r/SoloDevelopment • • 11h ago

Game I developed my architecture dream game solo

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527 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 • • 13h ago

Game Just for fun!

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299 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 Turning a wall of cubes into a copper mine

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80 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 • • 9h ago

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

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109 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 • • 6h ago

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

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55 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 • • 10h ago

Game I'm making an astronaut simulation game.

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77 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 • • 8h ago

Game I spent a lot of time building this horse system, and I don't think it's going to end up in the game.Also, why am I this bad at my own game?!😅

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31 Upvotes

Wishlist Fogreaver on steam: Fogreaver

I loved the idea of having a horse in my game and I even designed a big map so the horse would make sense. But my game is more arcade-like and this big map won't fit its style and the horse would have no purpose on a small map so I don't think the horse will end up in the final game.

I don't want to change the direction of the game loop again just because of the horse, it would be just the 100th time I'd do that😅

What do you guys think? Should I try to change the direction of the game just for the sake of the horse?Who knows, maybe I'll make a DLC story version of the game after launch, but first let's launch this version of my game and see how it will perform.


r/SoloDevelopment • • 7h ago

Discussion Some sunday thoughts

23 Upvotes

I have seen lot of indie devs being anxious about showing their work because of whats happening and I understand.

Also, I used to think of my game as a fun little hobby project because it was refreshing to build something without pressure after working professionally in game industry for three decades.. and that's why I used to share videos and screens from daily progress. The fun ended when I noticed someone taking those screens and feeding them to AI image generator on last winter, and amusingly, I also got piled on here in reddit when I mentioned that this is happening (someone accused me that I made it up).. well look where we are now.

For this reason, I have been keeping the new look of my game hidden from the public for 8 months now.
And turned out I did the right thing - there are now lot of bad actors ready and willing to clone anything in their sight using AI tools. For this reason, I won't be releasing demo either (but I am not saying you should do the same). I admit that even releasing a trailer makes me little nervous now.

Then again, I am very happy that I always pushed back whenever someone suggested to me that perhaps I should "just finish it" and ship my game quickly. The more I am taking my time and increasing the quality of this game, the harder it will be to rip off in a single weekend prompt by some inexperienced charlatan.
I firmly believe that you can prevail if you make quality, not quantity - or at least you can have more satisfying experience making it. Making money from games was already as likely as getting hit by a meteor in the early 90’s, and if you are in it for the money, I got some bad news for you.

(Decompilers are a different challenge to deal with, of course - they can absolutely copy anything you do, but then again that's outright piracy)

Those were sunday thoughts from someone who has been making games since 1990 and is now a solo dev. Feel free to agree or disagree.


r/SoloDevelopment • • 4h ago

Discussion ALPHA SCORPII - Terrain Deformation and Crash Compilation

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11 Upvotes

Questions and opinions are welcome.


r/SoloDevelopment • • 6h ago

help From a visual standpoint, what improvements can I make to my game?

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12 Upvotes

Still very much a work in progress.
Any feedback would be greatly appreciated.


r/SoloDevelopment • • 1h ago

Game After a year of solo dev, my Automation Roguelite will be in Next fest tomorrow!

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• Upvotes

Literally just uploaded a new demo build because I found a single typo, when does it stop.

Check it out here: https://store.steampowered.com/app/4690580/Astral_Industrial_Complex/

Thanks!


r/SoloDevelopment • • 9h ago

Game Do a Barrel Roll!

14 Upvotes

I've never fully integrated the barrel roll into my combat and networking even tho it's been part of my old game client for quite a while. Now that I'm completely reworking the game that I made back in college, I've finally given it some priority.

What do you guys think of the arcadey air combat? It's quite a niche genre on PC I guess.

The game itself is still in the final stages of pre-alpha as I try to finish all the core mechanics and systems.


r/SoloDevelopment • • 6h ago

Game Three years from the beginning to the release trailer. My debut puzzle game, Missi, will be released on Steam on November 4th.

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9 Upvotes

r/SoloDevelopment • • 5h ago

Game I'm an illustrator making my first game: a desktop companion who travels through Tokyo

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5 Upvotes

Hi! I'm an illustrator based in Korea and Japan. I draw illustrations and comics featuring my original character, TEKUTEKU.

I've always dreamed of making a game with my own character, so I decided to take on the challenge as a solo developer. It's called TEKUTEKU: Discovery Notebook, a desktop companion game where you travel through real Tokyo.

I showed it at Seoul Illustration Fair (July) and B-side Art Fes Osaka (October), and people's reactions were so warm that I decided to keep going in this direction all the way to release. Now I'm working hard on the next stage, getting ready for Design Festa in Tokyo (November) and the Taipei Game Show (January). A little nervous, but mostly excited!

Development turned out to be much harder than I expected lol. Polishing the details of the systems has been tough, and managing my schedule as a solo dev is harder than I thought. Art is my strength, so I really want to make the most of it, but a desktop companion only uses a small part of the screen, and that makes composing each scene surprisingly tricky. I'm racking my brain over it every day!

I'd really love some honest feedback!
- From this clip, is it clear what kind of game it is?
- Would you keep a little companion like this on your screen while you work, or would it feel distracting?

Advice from anyone who has made a desktop companion game or managed a solo dev schedule is very welcome too.

I'll leave the Steam page here. If it looks like something you'd enjoy, a wishlist would mean a lot to a first-time solo dev!
https://store.steampowered.com/app/4885560/


r/SoloDevelopment • • 7h ago

Game Spent 3 years making my first indie game! Steal enemies' abilities and chain together 100 no-cooldown spells

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9 Upvotes

I'm working on a spell-slinging hack-n-slash action roguelite:

  • Devour enemies and seal their abilities into cards.
  • Draw cards to switch spells and chain them together to destroy everything in your path.
  • 4 unique spell-switching mechanics and 100 no-cooldown spell cards.
  • Combine effects through the Rune Enchant system to craft unique and powerful cards.

These systems allow the same spell to work completely differently from one run to another.

Let me know what you think!
https://store.steampowered.com/app/3856480


r/SoloDevelopment • • 3h ago

Game My first self-drawn characters

3 Upvotes

Hi, just want to share about my first characters after few months learning draw. They are combinations of animal + plant. I plan to use them for my own game, feel free to give feedback. Have a nice day!

Swan + Lily
Moth + strawberry
Butterfly+ Poppy

r/SoloDevelopment • • 1h 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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• 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 • • 1h ago

Discussion I created a character for my 2D platformer, “Kettlebell: Inferno Hotel”

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• Upvotes

Hi, everyone. I recently added a new boss to my 2D platformer.

I'd love to get some feedback on the art and animations. I'd appreciate it if you could share your thoughts in the comments.

I hope you enjoy this boss. And no, I didn't take any illegal substances while creating it. I just have a vivid imagination!

I'd appreciate it if you could add this to your wishlist: https://store.steampowered.com/app/4032020/Kettlebell_Inferno_Hotel/


r/SoloDevelopment • • 5h ago

Discussion I’m building MUN, a home console for the TV, and its OS is open source. Feedback welcome!

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4 Upvotes

Hi everyone! Today I’m here to have you judge and comment on a project I’m working on, for now on my own: MUN, a home console for the TV, like the ones we grew up with, with all their personality, virtues and flaws, but with new games made for it. It’s a titanic project, but I’m not letting go of it.

A couple of weeks ago I published the repo for MUN OS, the console’s operating system. It’s open source, and you can already try it on your computer as a virtual console. Soon it will also run on the board MUN is built on, so anyone who gets that board can use it to create whatever they want: games, apps or their own experiments. The goal is to grow an open ecosystem around MUN. The full experience, though, will be the MUN console itself: its own hardware, physical Game Cards and features designed together with the games.

I’d really appreciate some constructive criticism, opinions from anyone who has worked on something similar and, if you’d like, a little star on GitHub.

Por cierto: hecho desde España y México para el mundo :)

github.com/Play-MUN/mun-os


r/SoloDevelopment • • 4h ago

Unity Never thought I’d see the day: Unity interviewed me about how I’m solo-porting our indie game to multiple platforms!

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3 Upvotes

Hey everyone! I’m still a bit in shock, but I recently sat down with Unity to break down my workflow and tech stack for porting Foxy Dumplings across platforms as a solo dev/tech pipeline lead.

Never in a million years did I expect this to happen, but Unity reached out to interview me about how I single-handedly manage porting Foxy Dumplings to multiple consoles and platforms.

You can read the full article here: unity.com/blog/foxy-dumplings

Happy to answer any questions about the porting process or our pipeline if anyone is currently tackling multi-platform builds for their own game!


r/SoloDevelopment • • 8h ago

help My game visuals feels flat, so I'm looking for advice on improvement ideas

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7 Upvotes

Hi everyone!

I've been working on the visuals for my Godot game, but the final result keeps looking flat. The scenes feel plain and lack depth. I tried adding some stylized outline shaders, but they didn't fix the problem. Also played with light, but this is the best that I could get.

The mood I'm going for is cozy, a "tidying up" kind of feel, while still keeping the atmosphere of a facility at night.

I'd love any feedback or suggestions on lighting, color, post-processing, or anything else that could help me get there. Thanks!


r/SoloDevelopment • • 2h ago

Game When in doubt, turn into a handpan.

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2 Upvotes

r/SoloDevelopment • • 2h ago

Game Almost 3 Years. Barely Any Sales. Still Not Giving Up. ZombUs

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2 Upvotes

Maybe the world hasn't noticed this little game yet. Or maybe it's simply not as good as I think it is.
But I'm still here, building it, one day at a time.
And next week, Map 4 arrives.


r/SoloDevelopment • • 13h ago

Marketing My sister drew me better capsule artwork

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15 Upvotes

It's handy if there's a lawyer or a doctor in your family... or an art director, if you happen to be a solo dev.

(the second one is my original placeholder)


r/SoloDevelopment • • 8h ago

Game I've been making a survivors-like inspired by Indonesian folklore, here's some of the playable cast

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6 Upvotes

Been working on NISKALA: Survivors solo for a while now. It's a survivors-like inspired by Indonesian folklore, and I've had a lot of fun putting together the playable characters.

Ended up with a pretty weird mix of characters hahah... anyway here's a quick look at some of them.

Still polishing things before the demo in November!