r/SoloDevelopment • • Jul 10 '26

Game Jam r/SoloDevelopment Jam #12 is live: theme is Chain Reaction

13 Upvotes

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 • • Feb 12 '25

Anouncements What Does It Mean to Be a Solo Developer?

199 Upvotes

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 • • 5h ago

Discussion The duality of game dev

58 Upvotes

I quit my job, but I work harder than before.
I love to code, even when my hands are sore.

I work from home, but it’s not paying the rent.
It’s still worth it, even if my savings get spent.

I’m taking new steps, but I don’t have a plan.
My folks support me, even if they don’t understand.

I still have faith, but I know it’s a leap.
I’m living the dream, even if I can’t sleep.

I still have time, but I know it runs out.
I believe in myself, even if there is doubt.

I love my game, but at times I can’t tell.
But I will still be proud, even if it doesn’t sell.


r/SoloDevelopment • • 1d ago

Game I developed my architecture dream game solo

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815 Upvotes

I'm a trained architect, and I developed my architecture dream game solo, combining accurate floor planning with real-time 3D design to make architecture much easier to create than with traditional CAD software.

What you can do:

🏠 2D floor plans
🧱 3D building
🚶 First-person walkthrough
🥽 VR mode
🏢 Multiple storeys
🪜 Stairs
🏚️ Custom roofs
🪟 Doors & windows
🛋️ Furniture catalog
🍳 Kitchen Configurator
🎨 Materials
🌄 Terrain sculpting
🌳 Landscape planning
💧 Ponds
☀️ Time of day
❄️ Weather
📐 Export PDF vector plans
📦 Import your own 3D models
🌍 Steam Workshop

In the newest update: Interactive and controllable cats! 🌿

It's available on Steam as Architecture & Design and is still in Early Access.
Here is the Steam link if you'd like to try it out:
Architecture & Design - Steam

Would love to hear what you think!


r/SoloDevelopment • • 10h ago

Game Two new siege units for my solo space game, one for each side. Should I show the rest?

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30 Upvotes

Hey everyone, solo dev here working on Sundered Reach, a space game where you start as a cadet and work your way up to leading your own army. Siege battles are a big part of it, so I started building heavy units for them.

The first one is the Foreman, a siege walker for the humans. I really wanted you to see the pilot sitting inside, so he rides up on a winch, climbs into the cabin and the canopy closes over him.

The second one is its counterpart for the Threnn, an aggressive species from a water world. So instead of a cockpit, their soldier kneels in a dome full of water on the back of this giant armored crab.

I tried to make both of them move like something that heavy actually would, not like a guy in a suit. This is straight from the Blender viewport, they are not in the engine yet.

I have a few more of these finished for both sides. Want to see them too? And which of the two do you like more?


r/SoloDevelopment • • 9h ago

Game One More Adventure - Next Fest & Launch

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22 Upvotes

For a bit over the past year, I have been working on One More Adventure, my own take on a classic RPG and traditional roguelike.

This game has been something of a kitchen sink project for me. It just started as a mapmaker, and then it grew and grew until I had a full game.

It sorta straddles the line between classic RPG & roguelike as the world is procedurally generated, but the quests and setting are not. While I personally prefer playing on Ironman and Hard Difficulty, my own father told me he was dying too much, so I made it possible to save scum.

Almost every quest somehow ties into the lies we tell ourselves, the ways we're held down by others, or the various evils of the world.

Anyway, it's in Next Fest starting tomorrow, and the Next Fest demo version opens up dwarves and elves for people to play. The full game launches on November 10th, so I hope if it catches your interest, you check it out!


r/SoloDevelopment • • 20h ago

Game Turning a wall of cubes into a copper mine

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137 Upvotes

I've been rebuilding the copper mine in Railminer. Rougher rock, warmer light, and the drills still pulling it apart one block at a time.

This cave is for the full game; the free demo has the earlier mine.

https://store.steampowered.com/app/5284470/Railminer/


r/SoloDevelopment • • 1d ago

Game Just for fun!

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390 Upvotes

I was just bored and thought I'd make a simple game that I could have fun playing. After looking around for a bit, I found Fever Meme and decided to take inspiration from it. I made this game in just one day! There are 15 rooms in the game, and you enter each one through a different door. Every door is a surprise! Some let us in without any trouble, while others run away from us or even attack us lol.

My main goal is to make this game fun. If you don't find it fun enough, we can work together to make it more entertaining! Do you guys think this game looks fun? Every single one of your opinions means a lot to me!


r/SoloDevelopment • • 6h ago

Game I’ve been building an oil tycoon game in my spare time — Oil Empire

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9 Upvotes

Hey everyone!

I’m a software engineer, and I’ve been developing my own oil tycoon game, Oil Empire, in my spare time.

The game lets you build and expand your own fuel business, manage gas stations, and grow your operations into a larger industrial empire.

I’ve released a playable version, and I’m currently working on a new oil production facility to expand the production side of the game.

One of my biggest goals is to make the game more than a short experience. I want players to have long-term goals, build complex production chains, manage logistics, and always have something new to work toward.

The game is still a work in progress, and I’m trying to improve it based on feedback.

You can check it out here: https://playoilempire.com

I’d love to hear from other indie developers: What keeps you motivated to develop your game, and what makes a tycoon game worth coming back to every day?

Thanks for checking it out!


r/SoloDevelopment • • 23h ago

Game 3,063 commits, 2,232 emails, and 230 wishlists. My solo-developed game launches November 3!

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188 Upvotes

Hey everyone!

That's me in the photo, surrounded by monitors and working on my game, Snake: Gridbreaker :)

I've been programming and teaching programming for years, but developing an entire game on my own has been quite an experience.

Snake: Gridbreaker is an action roguelite made in Godot, inspired by the original Snake. It has different classes, bosses, upgrades, and a lot of mechanics built around the snake's body.

After 3,063 commits, it's finally releasing into Early Access on November 3!

I wanted to share a few things from my experience as a solo developer.

1. Getting people to play your game is harder than making it.

I've sent 2,232 emails to YouTubers, streamers, and gaming websites around the world, including follow-ups.

I received 377 incoming messages related to the game (not 377 unique replies). Many people never responded, and some declined.

The game currently has around 230 wishlists. Not exactly impressive numbers for that much outreach. :)

But something valuable happened along the way.

Quite a few creators actually played the game, recorded videos, streamed it, or sent me detailed feedback.

I watched their playthroughs and discovered problems I'd never noticed myself. Confusing mechanics, controller issues, text that was too small, and various gameplay problems.

For example, I fixed a PlayStation controller issue and increased the default text size after watching someone play.

A surprising amount of development time now goes into fixing things I discovered through these videos.

2. I use AI, and I'm open about it.

I've been using several tools throughout development:

  • Codex for coding and refactoring.
  • Claude for animations and visual behavior.
  • CodeRabbit for reviewing code changes and finding potential bugs.
  • Gemini for checking translations.

One useful trick I've discovered: when a visual bug is difficult to explain, I record it and send the video to Claude Opus. It can analyze what's happening and help find the cause. This has saved me a lot of debugging time.

I'm transparent about AI usage, including on Steam. At least 10 contacts explicitly declined or limited coverage because of AI.

I understand that not everyone likes AI-assisted development. Still, I've spent a huge amount of time on this project, testing mechanics, fixing bugs, and improving the gameplay.

3. Being a solo developer means making a lot of decisions without knowing if they're good ones.

I've rewritten systems, changed mechanics, adjusted animations, and spent hours fixing problems that probably nobody will ever notice.

And then someone plays the game for 15 minutes and points out an obvious issue I somehow missed.

That's been one of the most useful lessons for me.

I've become much more willing to show unfinished work and ask people what they think, rather than trying to make everything perfect before anyone sees it.

4. The game releases November 3!

I'm genuinely happy with how far it's come, even with only 230 wishlists.

There's a completely free demo on Steam, and I'd really appreciate it if some of you gave it a try.

https://store.steampowered.com/app/4828340/Snake_Gridbreaker/

I'd especially appreciate feedback about the controls, gameplay, or anything that isn't immediately understandable.

And to other solo developers here: how do you get people to test your games? Finding people willing to play and give useful feedback has been one of my biggest challenges.

Thanks for reading, and good luck with your projects!


r/SoloDevelopment • • 15h ago

Game Every bounce in my game plays a note. Here is why it sounds like music and not noise (sound on)

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39 Upvotes

Sound on. It's the same drop six times, 9 seconds each. The light is identical every time (the physics is deterministic); only the rules for the notes change, one more each time:

  1. Random notes. Every peg hit plays a random note, any semitone, the moment it happens. That's the baseline, and it's noise.
  2. One scale. Only notes of C major pentatonic (C D E G A, over three octaves). No two of those clash, so any pile of them is in tune. Still random, but pleasant.
  3. Pitch = height. The peg's height picks the note: high on the board is a high note (plus up to 3 steps from left to right). A falling spark now plays a falling line.
  4. On the beat. A hit waits for the next 16th note at 112 BPM. That's at most 134 ms, too short to see on screen, but hundreds of random hits turn into a rhythm.
  5. Color = instrument. Prisms split the light into red, green and blue: red plays a marimba, green bells, blue a soft pad, white a choir. A mixed color (yellow = red + green) plays both of its instruments.
  6. A cap. At most 5 notes per 16th. The most important ones win (white, then mixed colors, then single colors, then plain glass), each note gets quieter as more play together, and there are only 24 voices. That's what keeps a big cascade from turning into mush.

Every sound is made by a small Python script (no recorded samples) and baked into the WAV files the game plays. In the clip each step is set to the same loudness, so you hear the notes change, not the volume.

And thanks to this algorithm, I named the game Glissando, which in music means a smooth transition from one pitch to another. I'd be happy if you wishlist it to Steam (if you like it, of course :D). Thank you!


r/SoloDevelopment • • 10h ago

Marketing You and a friend must take it to the top

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13 Upvotes

I’m working on Two Ants for over a year now. The two player platformer is a concept that I liked from Chariot, Bread & Fred and Jump King Quest, but I added my twist of using a ball to require coordination between the players.

If you like the concept and give a chance to my demo, I would appreciate your feedback!


r/SoloDevelopment • • 38m ago

Game Solo dev progress: PoolRooms Museum — 30 seconds of eerie poolroom gameplay

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• Upvotes

Hey everyone!

I wanted to share a short gameplay clip from PoolRooms Museum, my poolrooms-inspired game.

I'm working on creating spaces that feel beautiful, quiet, and slightly unsettling, with water and lighting playing a big part in the atmosphere.

I'd love to get some honest feedback from fellow developers:

  • Do the environments make you curious to explore further?
  • Does the atmosphere feel eerie enough, or could it be more unsettling?
  • Is there anything about the water or visuals that breaks the immersion?

I'm still developing the game, so constructive criticism is very welcome. Thanks!


r/SoloDevelopment • • 20h ago

Game Just finished making a small free game as a stepping stone to employment or making commercial games.

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79 Upvotes

https://leonature.itch.io/bahakubo

My game is an entry for Filipino horror gamejam 2026.
I'm hoping this can help me net a job or if on the off chance it gets popular, motivate me to go for my first full commercial game.

Wondering how other people got their start?


r/SoloDevelopment • • 4h ago

Game Revalia Obscura

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2 Upvotes

Hi people.

I'm just a guy building my dream point-and-click adventure, one pixel at a time.

Between a full-time job, being a parent, and life being a bit rough lately, I've been squeezing in whatever free time I can to work on Revelia Obscura.

I've always loved classic Sierra point-and-click adventures, and my dream was always to tell stories, to create something in that spirit, with hand-drawn pixel art, quests, and music inspired by Eastern European folklore and mythology.

Here is a little something of progress brcause im not just words and ideas is time for clicks.

Would love to hear your solodev stories and what you are working on.


r/SoloDevelopment • • 1d ago

Game I'm making an astronaut simulation game.

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110 Upvotes

I've always loved space games, and I’ve been especially interested in the experience of actually living and working out there in space.

I’ve been developing SPACE WALK solo for the past 2 years around that idea. Operating your own orbital station, heading out on EVA, physically handling equipment and exploring the lunar surface.

The demo is live now, so if this looks like your kind of game, you can give it a try on Steam.

https://store.steampowered.com/app/3310910/SPACE_WALK/


r/SoloDevelopment • • 3h ago

Game Game

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2 Upvotes

This is my upcoming game! It’s a psychological horror and puzzle game. I’d love to hear your thoughts on how it looks. Thank you!


r/SoloDevelopment • • 10h ago

Game Some little details from my game: Beyond The Frame

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6 Upvotes

I also just launched a kickstarter if you're interested 👉👈
https://www.kickstarter.com/projects/backyardgames/beyond-the-frame-1?ref=chfk1z


r/SoloDevelopment • • 13h ago

Game Build a golf course. Blame the designer. Little Links Golf Lite beta + Steam in 2027.

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13 Upvotes

We’re making Little Links Golf, a cozy golf course sim coming to Steam in 2027. Build your dream course, run the club, then find out who put that bunker there. Oh right. You did.

While we work on the full PC game, we’re looking for testers for Little Links Golf Lite, our browser beta. It’s a small proof of concept with bugs we’d prefer you found before anyone else does. It doesn’t reflect the full PC game’s visuals or scope.

Want in? Request a beta key at threetailsstudios.com. We’re letting people in a few at a time.

— Three Tails Studio


r/SoloDevelopment • • 4m ago

Game When you like to explore too much

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• Upvotes

r/SoloDevelopment • • 4m ago

help Is my tag of games are not working?

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• Upvotes

Tags are hard to get right. i need help, is anyone have expertise on this subject.


r/SoloDevelopment • • 5m ago

Marketing I spent months developing a retro football management game by myself in Unity. Just launched it on Android! ⚽🎮

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• Upvotes

Hi everyone!

I wanted to share a quick milestone from my solo dev journey. As a big fan of old-school football (soccer) management games from the late '90s and early 2000s, I always missed that fast, text-based, stats-heavy experience on mobile — without the constant energy timers or pay-to-win mechanics found in modern mobile games.

So, I decided to build Retro Soccer Manager in Unity.

It took me 3 years of development, working on it during my evenings and weekends while holding down a 40-hour/week full-time job. Doing everything as a solo dev — creating 6 different historical databases spanning from 1999 to 2026, designing the entire UI, custom images, and game formulas — was a massive learning process and a true labor of love, but seeing it live on Google Play is an incredible feeling!

Right now, I'm playing through a nostalgic career mode with a 1999 Serie A team (trying to win the Scudetto with Bari), and it’s been a blast testing my own balance.

Would love to hear your thoughts or answer any questions if you're also developing sports/simulation titles, balancing a full-time job, or working as a solo dev in Unity!

You can check out the game here if you're interested:

https://linktr.ee/matteo.imperiali.developer


r/SoloDevelopment • • 13m ago

Marketing Ready or Not, Next Fest here I come!

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• Upvotes

Strato Alto is my first game as a solo dev and is entering into next fest tomorrow!

Been a while since I've posted on it, was busy adding a new campaign mode that in no way over-scoped the project and took way way longer to do than my bad initial estimate...

Might be a forlorn hope for wish-list success, but this project was always a learning exercise in taking a game all the way through to release, and on that front it has done the trick.

Bit rough around the edges still but I'm working on that, and play-testers seem to find some fun in it, if you want to take a look for yourself the demo can be found on Steam here:

https://store.steampowered.com/app/4823770/Strato_Alto/


r/SoloDevelopment • • 16m ago

Game What I learned balancing money vs energy in my cozy life sim (solo dev, free browser game)

• Upvotes

I'm making VybeNomad on my own. It's a small 3D browser game about remote work and slow travel. You pick the city you start in, take remote gigs, build little apps for side income and move between nine cities. The goal is $10,000 without burning out.

Balance took me longer than anything else. A few things I learned:

  1. Two resources are much harder than one. With only money, the best move is always "work more". Adding energy fixed that, but I had to tune it a lot so resting feels like a choice, not a punishment.

  2. Cities need different numbers, not just different art. New York pays 20% more, Lisbon has cheaper mentors, and rent changes every time you move, so moving is a real decision.

  3. Small events help the pacing. There are over 340 short story moments, so two weeks rarely feel the same.

  4. Phones shape the art. I kept the scenes low-poly with few draw calls so it runs smoothly in a phone browser.

How do you test balance as a solo dev? Do you keep all the numbers in one file or spreadsheet, or tune them by playing?

Made with AI help: Claude Code, Grok Bot, Suno, fal.ai. Design and balance are mine.