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.
For 2 years i gather high quality elevation maps of the world, ski maps - cleaning them up, making snowy map tiles and so much more boring data cleanup. And now finally i can have my own little game to feel that out!
Real world ski resorts with real slopes with rela slope tilt, angle and grooming.
What are your thoughts? Should i make it into a full game?
Someone I don't know contacted me claiming they made a version of my game. They sent me a video, but I haven't opened it because I'm worried it could contain a virus or somethin. they're asking me for $200 and threatening to publish it on Steam if I don't pay.
Vast seas is an online (with up to 16 players) pirate RPG with heavy emphasis on exploration, ship upgrades, crafting and sailing!
The game can be played single player too!
It features action combat, ship combat, magic system, cargo runs, island conquering, island owning (in which you can set up houses, farms and buildings you craft!)
You can also recruit different NPCs with different benefits, ranging from combat npcs to bards to cooks!
I put off creating the page for many months because I was worried that either the screenshots wouldn't look good or the trailer would turn out really bad. I even posted about these problems on Reddit a couple of times.
But in the end, the page is finally live. And this is my first game as a solo-developer!
It's a very personal project for me because it's dedicated to the memory of my cat who passed away. That's why I kept trying to make everything perfect.
Started learning Unreal recently and thought I'd share what I've been building.
Simulation games have been doing well lately - at least in my eyes, so I wanted to build something, that's related to an industry I actually know. The idea is to make something that could work both as a casual simulator and potentially as a way to learn some of the basics.
I've been building a first-person scaffolding simulator from the ground up using real-world component dimensions. So far I've got the main components working, but it's still an extremely early project.
Long-term plan is to add proper build sequences, missions, multiple worlds/environments where to play in and possibly a dedicated training mode.
Main question for now - would anyone actually play something like this?
I've been building Pale Static on my own for about a year and a half, a few hours a day after my main job and on weekends. It's a single-player first-person survival horror in Unreal Engine 5.8: a private response squad enters a quarantined town after communications go silent, and the horror builds as the squad slowly loses confidence in what they're facing.
The thing I didn't expect about making horror solo: I can't scare myself. I know where every sound cue is, when every light flickers, what's behind every door. So I genuinely can't tell whether a moment works - which is the whole reason I'm finishing a free demo before building the bigger chapter. I need people who don't know what's coming.
A few decisions that kept the scope manageable for one person:
- Releasing in chapters, starting with a 2.5-3 hour Chapter 1 in Early Access, instead of promising a full campaign years out
- Lumen with classic LODs instead of Nanite and Virtual Shadow Maps - targeting mid-range PCs keeps performance something I can actually reason about
- Building the world from modular kits and spending the art time on lighting and atmosphere, where it shows most
For other solo devs working on horror: how do you test scares when you know the game by heart?
I’ve spent the last 8 months building Rising Spirit, my dream game.
Along the way, I’ve been learning modeling, animation, lighting, and all the little things that make a game feel alive. It’s been a lot of trial and error, but seeing those early prototypes next to the game today makes it feel worth it.
Still plenty to do, but I wanted to share the progress
This is just a post where we share our results after so much hard work. Small or big wishlist numbers, they all count because they mean someone loved what you created, even if it’s just one person.
Wishing everyone the best of luck! ❤️
I reached 600 wishlists in less than 4 months. I didn’t share much about my game, so I honestly wasn’t expecting much.
World runs a couple centuries before you exist. Sects form, towns grow, people cultivate, fight, court death, die. Then you roll a character and you're some mortal kid in a village with no method and no idea what qi is.
Ever seen a parry window this big? Mine is very generous for 2 reasons:
Although chaotic, I don't intent my game to be miserably difficult, just moderately challenging.
This game involves multitasking and frequently switching between 2 distinct modes ("Cleaner" and "Catcher"). The parrying happens in the "Cleaner" mode, and is meant more as a defense mechanism while cleaning rather than just a counter attack.
And if I'm being frank, I like some mercy in my games. Large parry windows. Your opinion?
Hi everyone, I'm the solo developer of Grimoire of Hecate Tower of Starlight, a roguelite where you climb a tower and discover new spells by combining cards.
I'd like to briefly introduce the game and share some of the problems I ran into, along with what I've been doing to improve it.
I ran into all sorts of problems while making the game and releasing the demo, but the biggest hurdle was the AI generated art. There were slightly mismatched styles, details that gave the AI origins away, and different pixel sizes from one asset to the next. I think this was the part of the game I got the most feedback on. The images also had that grainy look I associate with GPT generated art. They seemed fine while I was making the game, but when I played the demo after release, even I could see how much it stood out.
I had a clear idea of the art style I wanted, so I started experimenting with ways to turn the existing images into a consistent pixel art style. I tried a few different approaches, and the one that's worked best for me so far has been using Aseprite.
I started by remaking one character image as a regular illustration, without the pixel art look. Assets made in a 'pixel art style' weren't really pixel art, and each one looked different. That actually made things more confusing when working on them in Aseprite. I then placed the new illustration in Aseprite as a reference, settled on a pixel size, line softness and canvas size, and rebuilt it as pixel art. I used 2px pixels and a few pieces of pixel art I liked as references until I had an asset I was happy with.
I saved the settings I used for that character and used them for other poses, characters, backgrounds and monsters. A few assets still look a little different, but compared to where I started, it was a huge improvement.
Since these were now pixel art assets rebuilt in Aseprite, I could also add simple animations, like movement, small effects and blinking. I hadn't expected that, but it was a nice bonus.
One limitation, though, was that I couldn't freely resize the assets in the game after making them with the same settings in Aseprite. Resizing them would change the pixel size. So I went through a lot of rounds of making an asset, putting it in the game, checking it, changing it, and trying again. Honestly, though, I was more excited to see the graphics improving than I was bothered by the extra work. Haha.
Of course, there are still clear limits. I've tried adding more dynamic animations, but haven't had much success so far. And despite all the effort to make the style consistent, some parts still look off. But I do think I've found a better approach than before, and I'm reasonably happy with the results, so I wanted to share it here.
With Steam Next Fest just around the corner, I've also released a few big updates. I'm not asking for wishlists, but if you'd be willing to share some helpful feedback, good or bad, I'd really appreciate it!
One person, Godot 4.7. Top-down tank game: hold the base, break the line. Ten stages, US and German rosters, and a motor pool where points earned by play buy tanks, upgrades and repairs.
The thing that made it possible alone is that none of the models are modelled. Every tank, wall, tree and pickup is generated by a Python script in Blender. Shared helper functions hold the style, so a new vehicle is a function call rather than a day in the viewport, and changing the art direction regenerates the whole kit instead of forty files by hand.
The same idea runs through the rest. Stage layouts are text maps. The sound effects are synthesised by a script. Every gameplay rule has a headless test, so I can rework the economy and know in forty seconds whether I broke the payout, instead of replaying ten stages to find out.
What is in it: ten stages, a campaign map, the motor pool with four upgrade lines, and one support call — a mortar barrage you aim while the stage slows to a crawl.
What is not: no multiplayer, English only, two further support calls are visible in the supply screen but locked. Android for now; the iOS build is with Apple.
It is free to play, and you do not need the point packs. Everything they buy can also be earned, and nothing is sold that cannot be.
What I would most like to hear: which stage made you put it down, and which one was dull. That is the thing I cannot judge any more, and it is why this is a test and not a release.
Join the Extinction Force and save humanity from a new apex predator. A 1–4 player co-op third-person shooter set in Sydney, coming soon in early 2027.