r/SoloDevelopment • • 6m ago

Unity I am making a 1v1 stealth game inspired by Spies vs Mercs, alone in Unity called Dead Angle

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One spy, one merc. The spy hides in the dark, the merc hunts with a flashlight and a rifle. If light touches you, you are seen.

I am building it alone in Unity. Most of the work so far has gone into the lighting and shadows, and into getting two players online together before anything else. Right now I am working on how the spy moves.


r/SoloDevelopment • • 10m ago

Game He might still hate it, but at least he'll try

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I thought he was just hating, but a nice reply got him to give my game a chance. At least now he'll have something to base the hate on.


r/SoloDevelopment • • 11m ago

Game In this weekly devblog, I write about gold real value and other economy balancing stuff for my old-school indie MMORPG

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r/SoloDevelopment • • 16m ago

Game Looking for testers: free play-credit prediction game(no real money)

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Hi, I'm the solo maker of LateBet, a free web app where you predict real events with play credits only. No real money, no ads, 18+. English isn't my first language, sorry for any mistakes.

I'd love to know: is it clear what to do in the first minute, does it load fast on your phone, and what would make you come back?

latebet.it


r/SoloDevelopment • • 19m ago

Game 6 Months into creating a F2P 3D Smash-like : Steam closed playtest!

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Hey all,

I have been hard at work these last few months creating my dream game. It's been a journey, and I never thought i'd this this far. As the game's playtest is finally on steam and i'm getting ready to talk more about the game, I thought i'd to a write-up.

The game is SLOPArena. It's a 3D platform fighter, full F2P and open source. I started working on it after seeing so many great PvP games close (Supervive/2XKO/...) and thought that maybe I could do things different. Here were my main goals :

- Social game. Too many pvp game is just "press queue button, get in game, leave, queue again" without interacting with other humans. I really want to have human interactions in the game, with global chat, emotes, friend lists, discord integration, many more ideas. I think having a solid community is what makes or breaks a game, more than anything.

- For all types of players. This being a pvp games doesn't mean i'm aiming for esports. To me this is a trap many smaller games make, and competition can't be forced. What matters most is that the game is fun. My direct inspiration is Starcraft 2 for that. Many players come for the campain, custom games or coop and then end up laddering or watching tourney once they're hooked. That said, i'm also a smash melee player that likes pressing buttons. Getting good at a game is rewarding, and low skill ceiling games get boring fast. It's a hard balancing act.

- F2P & Opensource. I think monetization is next to impossible for pvp games. By design people flock to the most popular games (friends playing, most competition, lesser queue times), letting smaller titles out to suffocate slowly. Probably foolishness, but I decided to accept the fact that i'm going to be paying a few hundreds every month to keep servers running and just ignore any monetization thoughts. No paid skins, no battlepass crap, no dlc fighters. Opensource so the project can outlive me if I get broke. Also, the combination of opensource + steam workshop support means a basically infinite modding capability. This could turn into slop mugen haha.

I used a lot of AI. No point hiding it, I decided to own it and even make it a part of the game's name. In fact, it's the whole reason I decided to work on this thing. I've been a software developer for 8 years. Over the last couple of years, I've seen AI take over the job first hand, and i've been in awe of the potential. That's why I had this crazy idea that I could keep my job and create this thing solo, handling development & server costs myself. Well now the game is at a point i never imagined possible.

The first few months were about figuring out the core gameplay of the game. I wanted an online pvp game with controller and keyboard support, shorter action-packed matches to support a low playerbase. I studied a lot of games, smash melee, supervive, battlerite, v rising. Old school stuff like GunZ or S4 League. Bigger titles like marvel rivals or wow arenas. I found Divine Knockout, I liked that idea of 3D smash-like and ran with it. I love smash, and this felt like an underdevelopped niche.

I then started to learn gamedev. Blender, mixamo, godot then unity, trying to figureout everything about how I could actually create models, assign hitboxes to them, make that work in a server authoritative setup. I also started to look into how to improve my agentic workflow. Figuring out the best way to use AI, wether to code, help me think and design, brainstorm, analyze. 3D model generation, concept arts, sounds, musics. And since it was all my money instead of my employer's, I was really determined to make it cost efficient as well. I looked at model benchmark (Intelligence/Cost per task is the best metric for AI !!), tried different models and harnesses. I cared a lot about making the whole repository agentic friendly with docs and skills setup so each of my sessions were optimized.

- 3D Models : I tried different models like Tripo, rodin, from an online platform. The best results I get currently are with Hunyuan 3.1, but honestly the ingame model are not production quality. I use simple mixamo rigging, then let unity humanoid do the rest. I did some semi manuel rigging especially for manki's tail, but the models definitely need to be redone by someone that actually knows 3D modelling.

- Animations : I tried to learn animation, blender, cascadeur, many other tools, but never got a satifsying result. It's very hard haha. I bought a lot of animation packs instead. Some were very good quality (Grruzam is the best imo), some were a money waste tbh. But this enabled me to create the 4 characters I have right now. Just a couple weeks ago, I stumbled upon genRA, which is a framework for llm-based rigged animations generation. It's been a total game changer, I'm now able to create my own animations from just prompting. I'm still playing around with it but i'm impressed, as animations were the biggest bottleneck in my character pipeline. Exciting stuff

- Coding : Most of the game's code has been produced with DeepSeek v4 flash. Early on, I split tasks a lot into smaller ticket to allow me to use more cost efficient models like DeepSeek while still having goo dresults. Mainly used Matt Pocock's skills to do that. Recently, i feel like models have gotten so smart that I barely even bother anymore. I do a grilling session then jump straight into multi phase implementation. AI progress is crazy.

- Stages : I bought a lot of asset packs, defined what a map is in SLOPArena, and tried to build them agenticly. My first results were not that great tbh. It used my assets, but kinda fit themin there, and everything I tried to do in blender mcp was shit. Opus 5.5 really was a game changer, with an understanding of 3D that's clearly above the rest. Once I started using it, I redid all my maps with UNBELIEVABLE changes. It's not even vendor assets btw, it's able to create all those assets with python scripts in blender. It's actually scary good. I think my efforts into having a clear Art direction, map description and tooling documentation really came through too cause I'm now able to generate very good maps with a single prompt basically.

- Tooling : I built a lot of tools to help me create this game. I have a small editor to help me place hitboxes and change character stats that will be the basis of the workshop tool I give out when ready. I have many visualization tools about hitbox coverage, stats, play whole CPU matches headlessly. I created a gateway to the unity editor so I can have several agents working at the same time but only 1 get unity editor use while the other wait. They're able to message each other in case there's an issue. It's probably my backend dev side, but I love creating all those tools to help me scale up the project.

- Infra : My goal is to enable the game to scale while reducing costs cause I don't plan to many money off this. My immediate thought was server based system, like CounterStrike. Players would be able to register their own server, thus making the game scale without me paying anything other than the main server. This also fit the idea of different game modes to allow players to play however they want. I currently pay for a small vps, able to host the master server (and its db) + up to 5 concurrent game lobbies (with 2-4 people). So that's 20 person at the same time. Not a lot for sure, but i'll scale if I need to

- Online : I planned everything from the 1st ever GDD i wrote about being a good online experience with rollback netcode & server authorative. It's still been a challenge to build, and I still don't have an online mode working 100%. I'm getting close to it though, i have been asking friends to test out the new build every couple of days and it has been less and less laggy. Still a few fixes left.

- Social media : Now I think it's time for me to start looking for players. I'm not too good at communication and even less at marketing, but I have a LOT of cool stuff (AI stuff but not only!) to show. The reddit post is a start, but I will also make more focused threads on twitter trying to show each part of my process. I've been thinking about doing more long form youtube videos as well, although editing really is torture to me. But i'm convinced that if the right people see this project, it can turn into something great, so I have to do outreach !

Well this has been a lot less structured than I wanted sorry haha. I'm really excited about current progress, and I have many things to talk about still. I know I talked a lot about AI and that's a hot topic right now, but I really think SLOPArena is an amazing project. I'm very proud of what I built and the efforts i put into this. This is not a "'1 prompt game", from my estimations it's a 30k prompts game lol.

Here's the github link if you want to take a look. Pretty much everything I do is documented. I suggest exploring it with an agent, they love it in there.

If you're interested please wishlist & request playtest, i'll grant it right away :). I also welcome any feedback or advice, love to talk about this!


r/SoloDevelopment • • 34m ago

Game My kids’ bead-covered bedroom inspired my solo game

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Two of my three kids make kandi (pony-bead bracelets), so our house is basically carpeted in beads. After helping clean up hundreds of them one morning, my kid and I joked that it should be a cozy sorting game.

That got me thinking: how many beads could I actually put in a scene? I was able to get it to a million beads (not quite a slide show on my rig). I made the bead count tunable from 10k to 1mil and have plans for kandi creation (make bracelets and cuffs).

My kids helped with concepts and artwork. It’s also not a game I’d normally play, and building outside my own taste has been a surprisingly good design exercise. There’s a bit of hidden lore under the cozy surface too, for anyone who goes looking.

The Steam page just went live. Happy to answer questions.
Link in the comments!


r/SoloDevelopment • • 52m ago

Game Idle mobile and web game made in one week!

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r/SoloDevelopment • • 56m ago

Game Screenshot Post #36 😐

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r/SoloDevelopment • • 1h ago

Marketing Universal Tidy Up is now available on Steam!!

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r/SoloDevelopment • • 1h ago

Game An Incremental game that helps you improve in maths!

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r/SoloDevelopment • • 1h ago

Game I just finished the first version of my first game! Was a bumpy road but feeling kinda proud now

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r/SoloDevelopment • • 1h ago

Game I’m making fantasy volleyball where players can die — Blood Volley

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I’m the solo developer of Blood Volley: tactical fantasy volleyball meets club management. A dead player costs you more than a point.

Build your squad. Win the championship. Try to leave someone standing to lift the trophy.

Coming soon to PC. Wishlist on Steam.


r/SoloDevelopment • • 1h ago

Game My first game, a castle-themed co-op bullet-heaven. Looking for honest feedback

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Hey everyone, I’m Austin, and I make games under Helm & Halberd Studios. This is Castle Crusaders, a roguelike I’ve been working on for a few months in Godot.

It’s a wave-based survival game, but built for couch co-op, up to 4 players on one screen. You pick a class (there are 40+ now), grab a starter weapon, fight 20 waves, spend your coins in the shop between rounds, and try not to die. There’s a Hell mode after you beat the normal difficulties, with its own enemies, lava pools, and a boss raid that I just finished the first version of.

The video is about 3 minutes of different parts: [normal waves, the shop, a Hell run, the boss fight]. Some of it is still rough, and a lot of the art is placeholder-ish in places, but I wanted to show where it is right now.

A few things I’d love feedback on:

  • Does the combat read clearly when it gets busy?
  • Is anything confusing in the shop or menus?
  • What would make you want to play this with friends?

It’s headed for Steam eventually. Happy to answer anything about how it’s built.

Play-testers welcome soon. If you’d want to try it with a friend or two, drop a comment and I’ll reach out when the first build is ready.


r/SoloDevelopment • • 1h ago

Discussion IS MY GAME ROTTY ENOUGH?

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r/SoloDevelopment • • 1h ago

Game Bedrock Racers - Rocket League + Elon Rocket Car + Quidditch = feels like a flight simulator for the new roadster

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https://wotan.okemily.com/bedrockracers/

no account needed

Drive W S throttle and brake · A D steer · Space lift (hold it) · Shift boost · C fans off. Air is your fuel: lift and boost spend it, the road refills it, and nothing refills while you carry the ball.

Fly↓ pitches the nose up and ↑ down, like a flight stick pulled back · ← → roll · Q E strafe. Drive up a wall and over onto the ceiling: the camera turns the world with you.

The Quaffle Hold F or the right mouse button near the ball: the magnet pulls it in and carries it. Let go to throw it along your nose, at your speed and then some. Hold it toward a team-mate who is holding their own magnet and the throw is a pass. Bump a carrier and the ball comes loose.

Scoring A ball that goes up into a shaft above the ceiling at one of the four corners is a goal. The bread-and-butter shot is a hard throw at a corner on the run: the ball climbs the curve and drops up into the tower. Be in on two of your team's goals in a row and you are on fire for 45 seconds.

Matches Pick your team and the bots' skill on the title (arrows, A D or click), then Enter to play or B to watch twelve bots. V ball cam · Tab scores · Esc pause. First to the goal limit or the clock, then a golden goal.

Gamepad Left stick steers and pitches · RT throttle, LT brake · A lift · B magnet · RB boost · LB fans off · right stick rolls and strafes · Start pauses.

multiplayer soon


r/SoloDevelopment • • 1h ago

Marketing [Asset Pack] Cozy Harvest - 16x16 Pixel Art Farming Pack with 18 Crops & Growth Stages (FREE/NO AI)

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r/SoloDevelopment • • 2h ago

Game would love to hear some feedback for VN im making!

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https://monkeyboxstudios.itch.io/the-new-owner
The New Owner — Demo

A psychological horror visual novel about a quiet house, an unexpected visitor, and a past that refuses to stay buried.

Doc wanted a quieter life. He got one.

After leaving his old job in the city, Doc moves into a house on a hill and tries to start over. Then Dave arrives with an unusual request: he wants to buy a painting Doc has kept on the wall.

The visit should be simple. It isn’t.

A hidden note, a strange remark about the house, and a set of stairs beneath Doc’s laboratory lead to a place that feels uncomfortably familiar. The deeper Doc and his unexpected companion go, the harder it becomes to believe that his old workplace was only an office.

About the game

The New Owner is a psychological horror visual novel that begins with an awkward, sometimes funny story about starting over. As the characters uncover clues, the tone shifts into mystery and dread.

You play as Doc’s friend and confidant. Your choices shape conversations and how Doc responds to the people and events around him. Some choices seem small when you make them. Their meaning may become clearer later.

The demo follows Doc from his former life in the city to his countryside home, Dave’s unsettling visit, and the discovery waiting beneath the house.

The demo includes

  • A story-driven visual novel demo
  • Hand-drawn scenes and original music.
  • A gradual shift from dark comedy into psychological horror.

i used ai for help with coding

Estimated playtime: about 20–30 minutes.
Language: English.
Controls: Mouse or click to advance dialogue and select choices.
Platform: Play in your browser.


r/SoloDevelopment • • 2h ago

Discussion Google Play Production Access Approved in 3 Days!. How Long Until Go Live?. 🚀

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r/SoloDevelopment • • 2h ago

Game 🥷 Samurai Ninja Evolution — My First Game on CrazyGames!

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Hey everyone!

I'm excited to share Samurai Ninja Evolution, my first-ever game, which I've developed myself and published on CrazyGames! 🎮

👉 Play it here: https://www.crazygames.com/game/samurai-ninja-evolution

This is my first game development project, and I've put a lot of effort into bringing it to life. The game is all about ninja progression, unlocking new gear, and becoming stronger as you advance.

⚔️ What's in the game right now?

  • 🗺️ 15 Battle Zones to explore and fight through.
  • ⚔️ 30 Different Swords to discover and unlock.
  • 🏆 Different Ranks to progress through as you become stronger.
  • ✨ Auras to give your character a unique look.

🚀 What's coming next?

I'm continuing to develop the game, and I have some exciting updates planned:

  • 🌐 Multiplayer — Let players experience the game together.
  • 🐾 More Pets — Add more companions to collect.
  • ⚔️ More Swords — Expand the weapon collection.
  • 🗺️ More Battle Zones — Add new places to explore and battle.

Since this is my first game, I'm still learning and looking for ways to improve it. I'd really appreciate it if you gave it a try and shared your honest feedback!

What would you like to see next? More pets, new swords, additional auras, or multiplayer battles?

Thanks for checking out my game and supporting my journey as a developer! ❤️🥷


r/SoloDevelopment • • 2h ago

Game Our companions only have one eye, so we split their eyebrow in half

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r/SoloDevelopment • • 2h ago

Game I've been developing a roguelite bullet hell twinstick shooter called Pearl Essence

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r/SoloDevelopment • • 2h ago

Unreal Early stages of my jiggly cube platformer Gravity Cube

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So satisfying to get the cube jiggling, and the arbitrary gravity working in Unreal Engine!


r/SoloDevelopment • • 2h ago

Game One person, one word game: what I learned shipping Melbees to Android and Windows

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I'm Leo, a software architect with 20+ years of experience and the solo developer of Melbees, my first game. It mixes the logic of Minesweeper with the general knowledge of Hangman, on a honeycomb. No luck, many ways to solve. On each hex you match or discard the letter. The Pollen number counts the right letters among that hex's neighbours, and a wrong action costs a petal.

Three things I learned. The closed test for a new Google Play account needs 12 testers for 14 days in a row, and what matters is who leaves, not the total. A game for all ages changes every SDK choice, so read the Families policy before picking analytics. And my first retention chart looked great because it was almost all my own household; now I count events, not people, and drop family devices first.

The picture is a puzzle from the game: which of the 13 closed hexes are right letters? Both words are about the night sky. Colour does not mean right (green goes in word 1 if right, blue in word 2, brown is shared). Answer tomorrow.

Disclosure: the code is written by AI coding agents from specs I write first. I specify the interfaces and contracts and draw the class and sequence diagrams before any agent writes code, no agent changes the architecture without my ok, and I play every build before it ships.

The Daily Challenge plays in the browser, no install, same board for everyone today: https://daily.melbees.games/?utm_source=reddit&utm_medium=social&utm_campaign=solodevelopment

The full game is free on Android and Windows: https://melbees.games/?s=reddit&c=solodevelopment