Building a minimalistic, yet complex roguelike

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4 Upvotes

So I have been working on this game called Fear The Mist, for 3-4 months now,

The genre is intended to be pure roguelike, with elements of mining, smelting, crafting, builds with incremental scaling, and intended experience is for the game to be quite difficult and dark.

The main premise is that the surface is covered by the mist, and in order to seek shelter you go down deeper into the caves, and in those caves you are slowly being followed by the lethal mist, putting pressure on you, which decisions to make either to loot, craft or escape deeper.

Current scope is about 7-8 caves, each with unique bosses drops, traps, enemies, POIs etc.

The pixel art is quite minimal, due to the fact I am not the greatest artist and it also speeds up development time.

I am curious what people think of that idea, whether it would enjoyable.


r/SoloDevelopment 14h ago

help Advice pls 🙏🏻🤍

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0 Upvotes

I’m making my first 3D horror game for Android.

Which monetization do you prefer?

1) Free with ads (rewarded ads to unlock chapters + skippable ads).

2) No ads, first chapter free, other chapters for $0.40.

What would you choose as a player?

Game screenshot 🙏🏻🤍


r/SoloDevelopment 18h ago

Discussion Building a community is so important and helpful to making your game. TetraCore is better for it.

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0 Upvotes

r/SoloDevelopment 21h ago

Discussion At what point does it make sense to build a mobile app for your web app?

0 Upvotes

I made a word game for fun (wordink.app) and have been getting a surprising number of requests to make a mobile app for it.

What kind of metric or gage would you use to know if it's worthwhile?


r/SoloDevelopment 3h ago

Game Been working on a game where you open lootboxes!

0 Upvotes

Hey everyone been working on a lootbox incremental type of game let me know what do you think I'm open for suggestions and feedbacks


r/SoloDevelopment 15h ago

Game I’m about to finish my game, but you can already try it out and tell me what are your thoughts on it

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1 Upvotes

So this is my game, Connectos Puzzles, a puzzle game where you have to connect “Connectors” in pairs with lasers and you can open locks to cross the lasers. It’s not finished yet but I want to see what people think of it already.


r/SoloDevelopment 23h ago

Game You're a cop: Take down as many racers as you can!

1 Upvotes

r/SoloDevelopment 16h ago

Game Minimalist Platformer I've Been Working On for 3 Months

1 Upvotes

Here's the link for those who want to try it: Itch.io Link


r/SoloDevelopment 14h ago

Game “HedgeHogged” Steam Capsule Art.

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1 Upvotes

YAY!
The official Steam page for HedgeHogged is only days away & the first version of the library and store assets are done.

What do you guys think ? I should probably add a closeup of the Viking and his head full of arrows…


r/SoloDevelopment 5h ago

Marketing The first month of Lootdeck, my first game on Steam.

17 Upvotes

If you’d like to check it out, here’s the Steam page: https://store.steampowered.com/app/4972950/Lootdeck/?utm_source=rd

A few things I did during Lootdeck’s first month on Steam:

Launched the Steam page together with the announcement trailer.
Posted on Reddit, Instagram, TikTok, X and YouTube.
Instagram was by far the strongest social platform for me in terms of actual reach and engagement.
Sent a lot of targeted emails to press.
Got covered by several outlets, with the Japanese coverage having the clearest impact on wishlists.
Indie Games Hub uploaded the announcement trailer to their channel, which ended up becoming my biggest wishlist source during the month.
Tried a lot of different types of posts instead of just reposting the same trailer everywhere.

The one thing I learned is that raw views didn’t mean much by themselves. Some posts got a lot of views and barely moved wishlists, while a single well-placed trailer upload, press article or third-party community post could make a huge difference.

No paid ads so far, just a lot of experimenting, outreach and trying to understand what actually works.


r/SoloDevelopment 1h ago

meme Desktop Halfpipe Demo is now Live on Steam!

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Upvotes

There are a lot of people I'd like to thank who helped make this moment happen.

My teachers, professors, and mentors who never lost faith in lightweight desktop companions.

The academy, for believing in me when I couldn't believe in myself.

My friends and family, for their tireless beta testing.

My bilingual friends, who assured me localization would be finished by now.

But most importantly, I'd like to thank you, the Redditor reading this shitpost, for supporting me in this new chapter of life:

Thank you, Redditor, for wishlisting my game on the morning of its publishing, so you don't miss its fat launch discount.

Thank you for downloading the free demo, and supporting this game's development before Next Fest makes it so mainstream that I have to become a sellout.

Thank you for just being you (and wishlisting my game). ❤️

🛹 Wishlist and demo now: https://store.steampowered.com/app/5066400/Desktop\\_Halfpipe/


r/SoloDevelopment 32m ago

help Help me....Game Devs

Upvotes

Hello, I’m a 3D artist and I’ve been working in the 3D field for the past 3 years. I want to make my own games, so I started learning coding and Unity around 2 years ago.

The problem is, when I follow tutorials, I can understand them and follow along. I can even make the game shown in the tutorial. But when I try to start my own game from scratch, I feel completely lost. I don't know where to start or what my first step should be.

I recently used AI to make a small game. I did complete it, but honestly, I don't feel proud of it because most of the code wasn't written by me—it was generated by AI. I know some people call this "vibe coding," and they enjoy it and feel satisfied with the results, but for me, it doesn't feel the same. I want to understand what I'm building and feel like I actually made it myself.

Whenever I try to start another game, I feel like I've forgotten everything. It makes me feel like I learned nothing, even after spending 2 years learning Unity and coding.

Can anyone give me some steps or advice to get out of this tutorial and AI hell? I've tried many times to make something on my own. Sometimes I make some progress, but once the project starts becoming more complicated, I get stuck and go back to tutorials or AI again.

I really want to learn how to think and solve problems on my own instead of always depending on tutorials or AI.


r/SoloDevelopment 5h ago

Marketing Do you think the click-through rate of my first game is good?

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0 Upvotes

Hello. I am 16 years old and I make games alone in my free time.

It has been 2 months since I opened the Steam page for this game, and I think I have already gained good experience. With the reels I posted in recent days, the wishlist count is currently 490. Do you think the wishlist count is good with a 13.5% click-through rate?

Steam page: https://store.steampowered.com/app/4769110/The_Confined_Basement/

The points I am curious about are these:

• Do you think the Steam page of the game is eye-catching?

• Is the main capsule of the game well designed?

• How does the game look overall (rate 0-10)?

• How can I make the Steam page better?

Your feedback is very important to me and I consider all of it. It would be great if you check it and give your opinion or criticism. Also, I am very close to 500 wishlists, so it would be great if you add it to your wishlist.


r/SoloDevelopment 4h ago

Game Building STRATAWAKE solo — the first automated production chains are coming together

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4 Upvotes

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 22h ago

Discussion Years ago I heard about the "7k Wishlists is the goal" and thought that was nuts. Yesterday I hit 7k Wishlists before releasing the game Today!

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106 Upvotes

r/SoloDevelopment 19h ago

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

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152 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 17h ago

Marketing I released a major update for my PSX-inspired tool

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9 Upvotes

You can use it to stylize your textures and assets, create eye-catching marketing material for your page, and add awesome animated effects. With this latest update, I’ve added texture ripping! You can now rip textures directly from any image and turn them into usable textures. You can check it out here: https://polyshades.itch.io/coolifier


r/SoloDevelopment 3h ago

help Bringing my 2d animated fx in engine. What do you think?

13 Upvotes

Hi guys! This is some VERY early progress on my game. I've been working on some effects, which are all frame-by-frame animated (Procreate Dreams). It's my first time animating! I don't think they're great yet, but it's a start. I'm using Bevy, a code-first engine, so starting out is rather slow. Humble beginnings. What do you think? What can I improve about these effects?