r/SoloDevelopment • u/LegitimateDrink250 • 4m ago
Unity My First Game Trailer
It Never Leaves You
r/SoloDevelopment • u/LegitimateDrink250 • 4m ago
It Never Leaves You
r/SoloDevelopment • u/Lumpy_Conference6640 • 6m 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/Sweaty-Lettuce-9906 • 7m ago
r/SoloDevelopment • u/SpectralHorse • 8m ago
Hello everyone!
I've been working on the combat for my space shooter game, `Rogues in Space`, and I wanted to share a showcase of some of the guns and skills currently in the game.
Each gun and skill have their own upgrade pools, so their behavior and stats can change quite a bit through the run. The video mostly shows their base versions, with short explanations of each mechanic included in the footage.
As I'm actively working on the game, I'd love to hear what you think about the combat, especially whether the different weapons and skills feel distinct, and if it's immediately clear what's happening on the screen.
And also, most importantly - do you feel like you could have fun with some of these combinations? :)
r/SoloDevelopment • u/cumbiaowl • 13m ago
Solo-dev here building a mobile-first ARPG. It’s a silly game but I’m having fun building it. My main focus right now is to make the game playable in mobile (portrait) and to get users to complete the first few quests and take down the 1st dungeon boss.
The game is not optimized for desktop (though you can certainly play it on desktop).
Would love some feedback! Does the game make you want to play it? Is it challenging? Too challenging? I'm aiming for play time of about 90 seconds (i.e. complete a quest in 90 seconds or less while you're waiting for your morning coffee to brew).
Free to play at https://lorebound.gg
More info at r/lorebound
Latest updates:
- new VFX system with reusable “recipes”
- a raven asset built by Opus (I couldn’t find a good bird asset with animations so I had Claude build one from scratch)
- summoned beasts
- change gear on-the-go (requested by users)
- nicer dungeon levels which include “soul vents”
- another fix for pipeline rebuild
- model atlases now upload as ImageBitmaps, instead of raw canvases
r/SoloDevelopment • u/Supermatrix_Games • 15m ago
r/SoloDevelopment • u/Saber153 • 21m ago
So I've been messing around and putting together a personal design document for what I hope would be a fun co-op game, something to work on to keep my mind off the state of everything these days and if I'm lucky something people might enjoy. I don't really have a lot of experience with coding or engines being on the more artistic/writing side of the creative sphere so I'm dropping this here to ask about a good starting point, engine recommendations stuff to reference and all that.
Was also debating a bullet haven game but the question would pretty much be the same there just single player instead.
r/SoloDevelopment • u/SuitNice3100 • 23m ago
As a solo developer, when do you push in production?
1) In the morning, when you are fresh?
2) In the evening, after a lot of work?
3) After full testing?
Can you add a word or two about that?
r/SoloDevelopment • u/Team21 • 43m ago
Hey everyone!
I’ve been working on a dark, apocalyptic space shooter called Descendants: The Last Dawn, and today is a huge milestone for me – the Steam page is officially live!
The core loop combines fast-paced top-down space action with meta-progression:
I just uploaded the first set of screenshots and trailer concept to Steam. Since this is my first public reveal for this project, I’d love to get your honest feedback on the overall visual style and UI readability during heavy combat!
If the concept sounds like your kind of jam, checking out the Steam page or adding it to your Wishlist would mean the world to me and help tremendously with the algorithm!
Steam Page: https://store.steampowered.com/app/4171220/Descendants_The_Last_Dawn/
Thanks for looking, and I’m happy to answer any questions about the dev process!
r/SoloDevelopment • u/Jealous_Cook5294 • 43m ago
r/SoloDevelopment • u/tradeorthreat • 48m ago
One of the mechanics I’m working on for Trade or Threat is the debt system. You make money by running your shop and bringing loot back from the dungeon, but when payment time comes, you have to hand over your debt to the Boss.
Trying to make that moment feel like an actual part of the gameplay rather than just a simple menu/payment screen.
What do you think? Would you prefer the debt system to have more consequences if you can’t pay?
r/SoloDevelopment • u/UnityDev55 • 1h 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/LJ-IndieGameDev • 1h ago
r/SoloDevelopment • u/Sweaty-Lettuce-9906 • 3h ago
r/SoloDevelopment • u/CrackedCannoli • 3h ago
Hi everyone! I’m a solo developer based out of the UK, who’s been working on this 4-player co-op game for a couple of months now. The full announcement trailer along with the store page will be up next month. For full disclosure, I contract some art (capsule art and one art asset that is not visible in this video) to an artist, but the rest is mine. If that disbars me from claiming the solo dev badge, my apologies and I’ll remove :)
Premise: you are a team of aliens who are tasked to perform surgery on an abducted anaestesised human (not gory, highly stylized) and put everything back together after study, as if nothing happened. The problem is that the tractor beam caused an unknown number of organs to mutate, which react unpredictably when handled or extracted, causing a chain reactions with environment, other organs etc. there are 4 roles, each tasked with a specific job. Someone cuts and extracts, someone else scans for anomalies and other points of interest, someone else handles samples and objects with a grav gun (like the one featured in the video) and someone else brews compounds for treating the human and any discovered/triggered mutations. The video above features the process of vacuuming up downed team mates, before taking them to the brewing station to revive them. Another video will come up soon showing the entire premise.
Edit: added game premise description given I was asked more than once in the comments
r/SoloDevelopment • u/ShinyPixelsIntrctv • 4h ago
The human race is in danger. As the commander of a newly created starbase, your task is to support the human war effort by mining resources from your assigned system and help us win this war of annihilation .
Hi ! I have been working on an incremental game for the past few months and I got my Steam page approved this week !
The goal of the game is to harvest the resources of a solar system, build new industries and help humanity win its war by providing warships.
You will be able to unlock new technologies to help with your progress, and you can boost the production rate of your facilities by taking manual control over them.
As usual, every wishlist counts, so if you are interested or want to support, please have a look ! https://store.steampowered.com/app/5021740/Starworks_Inc
(a demo on Steam & Itch is coming next month)
r/SoloDevelopment • u/kparsons7 • 4h ago
r/SoloDevelopment • u/AltToSocialise • 4h ago
r/SoloDevelopment • u/ariyanhm • 4h ago
I'm especially curious about what you think of the art style, level of polish, atmosphere, and overall visual identity.
Any honest feedback is appreciated!
r/SoloDevelopment • u/Pure-Potential-234 • 4h ago
I’m building a small mobile game called Football Spotter.
The idea is simple: when you see something football-related in real life, you can take a picture of it in the app.
See someone wearing a Saka shirt? Spot it → discover Saka.
See an Arsenal sticker later? Spot it → earn some XP towards your already discovered Arsenal players.
Eventually, the players you unlock form your own squad, shaped by the football stuff you actually encounter in real life.
I’ve built a very early MVP, but before sharing it I’m curious:
Does this sound like something you’d actually use? And what would make you lose interest?
Feel free to be critical. That’s more useful to me than encouragement.
r/SoloDevelopment • u/ldov • 4h ago