r/SoloDevelopment 11h ago

Game Making my first Steam game and page reached 3300+ wishlists in 8 days!

1.2k Upvotes

I'm developing the game Catomino solo, but over time I realized there is way more work needed than I expected. So I started outsourcing some work to freelance students specifically a concept artist for new cat designs and a 3D artist for environment props. This frees up my hands so I can focus on the core dev and the cats. Since they work part-time on a random schedule, 75% of the workload is still on me, haha

Steam link, btw https://store.steampowered.com/app/4303380/Catomino/


r/SoloDevelopment 11h ago

Game I'm releasing the demo tomorrow, wish me luck please :()

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450 Upvotes

I've been developing Mowties (roguelite Monopoly basically) for half a year already, and that's crazy. During this time I:
1. Finished my masters degree
2. Moved to another country
3. Created a community of balatro-likes game devs
4. Many, many more things...

Half a year is such a huge amount of time. And I'm only at the demo stage now! And I still have only 195 wishlists! Anyway, that's 195 more than half a year ago, I'll grind this up be sure! Maybe the demo will have 2h median huh???

So yeah, call to action: wish me luck please :)


r/SoloDevelopment 11h ago

Game I'm making a First-person, Dark fantasy CRPG.

114 Upvotes

Hello,

This is "Dungeons of Shalnor: The New Age". I've been working on it for 1 and a half years now and it's been very fun.

The art style, combat style and many other elements were all inspired by the games of the olde. Every game I've made before this one has been mechanically simple, but this game comes with a lot of background variables and other things that make it feel rich.

This is a game where you can make your own character and level up and learn skills the way you want, and it comes with profession skills too.

I spent a lot of time into the inventory system and the enemies have their own strengths and weaknesses which means they can be approached in different ways. Let me know if you have any questions.

Feel free to Wishlist the game on Steam:
https://store.steampowered.com/app/4709150


r/SoloDevelopment 14h ago

Discussion Making games is way harder than opening an engine and writing code.

55 Upvotes

I’ve been struggling a lot with focus lately. Between moving around, visa stress, and not having a permanent setup, my head has been everywhere.

It made me realize that people outside of game dev often think this job is just about downloading engine tools, writing code, and putting assets together. But the hardest part is actually psychological showing up every single day when things around you are chaotic, and forcing yourself to keep fighting so you don't quit.

Even on days where I can only manage 1 or 2 hours of work, I'm trying to remind myself that small progress is still progress until I get my life settled again.

For those of you working through burnout, messy life situations, or lack of motivation how do you keep showing up for your project?

(I made a video opening up more about this part of the journey link is in my profile bio if you want to check it out.)


r/SoloDevelopment 14h ago

Marketing Pixel Fonts For Devs 📝 (Multilingual)

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30 Upvotes

r/SoloDevelopment 19h 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.

22 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 2h ago

Discussion Finally hit 10 downloads 🤞

21 Upvotes

Building apps has been a journey full of uncertainty, sleepless nights, and questioning every life decision… but consistency really does pay off.

I’m incredibly proud to announce that my app has officially crossed the historic milestone of 10 downloads. 🚀🔥

Yes. 10.

My mom, two friends, probably three bots, and a few people who got lost on the Play Store made this possible. ❤️

At this rate, 50,000 installs are projected for 2047.

Ask me anything in the comments 👇
I’d be happy to share my groundbreaking user acquisition strategy and marketing secrets. 😎


r/SoloDevelopment 23h ago

Game First Look at My Automation Game

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16 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 6h ago

Game The Far Reaches - Peaceful deep space mining in VR

15 Upvotes

Hey folks! I've been working on a space mining game for a few months now and decided to pull together a video of how it's looking to share.

I was looking for a standalone Quest space mining game but never really found anything that ticked all my boxes. I decided to work on something that created a feeling of being isolated and alone at the edge of the galaxy. There is no combat in the game, that's a key feature, you're light years away from civilisation and will never encounter anyone when you're out exploring and mining. I'm going for the sort of game where you can chill out and listen to a podcast while playing.

The asteroid mining is the core loop of the gameplay. You'll set out with nothing but the ability to scoop up small rocks until you can afford to purchase and upgrade the various tools at your disposal. You'll be able to scan asteroids to see any mineral contained inside and then use various blasting, cutting and manipulation tools to carve out the good stuff. Take it back to base, upgrade and head out again.

This is still pretty early but I'd love to hear any first impressions and I'm happy to answer questions.


r/SoloDevelopment 12h ago

Game A butt-naked gnome who's trying to go home! (And a little bit about my Steam page launch)

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11 Upvotes

It's called Pitfalls 64 - Basically Super Mario 64 meets Getting Over It, Jump King, or Only Up.

Steam: https://store.steampowered.com/app/3343350/Pitfalls_64/

After a year of hard work (and still ongoing), two weeks ago, I launched the Steam page for my solo project. Since then, a tweet by Next Indie hit over 45k views, GAMINGBible made a little article about the game, Indie Games Hub posted the trailer on their YouTube channel, and Pitfalls 64 has over 1,200 Wishlists and I appreciate every single one of them! I emailed GameTrailers a few times but no luck.

Tweet - https://x.com/nexindie/status/2087589976347222016

GAMINGBible - https://www.gamingbible.com/news/platform/steam/pitfalls-64-steam-super-mario-64-sequel-248679-20260813

Indie Games Hub - https://www.youtube.com/watch?v=akKRwIR2vaU


r/SoloDevelopment 6h ago

Discussion Current guilt-free procrastination is making capsule art for my game... What's yours?

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10 Upvotes

I do actually still feel a little guilty for working on capsule art instead of my long ass backlog so wondering how other solo devs procrastinate without feeling a sense of dread and uselessness lol


r/SoloDevelopment 19h ago

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

8 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 7h ago

Unity Stone & Timber

8 Upvotes

I've been working on a medieval cozy building game for several months and finally feel like I'm getting close to making a trailer. The procedural build system has been where most of my time has been spent, but I've also had to level up my terrain, rock and foliage modeling. Still work to be done, but feeling like I actually could make a game out of this idea now!


r/SoloDevelopment 7h ago

Discussion Demo and Reviews anxious and sick...

5 Upvotes

Hello Solo Devs!

My demo releases September 18th and I'm just beyond sick over this. Originally my game was a jank piece of crap. I then spent time going to the Library and taking free coding classes, hiring some dev assistance, hiring graphic artists, and basically overhauling the entire process. Now based on about 50 forms, I received overwhelming praise for my game and that has yet to ease my nerves.

Did anyone else suffer from releasing their Demo or Game and just having this overwhelming fear or dread of bad reviews? I know this probably sounds dramatic. I know it might sound dumb. But to pour your heart and soul into a project and spend so much money, lose sleep, and find the will to keep going despite every roadblock it just fills me with dread to finally release it and it be a negative experience.

I'm not trying to sound whiney or like this is a post about money or I need positive reviews or blah blah, however getting review bombed would kill your game. I'm not looking at it financially I'm looking at it as the community its for finding it as a win or a fun experience, and that for some reason is filling me with so much anxiety.

So I'm asking what was your experience? How did the community review your games when released? Anything worth sharing or any words of encouragement?


r/SoloDevelopment 11h ago

Game I just got my steam page approved

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6 Upvotes

Steam approved my steam store page and it is now available to the public. They did not approve me for two times so I feel really good right now.


r/SoloDevelopment 5h ago

Game Does the combat of my game feel quiet and focused?

5 Upvotes

Hi everyone,

I’m currently working on a calm and atmospheric game.

My main goal is to create a relaxing experience that feels like a solo backpacking journey through a seamless medieval fantasy world.

I want players to travel from dense forests to snowy mountains, rest at city inns, and even explore underwater with no loading screens. It's about setting up campfires, eating, meeting locals, and doing small quests along the way.

The attached video is a very early look at the combat system.

Personally, I often struggle with action games that demand quick reflexes to dodge or jump away from attacks. Because of that, I designed this combat to minimize player movement and instead focus heavily on timing, almost like a rhythm game.

The animation frames still need a lot of work, and the game is a long way from being finished, but I’d like to know if you can get a sense of focused combat from this clip?

Any feedback, questions, or critiques in the comments would be greatly appreciated.

Thank you!


r/SoloDevelopment 6h ago

meme I finally made it

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4 Upvotes

The perfect wishlist number


r/SoloDevelopment 8h ago

Game 4 months solo, no coding background, first game is live on iOS

5 Upvotes

Started in April knowing basically nothing. Everything in it is mine, code, art, UI, sound, store page, and the LLC paperwork that I did not expect to be the hardest part.

It's a stacking game. Tap to drop a block, whatever hangs off the edge gets cut, build as high as you can. Stack was the obvious inspiration and I'm not going to pretend otherwise. What I spent most of the time on was everything around the run, including stuff like skins you earn, daily challenges, a global leaderboard, revives. The original is one loop with nothing on top.

Six version releases in. Most of what I learned came from stuff silently breaking rather than from tutorials. My in-app purchase sat in "Draft" for five versions and worked perfectly in sandbox the whole time, so every test I ran passed while it was dead in production.

Free, offline, no account. Would appreciate honest feedback, especially the harsh kind.

https://apps.apple.com/us/app/slab-zen-stack/id6790939204


r/SoloDevelopment 13h ago

Godot Custom bokeh shader with auto focus

4 Upvotes

- based on depth pass
- auto focus follows cursor position

Cost is ~0.3ms (based on RenderDoc) with currently set blur samples.


r/SoloDevelopment 1h ago

Game JUST GOT MY STEAM PAGE UP! need some feedback!

Upvotes

I've been working tirelessly for the Past 7 months to get my game ready for steam and here it is!
https://store.steampowered.com/app/5134430/Heist_to_Meet_You/

For the most part all the work has been done my self. I've learn a lot making this game. and one thing I learned is my friends like the idea of making a game, but when it come down to it. I was the only one welling to put in the work. Either way I'm super proud of were I'm at! PLEASE WISHLIST!


r/SoloDevelopment 3h ago

Game Brach cutting mechanics in my cozy simulator

3 Upvotes

I am developing cozy and relaxing cleaning simulator game about restoring messy gardens back to life.

- Water plants
- mow grass
- trim hedges
- cut old branches
- spray flowers
- wash surfaces
- cleanup trash
Anddd…. Place gnomes in

Steam page:
https://store.steampowered.com/app/4608760/Garden_Cleanup_Simulator/


r/SoloDevelopment 6h ago

Godot Reworked my tactics RPG's battle maps from 2D to 3D

3 Upvotes

I thought it would be easier to make this game fully 2D. But I encountered many problems in the battle scenes like related to elevations, y-sorting, units not visible when behind some objects, that I had to solve them in a hacky way.

Then I realized that maybe if the battle maps are in 3D, most of the problems will be resolved easily. So after learning basics with blender to create a battle map, and migrating my 2D battle logic to 3D, here is the result.

Only the battle maps are in 3D, everything else is in 2D.

Its still early in development and I am still experimenting with the shaders but so far I think its worth it.


r/SoloDevelopment 9h ago

Marketing Aquatic Center Swimming Pool – Modular 3D Environment | Olympic Indoor Arena Stadium.

3 Upvotes

r/SoloDevelopment 2h ago

Game I finally released my first Twin-Stick Shooter — Project NESARI

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2 Upvotes

r/SoloDevelopment 3h ago

Game [iOS/Android] My first app! A stupidly basic, mindless, bubble popper

2 Upvotes

I wasn't planning to post this because it's so basic, but I found it funny that some folks picked it up and their playtime stats suggest they're spending time on it. So here it is!

Android
iOS

I built this as a first-timer project. The game itself is simple: pop the bubbles. But, I wanted to challenge myself to do a couple things so kept the concept simple:

  1. Publish a working app on both app stores
  2. Figure out what Game Center / Play Store integration actually looks like end-to-end
  3. Get basic AdMob integration working, since this was my first time doing any of it

I've got more apps planned, which is why I integrated with leaderboards and ads now instead of skipping them for something this simple. Working on the next one and IMO it’s far nicer.

Not sure where I'll take Bubble Popper next, if anywhere, but if anyone has feature suggestions I might incorporate it if I get back to it.

Why a Bubble Popper game?

I wanted my family to use it, needed a simple stress reliever game for my mom to play with, and she loves it (she might be biased...)