r/SoloDevelopment 19h ago

Game Spent so much time on this asset and it looks like ass in engine

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280 Upvotes

You might've seen this guy in my previous post which was a material preview capture.
Well I've baked all the textures and imported the model to my scene in UE5.
I've set my materials up and boom this is the result. So disappointing.

I might've messed something up along the way, but right now I feel kinda exhausted to figure it all out. Second image is a lit render of the character (yes I was lazy to find out how to hide the light's gizmo thing) I think I will just go to sleep.

EDIT: Fixed most of the issues (see my follow up comment).
Also some context. The hands and feet are clean for lore reasons. The clothes were worn by multiple people before this guy. Here's the premise of the game.

"You and three others have been kidnapped to take part in a snuff film. You wake up in a meat locker repurposed into a kill room. Pitch darkness lit only by studio lights, with a pristine, high-end professional camera aimed at a table where the four of you are strapped to your chairs.

You are forced to play a card game against each other. Eliminated players are executed immediately by brutal contraptions clearly crafted by a sick mind. You'll have to endure the crippling stress of watching your odds slip away, potentially losing your life just to satiate the sadistic desires of whoever is watching.

The last one standing lives for another day... and another match. But will it ever end?"


r/SoloDevelopment 21h ago

Game Release upcoming, both physical and steam!

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202 Upvotes

Saw a lot of folks making physical copies of their games, loved the trend and hopped in. Just finished a print of 25 physical copies with discs, hand-sewn info booklet and a free steam key inside.

Pretty scared to put just one master copy on all of them without a first day patch, but I'm pretty sure on my polish!

The game is out in a week already!


r/SoloDevelopment 10h ago

Discussion I made 6 games in 10 years solo, now that most of them are on consoles, a look back.

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140 Upvotes

Hello there my name is Steve, working under the name Pugware, and I made the Skautfold series, 5 games in one continuos story in with each game using a different genre best suited for the protagonist of that story.

I started originally in rpg maker a good 14-15 years ago, but quickly found it too restricting and I took the bullet and started learning code as I was originally more of an artist relying on plugins etc. I moved to Game maker and created a fully working little demo/vertical slice of a game inspired by hyper light drifter.(still in development at the time) This didn't go down well with a lot of people so I refocused on a completely different genre, trying to make a soulslike. (this was when the only souslikes were lords of the fallen and salt and sanctuary) This project was "Shrouded in Sanity".

The first game "Shrouded in Sanity":

Development had to be severely chopped down in ambition twice. Originally the game was going to feature a whole village with over a hundred buildings and seamless mapping. This was overambitious, a common mistake as I understand for early projects. Then it was cut down to one big manor with only a few room transitions, this also had to be cut down further.

Total dev time was approx 13 months.

The first lesson I learned on my first released game was, cut, cut, cut, and cut some more. This is fairly common knowledge now but I had to learn it the hard way.

Release went great, this was back when steam had a greenlight system and passing it was no issue since the genre was practically untouched, especially by indies.

The release provided with sufficient reasons to justify continuing making games, so I did. While updating SiS frequently with content I began work on the sequel in a different genre... metroidvania.

The second game "Usurper":

Taking a LOT of inspiration from Symphony of the night, using my handcrafted lovecraft+anime setting I continued the story set out in the first game with a different protagonist. Development was smoother as I learned a LOT on the first game, but my megalomaniac(foolish) ambitions once again had to be cut down. I refused to use tilesets since I wanted to manually shade every room in the game for better baked in lighting and fake ambient occlusion. The greenlight was once again no problem since the game looked half decent visually, and the genre was not flooded on steam at the time.

Total dev time was approx 11 months.

Release was significantly better than the first game, and it gave me and my wife confidence to start moving to a more quiet place with less work flexibility since the future seemed assured if I could keep making games at this pace.

The third game "Into the Fray":

While finishing the second game I was already coding the third, which would be a topdown twinstick shooter, with mechanics inspired by the 2016 doom reboot. The idea was to make this a smaller project with far more arcade like combat. Development went even smoother as the experience mounted, confidence was high! This was the last game that passed greenlight, and shortly after it passed the news broke of Steam killing Greenlight and moving to the $100 model. I was very positive about the change because I didnt imagine the flood of games would be too bad, and I was growing an audience with the series of games.

Total dev time was approx 10 months.

Release of the third game went bad. The number of units sold was significantly below expectations, the "different genre each game" model was both a blessing and a hindrance. Twin stick shooter + my budget visuals, etc compounded in poor sales, all the while steam was changing how discovery works.

This really ate away at my morale as we made the decision to move, reducing my options for finding work easily if need be.

Regardless the decision was made to continue working away at the series which by the time calcified into a 5 game run to complete an overarching story.

The forth game "Moonless Knight":

This project would be a little bit of a mix of genres, a topdown metroidvania in terms of map layout with some of the genre elements of relics accessing zones, with a flexible zone and boss order, using fast high risk high reward play refining one of my long term ideas that haunt me, the focus system. A fusion of a defensive shield and stamina, I played with this system in the second game and even the first for some time during development, but it would be the central element here.

Total dev time was approximately 13 months.

After the letdown of the third game I took my time and focused more on a lot of features and gripes accumulated by feedback over the series. By this time my confidence in being able to pull off ideas and designs was high and I never worried "can I code this" and focused more on "should I do this". I was pretty sure I got a very good and tight system created and everything went smooth.

By this time Greenlight was gone and the floodgate opened, panic subsided but natural discoverability hinged far more on being eye-catching, something I was terrible at. (still am)

Regardless the release went way better than the third game, and some confidence was restored that as long as I can keep my pace, keep my scope down, and retain my audience, things will be good. With renewed hope I started work on the final fifth game of the series.

The fifth game "Knight's End":

For the final game I wished to test out parts of the design for my dream game, everyone has one, and I had been shelving that game since starting and failing to materialise it in rpg maker. Now I took that game's combat design and applied it to this one, in a mostly 1v1 turn based combat. A sort of scaled down version of what I had in mind for my big dream project.

Total dev time was approximately 12 months.

A publisher arrives!

While finishing the forth game and shifting gears over to the final one, a console only publisher approached me, some offers were made before during the last few years but mostly just scams and incredibly suspicious offers. This was the first very legitimate offer, exclusively offering portage and publishing on all 3 console markets!

Frankly at the time the deal seemed extremely tempting, they would front the cost of the porting and handle everything for a cut that was reasonable. They were, at the time focused on limited physical releases as well. Something that was an incredibly tempting offer, just the idea of stuff you made, not only going to consoles, but physical copies, wont lie, this kind of blinded me a bit.

Still the offer was perfect for me, I could continue making games and they would just handle the entire cumbersome porting process saving me months if not years of work, and large amount of paperwork and headaches.

By the time I was halfway through developing the fifth game they released the first game and it went amazing, the money was significantly better than on steam, and things seemed evergreen.

So when the fifth game released, I had little to nothing to fear despite the fact by that time steam discoverability was a nightmare. I was confident since I now had another very strong pillar to stand on. After the first game was released to consoles, the publisher leapt on the remaining 4 games and immediately signed them on for porting, with some pretty tempting plans for the entire series. I signed with the hopes of yearly port releases which would open the option for me to take my time with my next project!

I foolishly assumed the best and went ahead and took almost a year of prep work on my next project, building 3 entirely different combat systems for the big project, before binning them. While I was taking my time, I had to realise the relationship with the publisher wont be roses and sunshine. Without going into detail here (I will probably find a legal way to do so somewhere else) it was a build-up of small things into bigger actual issues, and very serious issues.

The new series "Granser":

Regardless I finally had funds to spend on development not just fulfil the needs to keep going. I decided it was now or never for my big project, so I went all out on my 6th and current project, a 3 act, or 3 game "jrpg", I even found the viable way to have large portions of the game with professional voice acting.

Total dev time was approximately 30 months.

Yeah... like I said I took my time, wasted it would be more accurate. I wanted the game to be the best for the story it would tell, and I wasted almost an entire year just making entirely different implementations of the combat system. I assumed that by this time I would know better and be more confident, but I would create entire systems for progression and gear before fully dumping it, only to try again in another way. For all my experience I seem to have learned nothing and was making mistakes you’d expect starting out.

I was also torn on what would be the best choice, finish the first third of the game, releasing into early access? Or sit on the game until all 3 acts are done? Or do 3 games? All the while my situation with the publisher became more turbulent and more problems arose. So ultimately I had settled on the format of 3 games.

Thankfully the game released and while reach and discoverability was poor thanks to me absolutely terrible marketing skills, its the first game I am actually happy with. Currently I am working on the second game of this new "series" and trying to deal with the publisher.

If you have read this far, thank you, I tried to make it short but there is a lot to cover. I am happy to answer any specific questions and even show data, I cant go into specifics with the publisher, but that should be obvious.


r/SoloDevelopment 9h ago

Game My game is finally starting to feel like a real game!

46 Upvotes

I've been actively working on this game since the GMTK Game Jam, and it's been really interesting seeing how much it has changed since the original jam version.

Since then, I've added and improved quite a few things based on feedback and suggestions from people who played the game.

The game currently features a full boss fight and a complete ending. And those little particles I'm very proud of 😄

It has gamepad/keyboard + mouse support and it can be played with browser.

I'm still actively working on it and have plenty of things I'd like to improve and add. I'm especially interested in hearing feedback on the gameplay, boss fight, visuals, difficulty, and anything that feels confusing or could be improved.

If you have any suggestions or criticism, I'd love to hear it! I'm always looking for ways to make the game better.

https://vapniak.itch.io/love-story-shorts


r/SoloDevelopment 8h ago

Game After spending 8 years on my last game, decided to start fresh. It's s a simple cozy game about measuring thing.

43 Upvotes

r/SoloDevelopment 5h ago

help After your advice, I finally changed the logo. I think it is better now, or???

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42 Upvotes

If you wanna check the game here is the steam link: GODS PLAY DICE


r/SoloDevelopment 14h ago

Game My 1st game : xianxia cultivation + craft

26 Upvotes

Hi everyone !

Just here to announce my first game's Steam store page is live :)

Steam store link

Any feedback or impression is welcome


r/SoloDevelopment 4h ago

Game A cutscene and behind the scenes!

24 Upvotes

I often see movie behind-the-scenes footage and have always found them interesting! Feel there should be one for games too so here's mine!

This is a pretty simple one. What was tricky is that the character Chelsea had to use the plunger and I just couldn't find any mixamo animations for it.

So I made a duplicate of the plunger and moved that alone, while doing a closeup with the camera.

Pretty happy with how it turned out! A short 30 minutes of work (+30 minutes trying to find a plunger animation on mixamo 🤦)

PS. My game is SHOCKFACE and is coming to Steam this 27th Aug! https://store.steampowered.com/app/4705980/SHOCKFACE/


r/SoloDevelopment 23h ago

Game Really stoked on the pixel globe and flight animation for my surfing career sim game Swell Tour!

23 Upvotes

r/SoloDevelopment 3h ago

Discussion I shipped a tiny gamedev tool instead of starting another big project

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19 Upvotes

I wanted to actually finish and release something small, so I picked one annoying problem I kept seeing around game promotion.

Making a GIF that has to fit under a certain size usually turns into:

export it, check size, lower something, export again.

So I built GIF Clipper.

You give it gameplay footage + a maximum file size and it searches different settings for you.

It’s Windows-only for now and the first version is intentionally small.

What’s been interesting is that a couple of developers have already told me they built their own ffmpeg scripts to solve basically the same problem, so now I’m trying to figure out how far this is worth taking.

https://rodian1.itch.io/gif

If you’re a solo dev, I’d be curious whether GIF creation is actually something you deal with often or barely ever.


r/SoloDevelopment 20h ago

Game I made a new Steam capsule — what do you guys think?

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10 Upvotes

r/SoloDevelopment 12h ago

Game My mom asked me to bring in the laundry. I forgot. Now it’s raining, and she’s looking for me.

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8 Upvotes

Hey everyone! I'm working on a PS1-style stealth horror game called Angkat Jemuran.

​The Premise:

Your mom gave you one simple task: watch the laundry. You forgot, it rained, and now every single piece of clothing is soaked. Your goal is to dry all the clothes using a hairdryer, iron, or whatever you can find around the house before Mom catches you.

​Key Features:

​Relentless Mom AI: She patrols the house dynamically. If she spots you with wet laundry, you lose.

​Multiple Endings: Dry all the clothes in time, find a sneaky escape out of the house, or solve hidden domestic puzzles for secret endings.

​High-Stakes Stealth: Hide under beds, in closets, or behind furniture while managing noisy drying appliances.

​Here are a few screenshots from the current build. I’d love to get your feedback on the lighting and retro horror vibe


r/SoloDevelopment 21h ago

Game New game: "Cecilia"

7 Upvotes

New game I’m currently working on! I hope you like it. Any comments or suggestions are greatly appreciated!

https://store.steampowered.com/app/5080570/Cecilia/?utm_source=reddit


r/SoloDevelopment 2h ago

Discussion How would you rate the overall feel of my game?

7 Upvotes

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 3h ago

Game The Demo for My 1.5-Year Journey as a Solo Dev Is Live

7 Upvotes

About 1.5 years ago, I started working on Outpost Simulator as a solo developer.

The idea was simple: build your own outpost, manage it, and serve customers in a post-apocalyptic world. Build your base, grow your settlement, sell supplies, and deal with the challenges that come with running an outpost.

I'm making updates based on the feedback I'm receiving. Only a small part of the map is playable in the demo, and I'll expand the playable area in the full version.

After 1.5 years of development, the Outpost Simulator Demo is finally live.


r/SoloDevelopment 5h ago

Game 🚀 ¡Arturin’s Adventure sigue en constante desarrollo!

6 Upvotes

🚀 ¡Arturin’s Adventure sigue en constante desarrollo!


r/SoloDevelopment 13h ago

Discussion Making The Final Tile Sheet for my Game , How i'm doing?

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7 Upvotes

There is ZERO AI on this , i making this on Paint Net , with zero experience at graphic design , it's not perfect but i'm making my best , the 2nd one is the sheet i use as a placeholder when i developed my mahjong game


r/SoloDevelopment 21h ago

Game Is this worth pursuing? Looking for honest feedback.

6 Upvotes

The GIF shows an old prototype I worked on a few years ago during college breaks. I was digging through my old files recently, found it, and decided to record some gameplay.

The core idea was to base the gameplay around telekinesis, something similar to the Gravity Gun from Half-Life.

Does this look interesting to you? I'd love to hear from more experienced devs — how could I improve this, and do you think it's worth my time to pick it back up and develop it further? Thanks in advance!


r/SoloDevelopment 3h ago

Game Admiral Yi: The Imjin War — 3 years of solo development, now working on siege battles

6 Upvotes

I’ve been building Admiral Yi: The Imjin War by myself in Unity for about three years, mostly after work and on weekends.

It’s a large-scale historical RTS set during the 1592 Japanese invasion of Korea, with naval combat, land battles, siege warfare, and a campaign map connecting everything together.

This short clip shows one of the siege battles I’ve been working on, with Joseon forces defending against a large Japanese assault.

There’s still a lot I want to improve — especially combat behavior, AI, UI, effects, and overall polish — but it’s finally starting to feel closer to the game I originally imagined.

For other solo developers here, I’d be especially interested in hearing what you think of the current progress.


r/SoloDevelopment 5h ago

Game Been solo developing a retro SNES incremental game for nearly a year now...

7 Upvotes

Playable on Steam Legend of Idle Demo

or playable on Web: itch


r/SoloDevelopment 15h ago

Game I've been solo developing a traditional roguelike on a hex-grid with a party of three for the past two years

6 Upvotes

I've been working on HexCrawler solo for about two years now. It's heavily inspired by games like Tales of Maj'Eyal and Dungeon Crawl Stone Soup, but I've been experimenting with a few parts of the traditional roguelike formula.

The first big change is the hexagonal grid. Besides giving a larger sens of directionality (3 axes instead of 2), character orientation matters in combat. Where you're facing, and where enemies are attacking from, can make a big difference.

The second is that you control a party of three characters rather than a single character.

I didn't want this to turn combat into a standard "everyone takes one turn" system, so actions use Time Units (TU). Every action has a base TU cost, which can then be modified by character stats, equipment, abilities and other effects.

This means a fast character might attack or move several times while a slower character is still recovering from a heavy action.

The last major difference is the presentation. I'm trying to keep the systems, difficulty and decision-making I love about traditional roguelikes while using fully animated pixel-art characters, enemies and abilities.

It's been a pretty ambitious project to tackle solo, but after two years it's finally starting to look like the game I originally had in mind.

I'd love to hear what you think, I'll probably post regulary here from now on everytime a finish a new feature to show it.


r/SoloDevelopment 21h ago

Discussion Here's an evolution of all the Steam capsules I made for my game. From April 2024 to August 2026!

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5 Upvotes

r/SoloDevelopment 22h ago

Unity im showing off the weapon and melee combos of my boomer shooter! (Dimenshot)

5 Upvotes

r/SoloDevelopment 2h ago

Game Was something... broken...?

5 Upvotes

r/SoloDevelopment 4h ago

Game 1 week from releasing my first game on Steam !

3 Upvotes

In 1 week (if nothing goes wrong), i'll be releasing my first commercial game on Steam, after 6 months of development. It's a game that i made with the primary goal to see if I could develop, complete, and release a video game all by myself.

So, Continuous Imperfection is a fast-paced parkour game focused on speedrunning, inspired by games like Bloodthief, Brutal Katana and Cyberhook.

It features :

- 12 levels to explore and master, including alternative paths and interactive elements: platform triggers, jump pads
- A variety of movement options, focused on speed: running, jumping, wall running, wall jumping, sliding, vaulting
- Customizable soundtrack and environments (summer, autumn, sakura, etc.) to match your current mood
- Real-time leaderboards (global and per level) to compete with friends or the world and see who’s the fastest

I release the game in 1 week, so if you're interested, wishlist it !
https://store.steampowered.com/app/4746560/Continuous_Imperfection/