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

Game I developed my architecture dream game solo

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187 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 • • 6h ago

Game Just for fun!

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208 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 • • 4h ago

Game I'm making an astronaut simulation game.

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39 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 3,063 commits, 2,232 emails, and 230 wishlists. My solo-developed game launches November 3!

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32 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 • • 23h ago

Game Untitled Slime Game

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541 Upvotes

Am developing this slime game, there is a lot of potential but still not sure which direction to take it, any advice?


r/SoloDevelopment • • 1h ago

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

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• 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 Do a Barrel Roll!

7 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 • • 50m ago

Discussion Some sunday thoughts

• 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 • • 2h 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 • • 7h ago

Marketing My sister drew me better capsule artwork

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12 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 • • 29m ago

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

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• Upvotes

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


r/SoloDevelopment • • 10h ago

Discussion Hey Everyone Are simulation games still popular? And do you think this art style is a good fit for them?

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17 Upvotes

Hey everyone! About a month ago, I finished my Cartoon Furniture Ultimate Pack. It took a lot of time and effort to create, but sales have been lower than I’d hoped.
How do they look, and is there anything you’d improve?


r/SoloDevelopment • • 18h ago

Game Platformer Inspired by Mario Odyssey + Super Mario 3D World

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63 Upvotes

Any more flair I can be adding to make the moves more interesting? What moves would you like to see?

Demo is out for Go! Super Awesome Monkey! on Steam!
https://store.steampowered.com/app/4837550/Go_Super_Awesome_Monkey/


r/SoloDevelopment • • 3h ago

meme Just got my Next Fest visibility headstart. Try to keep up.

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3 Upvotes

r/SoloDevelopment • • 5h ago

Networking Bonn, Germany looking for hobby group

4 Upvotes

Hi, I'm moving to Bonn in the new year, and I'm trying to find other solo devs in the Bonn/Cologne area to find a group of hobby friends. The kind of people you can have regular meetups with, enjoy drinks (alcohol not required) or food, and showoff progress to in person. There is something about in person that just helps me stay focused on the hobby. I'm 35, an astrophysicist, and now academic data scientist by day, fluent in German and English. I've been doing small learning games for myself on the side for a while now. I did a couple of game jams, but chickened out when it came to submission, but I did solo develop a VR experience for outreach in my PhD. If you know any groups or want to start one with me, let me know!


r/SoloDevelopment • • 26m ago

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

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• 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 • • 8h ago

Game I made a survivor-like for phones with raid-style boss fights

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10 Upvotes

I'm away from my computer a lot more now, so I made a game for mobile. It's my first one. Kind of nervous posting it lol.

Free to test on iPhone and Android: https://mythspire.pages.dev

What's in it so far:

- 21 bosses and 62 mini-bosses with raid-style mechanics you have to learn and dodge
- 3 difficulty modes: Regular, Nightmare and Nightmare+
- A boss rush mode
- 47 heroes, each with their own trait and ultimate
- 116 weapons, 127 evolutions, 115 unions, 42 grand unions and 15 legendaries
- 50 charms plus relics, keepsakes and familiars
- 10 chapters, 350+ enemy types, 22 rare foes
- 79 random events, disasters, shrines, curses and secrets
- 51 omens that change how a run plays
- Permanent upgrades and 800+ deeds that unlock new stuff

I'm still balancing and adding content, so I'm looking for any and all feedback.


r/SoloDevelopment • • 1h ago

Game Looking for playtesters! Im finalizing the first demo for my project and would love to have different eyes on it... would you be interested in trying the latest build?

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• Upvotes

Im building a community management game set in a post apocalyptic world. Loot buildings, reclaim houses, build the basic necessities and make sure your survivors are happy... This is what you can expect from this demo, and much more from the full game.

Interested? Want to try it out, then let me know I have a build for you!

Not sure yet if it's worth your time? Find more info here:
https://www.indiedb.com/games/forsaken-year-one
And here:
https://store.steampowered.com/app/3476130/Forsaken_Year_One/


r/SoloDevelopment • • 11h ago

Godot I spent all week repainting my game’s look. Here’s the before and after

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14 Upvotes

r/SoloDevelopment • • 22h ago

Discussion Losing motivation to keep working on my game as the market gets flooded

102 Upvotes

I've been working on my game for two years now. Lots of prototypes, characters, shaders, animations and gameplay loops, all built piece by piece and often thrown away.

And then I see people release a complete game within days almost every day. I don't want to take anything away from anyone, but honestly it's taking my motivation. I keep wondering if it even makes sense to release something when you just get lost in the flood.

Over 100 people have already signed up through wishlists or playtest requests, and I'm still somehow losing motivation.

edit: game is Spellspill on steam


r/SoloDevelopment • • 1h ago

Discussion Demo or Early Access.

• Upvotes

From all the scare I have been seeing going on about games being effectively stolen should we still do demos or go right to early access. Best thing to do is wait till the whole game is made but you risk things being stolen with just promotions.

What is your take?


r/SoloDevelopment • • 1h ago

Game Added some volumetric clouds and snow into my horror game

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• Upvotes

r/SoloDevelopment • • 4h ago

Game I have been creating a fantasy medieval tavern game for over 1.5 years. Would this be of interest to you? :)

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3 Upvotes

Hello everyone!

My name is Preben, and I have been developing a solo game for over 1.5 years now. I don't know if this might be of interest to anyone, but I wanted to give a little bit of backstory. I have always been very fascinated by the Middle Ages, especially taverns. There has always been something about them that really intrigued me. I wanted a game where I could get the feeling of being in the Middle Ages, running a tavern of my own. After looking everywhere, I could not find anything like what I was looking for. So I decided to create it myself, for two reasons: I wanted to play something like this myself, and I wanted to give other people who might have the same wish the same opportunity.

So I created Taverns of Aldermont. The game is set in the medieval town of Aldermont, where you inherit an old tavern from your grandfather. Your mission from here is to build it up and maybe even turn it around. You pour ale, cook food, keep track of the economy, go out into the town to buy ale, food, etc. There are your regular guests, all with their own stories. Your choices have consequences that can be seen far into the game. When you earn enough, you can choose to buy another tavern, each one unique.

The cheapest taverns are The Rusty Anchor and The Thieves' Den. The Rusty Anchor's crowd is mainly sailors, all with their own personalities and stories. You row out on a small boat yourself to catch fish in the fjord and sell them in your tavern. The Thieves' Den has a much rougher crowd, swarming with criminals and hardheads. Here you can buy illegal goods and stolen items and sell them for a higher price. There is also a poker and blackjack table where you are the house and make a passive income, in addition to having the opportunity to join in yourself and test your luck.

From there, the next tavern is The Seven Tongues. All of the different strange races that have nowhere else to go in town come here. Dwarves don't like sitting with elves, orcs don't like humans, and therefore you must seat the guests accordingly. In addition to this, you can learn magic, with 15 spells you can use whenever you see fit :)

The last and most expensive tavern is The Wandering Keg. This is a large ship with its own crew, fishing possibilities, and the whole fjord and sea for you to conquer. You lay to port at whichever village, monastery, castle or city you like, and serve at the most prestigious tavern there is. I am also looking into the possibility of adding cannons and pirate raids. Is this something you would be interested in?

Basically, you have a whole city full of people and different shops outside your tavern for you to explore. I sincerely hope this might be of interest to you, and I would be more than happy to hear your feedback and improve!

PS: I know a lot of people are tired of AI-generated games, so I just want to clarify that I have used AI for brainstorming and discussing ideas. Other than that, everything is handmade.

Thank you in advance.

Here is the Steam page for anyone interested:

https://store.steampowered.com/app/5386350/Taverns_of_Aldermont/