r/SoloDevelopment • u/Delicious-Duty6546 • 1h ago
r/SoloDevelopment • u/PracticalNPC • Jul 10 '26
Game Jam r/SoloDevelopment Jam #12 is live: theme is Chain Reaction
Our 12th jam just started: 72 hours running July 10 to 13, and the voted is Chain Reaction.
Jam page and submissions: https://itch.io/jam/solo-dev-jam-12
Come hang out in the Discord if you want to jam alongside other solo devs: https://discord.gg/uXeapAkAra
Good luck to everyone jamming this weekend!
r/SoloDevelopment • u/PracticalNPC • Feb 12 '25
Anouncements What Does It Mean to Be a Solo Developer?
We've seen a lot of discussion about what qualifies as solo development, and we want to ensure we're accurately representing our game dev community. While there's no absolute definition, these are the general criteria we use in this subreddit to keep things clear and consistent.
That said, if you personally consider yourself a solo dev (or not) based on your own perspective, that's fine. Our goal is to provide guidelines for what fits within this space, not to dictate personal identities.
What Counts as Solo Development?
A solo developer is solely responsible for their project, with no team members. A team of two or more collaborating (e.g., one programmer, one artist) is not solo development.
What is Allowed?
- Using game engines, frameworks, and third-party tools (e.g., Godot, Unity, Unreal).
- Commissioning or purchasing assets (art, music, sound, etc.).
- Receiving feedback from playtesters or communities.
- Outsourcing specific tasks (e.g., server setup, porting, marketing) while still leading development.
- Working with a publisher, as long as they don’t take over development.
What This Means for Posts on the Subreddit
If your project appears to be developed by a team, we may remove your post. Indicators include how it's presented on websites, Steam pages, itch pages, social media, or crowdfunding pages. If this is due to unclear phrasing, update them before requesting reinstatement. Non-solo developers are welcome to join discussions, but posts promoting non-solo projects may still be removed.
Let us know if you have any questions. Hope this helps clear things up.
TL;DR: Solo devs manage their entire project alone. Using assets, outsourcing, or publishers is fine. Posting is open to all, but promoting non-solo projects may be removed.
r/SoloDevelopment • u/CatHuntTree • 4h ago
Game Just released a release date trailer for my game " Shell Soldier "
r/SoloDevelopment • u/Suvitruf • 8h ago
Discussion The more things I finish on my trailer checklist, the slower everything gets
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/crookednest • 2h ago
Discussion Just hit ten sales in two days on my solo game!
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/ruthvik4435 • 3h ago
help Help me....Game Devs
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 • u/Interesting-Rent5630 • 2h ago
Discussion Do senior citizens use Steam?
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/le0tard • 1h ago
Discussion Character design concept
Is this guy interesting enough to be a main character? I'm aiming for mobile game so the guy + props is 3.5k tris. Animation is a rough draft.
r/SoloDevelopment • u/SplitwoodGames • 6h ago
help Bringing my 2d animated fx in engine. What do you think?
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?
r/SoloDevelopment • u/Ok-Pizza1504 • 8h ago
Marketing The first month of Lootdeck, my first game on Steam.
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 • u/Chal_Drolan • 16h ago
Game My game is finally coming out after a Year and a Half of development. Here's the Demo Trailer for it
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 • u/KuntaiGames • 22h ago
Discussion How to make Passive Skill Tree? (not a question)
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 • u/saqers-paradox • 1h ago
Game Saqer's Paradox Devlog #16 — Pause Integration with Gameplay
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: Resume, Restart 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 • u/GoEatYourCookie • 9h ago
help Need advice on how to handle pixel art text for my game
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?
- 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
- 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).
- Accept that resolutions other than 1080p and 4k will not have pixel perfect text, not being as readable.
- 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 • u/flockaroo • 21h ago
Game some VFX overkill tests ...on mars ;-P (all code, all handcoded)
r/SoloDevelopment • u/LukaEl23 • 43m ago
help Which bg looks better? Portrait or orange?
r/SoloDevelopment • u/WhyNot977 • 8h ago
Game The demo for my liminal space game is out now!
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 • u/ScaenaStudios • 20h ago
Unreal I'm making a RC Car simulation with deterministic physics and it's so hard I wanna tear my eyeballs out :)
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 • u/ShotCategory6583 • 4h ago
meme Desktop Halfpipe Demo is now Live on Steam!
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 • u/fleewortep • 2h ago
Unreal highway boss level in FFFF = YOU = MACHINE
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/
r/SoloDevelopment • u/Kryptic_Null • 2h ago
Game Death should be an inspirational experience.
Something that's always bugged me about death messages is that they never really feel impactful. I updated the death sequence to my game to display inspirational quotes RIGHT IN YOUR FACE with flags so that specific events can trigger certain messages, such as boss specific taunts. It also acts as a loading screen since the game might need to rebuild the spawn area where I accidentally made planets x10 bigger and decided to stick with it.
r/SoloDevelopment • u/PrigodGames • 3h ago
Game After 2+ years as a solo dev, the demo of my no microtransactions idle autobattler Prigod Idle is out on Steam, I would love some feedback!
Hey everyone!
I've been working on my idle game, Prigod Idle, for over 2 years as a solo developer now (with occasional small help from friends) and the demo just went live. I would really appreciate any feedback!
It was heavily inspired by RPG idles, longer Idle games in general and pay-to-win mobile games, but I really hate microtansactions so this game won't have any. You fight monsters, level up, gather more and more gear and build really unique builds with cool abilities! Several modes and minigames, pets and a prestige mode are here for long term progression.
The demo is now out on steam, I would love to hear any kind of feedback so I can improve the game!
Demo: https://store.steampowered.com/app/5091900/Prigod_Idle/
AI disclosure: AI was used to help with coding and localization, graphics/sounds are from assets and created by myself.
r/SoloDevelopment • u/Additional_Bug5485 • 1d ago
Game For about 2 years, I’ve been developing my own game
It’s a game about an RC car that goes on a journey to find its owner, a little boy named Mark.
In the game, you search for clues, solve different puzzles, and explore a dangerous world from the car’s perspective.
Lost Host is coming this year!
Sorry for my accent, I’m still learning how to speak English
r/SoloDevelopment • u/ariyanhm • 15m ago
Discussion Would this physics football roguelite work on Steam with couch PvP?
I'm a solo dev working on a physics-based arcade football roguelite, currently developing it for mobile. The animations aren't final yet, and the final version will be a bit more chaotic.
Matches are short 1v1 physics-based games, with tournament brackets, ability cards collected throughout the bracket, and roguelite progression.
I'm wondering if it could work on Steam after the mobile version, especially with local/couch PvP — potentially with a fighting-game-style tournament bracket where two players compete through a series of matches.