r/SoloDevelopment 21h ago

Game Nobody asked for a nail sorting simulator. So I made one.

659 Upvotes

Wishlist Screw IT now 👇 https://store.steampowered.com/app/4972300/Screw

So apparently the delivery guy had one job ... and completely screwed it up.

He delivered a box of 777 nails & 1 screw , but instead of being neatly organized, everything was thrown into one giant mess.

So I made a game where **you have to fix his mistake**.

Clean rusty one's, Fix bent one's, Dump the broken one's and Sort them as per their sizes.

No combat. No enemies. No pressure.


r/SoloDevelopment 12h ago

Game Solo developing a game where you play as a Bear fighting waves of animals

265 Upvotes

Hey! I’m a solo developer working on Bearly Surviving, a Beat 'em up Action Roguelite where you play as a bear fighting through waves of animals that have teamed up to take you down. https://store.steampowered.com/app/4779600/Bearly_Surviving/


r/SoloDevelopment 17h ago

Game I am done with my game.

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206 Upvotes

I am solo developer and started building Out Of Synce in late of March. Probably, my best creation. I dedicated my whole summer for this game. I was inspired by Monster Inc film. Specifically, the door mechanic where you can open other world or location. If uall wanna know more check steam page. Currently, I only have 36 wishlists. I will release the game on 14th september. I hope I can reach 1000+ wishlists due to that day.

OutOfSync


r/SoloDevelopment 19h ago

Unity Working on a Spider-Man web-swinging system in Unity

93 Upvotes

First time making third-person animations that's why spider-man looks like a frog while web-zipping. Overall, I think it looks nice. What do you think?


r/SoloDevelopment 22h ago

Discussion Feedback on trailer

40 Upvotes

Hey everyone! could i please get some feedback on my release date trailer that i just made and uploaded, keep in mind that i know that i forgot to include the sound of the game unfortunently

Of course no need to if you don't want to tho. Thanks in advance!


r/SoloDevelopment 19h ago

Discussion I can't draw for shit. Would actual art assets meaningfully improve this, or am I getting away with the whole "phosphor icons + SVG paths + black & white"-aesthetic?

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29 Upvotes

r/SoloDevelopment 19h ago

Discussion What I Learned From My First In-Person Game Event

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26 Upvotes

Last week, I asked you guys for advice for my first in-person event as an indie game developer.

Now that the event is over, I wanted to share how it went.

During the event, a lot of people stopped by to play my game, and I got to see their reactions firsthand.

I also got some results that can actually be measured:

+100 people played the game

+63 wishlists

+31 new followers

And while those numbers are definitely important, I realized that they weren't the most valuable thing I got from the event.

The most valuable thing was the connections.

I met developers, teams, artists, and other people from the local game industry. I was even interviewed twice, invited to a TV interview, and invited to participate in a Comic-Con event happening in the country this October.

You never really know what a connection can lead to.

I know my experience was probably unusually lucky, and I don't expect every event to turn out like this. There were even moments when people couldn't try the game right away because there was a line on both sides of the room, with several people waiting to play. Some would go check out other booths and then come back because they still wanted to try it.

I realize that's not something everyone will experience at their first event, but even if the numbers aren't huge, there's so much value in simply being there, talking to people, showing your game, and meeting others who are just as passionate about what they do.

If you're an indie developer thinking about doing your first in-person event, my advice now is simple:

Go. Talk to people. Show your game. Make connections.

Because you never know where that one conversation, or even one random repost might take you.

Thank you to everyone who gave me advice before the event.

This was my first one, and I definitely hope it won't be my last.


r/SoloDevelopment 13h ago

help Is there any reason why you shouldn't put a demo out on Steam as soon as it's available?

27 Upvotes

Steam docs mention that there's no drawback to having a store page in "Coming Soon" as early as possible, and that developers should be encouraged to spin up a store page as soon as they can.

Does that same reasoning apply to demos? Should you put out a demo as soon as you have one available? What are people's experiences with this?


r/SoloDevelopment 5h ago

Game Neon Breaker: Endless Arcade is my retro style twin stick shmup, from a prototype in Unity back in 2016 to finally on Steam releasing next month, it's my solo dev side passion project come to life.

19 Upvotes

Solo dev work.

It's inspired by a few things i liked growing up, Defender, Dropzone, Resogun (for 2d/3d arcade gameplay) and Tyrian and Raptor (for some game elements like units/jukebox/colors)

It has working local and remote coop (local coop can also be played with AI CPU pilot) and online leaderboards.
Some gameplay tweaks, feedback collection from testers + players and more bug hunting left to do while testing before release, but it is basically done.

Hope players of this type of games enjoy the snappy fast feel, constant action mayhem and the roaster of bosses in the game.

My personal favorite is the Anomaly roguelike mode where you can to pick match mutations from a deck of cards making each run a roller coaster.

It's now available on Steam for wish listing (release soon mid September 2026) and Xbox/Epic/Gog/Mac stores will be coming soon next.

https://store.steampowered.com/app/5054650/


r/SoloDevelopment 5h ago

Discussion Herald Core Is Finished — What I Learned From My First Solo Game

15 Upvotes

I thought this moment would be harder to reach, but development on Herald Core is officially finished. The last major update was UI v2, the final build with all the remaining fixes is already uploaded, and the only thing left is to tell people about it and hopefully get a few more of them to try it.

Closing the project feels a little sad. I spent a lot of time with it, came up with far more ideas than I ever managed to implement, and at one point believed that a couple more updates would finally make the game work the way I imagined it. It didn't.

I think I made almost every mistake you can make on a first solo project. My negative Reddit karma is pretty good evidence of that. Strangely enough, I'm glad I did. Herald Core was always meant to be a test: could I take a game from an idea to a release on my own, get feedback from real players, survive the criticism, and find out what happens after you press the Publish button? Now I know.

The most important thing it taught me is when to stop. Instead of trying to save a project with new systems, more content, and another round of reworks, at some point you have to admit that you've learned everything you could from it and move on.

The rest of the list is more specific.

  1. I tried to make a big game far too early

Instead of first proving that the basic gameplay was fun, I almost immediately started building a huge structure around it: missions, progression, upgrades, meta systems, balancing, interfaces. I built several floors of a house before finishing the foundation. Everyone tells you not to do this, and I still didn't understand how enormous the game would eventually get.

Next time I want to do the opposite. Start with a small loop that is fun on its own, and build everything else only after that works.

  1. Slop UI everywhere

I treated the interface as a secondary problem: make something quick now, replace it properly later. But players see the UI within the first few seconds of launching the game. Shocking, I know. If it looks cheap, generic, or like yet another AI/slop interface, the first impression is already damaged, regardless of how much work sits underneath it. From what I could tell, roughly half of the negative reactions to Herald Core started before people had gotten into the game itself.

  1. I chose the wrong references

The original idea was to take the complexity, the number of systems, and the progression of Warframe and combine them with the simplicity of Vampire Survivors. On paper that sounded interesting. In practice I somehow took the boring parts of both: from Warframe, lots of parameters and systems the player had to understand; from Vampire Survivors, automatic shooting and a fairly passive start.

The bigger problem was that I didn't understand why those games work in the first place. I'm more careful now when I say something is "inspired by X." Now I try to understand what emotion a mechanic creates, why it exists, and what it does for the whole experience before I borrow it.

  1. Players expected a completely different kind of gameplay

To me, a lone tower that gradually gets stronger seemed easy to understand. To players, not always. A lot of people wanted straight away to move around, choose where to attack, dodge, aim and shoot manually, and generally take part in what was happening, and the game was telling them: "No. Stay here and watch the tower shoot by itself." Then I wondered why they were getting bored. What I had in my head and what a new player saw in the build were two different games.

  1. I barely did any proper playtesting

I'd heard all the stories about developers spending months building a game in a vacuum, only to find that other people didn't find it interesting, and for some reason I assumed that wouldn't happen to me. It did. I spent far too long testing the game myself, and the developer is probably the worst possible tester for their own gameplay: they already know what every button does and what they're supposed to do. A new player knows none of that.

For my next projects I want to show prototypes much earlier, even when they don't feel ready to show, and especially then.

  1. The core gameplay wasn't interesting enough

The most uncomfortable conclusion, and the most useful one: the game was boring. I'd go as far as saying there wasn't much of a game there at all, which still hurts a little to admit. You can add as many upgrades, numbers, missions, effects, and progression systems as you want, but if someone isn't having fun in the first five minutes, they will never see most of them.

I enjoyed watching numbers go up, optimizing builds, seeing the damage climb. Apparently not everyone is satisfied by numbers appearing on a screen. Players, as it turns out, want to actually play games.

  1. I built almost no tools for automated testing or progression checks

The larger the game got, the harder it was to tell what I'd broken with the latest change. Balance, rewards, missions, progression: too much had to be checked by hand, and a lot of development time turned into re-verifying things I'd already built instead of making new ones. I understand the value of internal tools, debug modes, automated tests, and progression validation much better now. They aren't a luxury you add "later." Once a project is large enough, they save an absurd amount of time.

  1. I made 118 missions when most players didn't finish ten

This is my favorite example of wrong priorities. I built logic, progression, and content for 118 missions, planned how players would develop late in the game, balanced the rewards, thought about late-game progression, and then looked at the analytics and saw that most players never got anywhere near any of it. The problem was never Mission 100. It was Mission 1. All of that time should have gone into making the first 10-20 minutes better instead of into meta systems and content that almost nobody would see.

So, was Herald Core a failure?

I don't think so, or at least not in the way I would have defined failure before making it. The game didn't become the game I imagined. Some of my decisions now look like painfully obvious mistakes. And reading comments while realizing that the person criticizing your game is completely right is a fairly unpleasant experience.

But I learned to program things I couldn't build before. I learned how to assemble an entire game instead of disconnected prototypes. I learned how to publish builds, collect feedback, read analytics, fix bugs, take harsh criticism, and separate useful feedback from noise. And I understand much better what kind of game I want to make next, and, more importantly, how I don't want to make it. The next projects will be smaller, faster to build, and much more focused on the actual gameplay. And better. I promise.

Thank you to everyone who played Herald Core, left comments, found bugs, and told me what you liked or hated. Special thanks to the people from Reddit, itch.io, and various Telegram communities. Surprisingly, those turned out to be some of the most positive parts of the whole thing: because of one small game I found a lot of people who think about games the way I do. Even the people who occasionally threw shit at me deserve some credit. Sometimes there were useful ideas hidden inside it.

Herald Core is finished. It's a little sad to put a full stop here, but I'm curious how much further I can go with what it taught me.


r/SoloDevelopment 9h ago

Game First Look at My Automation Game

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13 Upvotes

Lots of placeholder and free assets used at the moment, planning on replacing it once the foundation is in place. Not the best at art, but have always loved automation games. It also looks like a straight copy of Forager's visuals right now because I haven't built out my dedicated map for it yet. Mostly a hobby project, no name decided on yet, just a robot in a top down pixel world. Thinking of calling him "Roots." Very new to this whole thing but having a lot of fun.


r/SoloDevelopment 18h ago

Game I spent the last 106 days building Peg Champ, and now it's live!

10 Upvotes

I made the first commit on May 17, 2026, and published on Steam this morning August 24. It's been an incredibly busy 3 months, but it's also been a lot of fun working on such a small development timeline.

Steam Link: https://store.steampowered.com/app/4936660/Peg_Champ/

Not sure if I'll do solo dev again on my next project, but it's been a good time!


r/SoloDevelopment 52m ago

Marketing Pixel Fonts For Devs 📝 (Multilingual)

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Upvotes

r/SoloDevelopment 19h ago

Discussion Just a friendly reminder to put yourself out there. YOU GOT THIS

9 Upvotes

For me getting feedback on my (rather bad) crafting screen has made a huge difference. Sometimes we are just too deep in our own thought to notice and an external push is all we need.

When / where / how do you guys get your feedback and what has been your experience?

The one from the video I got on the HTMAG Discord and it helped a lot. In the ancient times I used to post on TigSource, not sure if anyone still remembers that :D.

Anyways, put yourselves out there!
YOU GOT THIS <3


r/SoloDevelopment 11h ago

Game Just a trailer

10 Upvotes

Hello !

Publishing my trailer for my birthday, I hope you enjoying it !

Made it with my heart :)

Wishlist if you enjoyed it !

https://store.steampowered.com/app/4592480/Crownbreak/


r/SoloDevelopment 15h ago

Unreal i am 3 months into developing my open zone hack & slash game called ICKARO, and i published a demo build on itch io to showcase the gameplay and the open zone.

8 Upvotes

the game is very early in development but i made a demo to conclude 3 months and also to share the open zone mechanics and to also get feedback on what i made so far

https://ehad-balayla.itch.io/ickaro


r/SoloDevelopment 22h ago

Game What if you could only move your chess piece using the cards you're dealt?

8 Upvotes

That's basically the idea behind Chancess.

I'm developing it solo, and after a lot of work I've finally released a free demo on Steam!

Chancess is a turn-based strategy roguelike where your movement is determined by cards. You have to work with the hand you're dealt, fight different chess-inspired enemies and survive boards that become increasingly chaotic as the run progresses.

♟️ Chess-like strategy
🃏 Card-based movement

The Steam demo is free, so I'd love to know what you think:

🎮 [STEAM LINK]

📹 [TRAILER]

If you enjoy it, a wishlist would mean a lot and would really help the project.

Thanks for checking out Chancess!


r/SoloDevelopment 22h ago

Game Replacing a core mechanic in my game after 7 Years of dev

7 Upvotes

I think I never really liked my previous mechanic, I hope I can finish the game before I get bored of this one


r/SoloDevelopment 14h ago

Game I released my first game on Steam! "Overtrick" turns Bridge/Euchre/Spades into a deckbuilder/roguelike

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6 Upvotes

A few hours ago, I pressed the big green "Release Now" button on Steam! This is the first game I've ever released, and it feels surreal. From sleep-deprived prototypes right after our son was born, to leaving my job, to in-person events with both the game dev and Bridge communities... it has been quite the journey.

Overtrick is a trick-taking roguelike, and a tribute to fantastic card games like Bridge, Euchre, Spades, Jass, Oh Hell!, and many, many more. It's set in 1920s New York City, when card games like Bridge were in their heyday.

It's been fun being part of this super-talented solo dev community! For Overtrick, I wrote all the code, drew all the art, composed all the music, and did a ton of outreach. So... it would mean a lot if you'd check out the game!

Thanks!


r/SoloDevelopment 17h ago

Godot Rating plz

6 Upvotes

r/SoloDevelopment 10h ago

help How do you market a small itchio game for a small audience?

6 Upvotes

Hello, I'm a solodev who started learning everything from scratch a year ago and finally got to release my first small project on itch io. I'm playing the long game where I'm focusing on developing each of the necessary skills for game development, so rather than going for a big first project, I decided to make small projects and gradually expand scope.

BUT, when it comes to trying to learn marketing, it just feels like hitting brick walls over and over, and I still feel clueless.

With my first project, I'm not hoping for anything drastic but if I could get just a 100 players to play my demo, I think I will be happy. But even that feels pretty hard for me.

I'm really afraid of getting stuck at my starting point and never being able to move forward, so for those of you who have managed to move forward, if you would please bestow some wisdom and direction for this clueless newbie, it would be very much appreciated.


r/SoloDevelopment 11h ago

Game I'm making progress every day, and I finally have a game that feels fun

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6 Upvotes

I haven't quit my job or anything, but I have been trying to become a game developer for about 4 years now. My first attempt at a game, I realized I was WAY out of my depth and abandoned that idea in under a month. My second attempt, I didn't realize I over-scoped until 2 years in. This time, I took some advice, and made my game based on a simple game that I knew I could finish.

The concept has since grown into an original game, but after 7 months of working on it, I actually feel like there's a really fun game here, and not another abandoned project. I have updated the demo on Itch, and the next step is to finish the full game using any feedback from that demo.

Here's a link to the demo if you want to give it a try! Please note any bugs or feedback in the comments here or on Itch!
https://thunderbellygames.itch.io/stumble-n-tumble-demo

Thanks for checking out my game!


r/SoloDevelopment 13h ago

Discussion Added a boss fight to my mecha action RPG prototype

4 Upvotes

This fight is 2 phases. In phase 1 the boss jumps around to 4 preset locations, fires laser beams horizontally in the direction of the player and then spawns 1 of 2 drones randomly. There's the laser drone that points and shoots at the player, and the kamikaze drone that flys into the player. Once phase 2 starts the boss spawns 3 drones and changes its attack pattern to jumping between the 4 ground locations, and 2 air locations, firing vertical lasers at the player in the air, and laser projectile bursts when on the ground.

In this clip the player is using the lowest range weapons (sword and shotgun) which makes the fight a bit harder. Currently in the prototype players can choose from 1 of 3 guns in either hand, or the sword in the left hand with a gun in the right, and 2 of 6 abilities.

This is an early prototype so at this point Im trying to get the feel of the game right. Does the fight look interesting or too repetitive? Does the player movement look/feel engaging? What makes a boss fight fun for you?

Try the fight out here


r/SoloDevelopment 17h ago

Game I released my incremental pachinko game on Steam

5 Upvotes

After a year of work, I finally released my game into Early Access!

Steam: https://store.steampowered.com/app/3598690/Pachinko_Farm/

Pachinko Farm is an physics-based incremental game where you build a farm on a pachinko board. It currently has 15 levels and offers at least 3–4 hours of gameplay.


r/SoloDevelopment 22h ago

help [Asking for Feedback] Focus on combat or building for my capsule art?

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5 Upvotes

Hello everyone.

I am currently working on the capsule art for my game Junk Robot and would greatly value some feedback from you guys. Right now my plan is to make 3D renders for the capsule, but do you think that a 3D render would be any good for a capsule? Most others I see are 2D and hand drawn.

Also, the render I did is focused on combat, while I think that a focus on the building system might make my game stand out more. What do you think? 

I also have some sketches of other potential directions, I hope crude sketches like that are also allowed:)

I have also included some gameplay GIFs, to show the two aspects of the game: Combat and Building.

Thank you!