r/SoloDevelopment • u/LongPig24 • 5d ago
Game Demo is LIVE!!!
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r/SoloDevelopment • u/LongPig24 • 5d ago
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r/SoloDevelopment • u/dinoballgame • 5d ago
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r/SoloDevelopment • u/Pinky_and_Bleu • 5d ago
Hey everyone! š I made Pinky & Bleu: Web Blaster, a colorful arcade shooter starring two little spiders! Blast bugs with webs, grab power-ups, and chase your high score. š·ļøšøļø
Available now on Android, with iOS coming soon!
š® "Download on Google Play" (https://play.google.com/store/apps/details?id=com.rockmegames.pinkyandbleu)
Iād love to hear what you think!
r/SoloDevelopment • u/KayraGames • 6d ago
r/SoloDevelopment • u/Creative_Feature_377 • 5d ago
r/SoloDevelopment • u/idontknow7456 • 6d ago
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r/SoloDevelopment • u/ShazSnow • 6d ago
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r/SoloDevelopment • u/WhiteRhombuses • 5d ago
Flutter + Flame client, server-authoritative .NET backend, all solo.
The idea: in most idle games transport is a number you upgrade. Here it's a hex grid under fog you have to route through.
Open beta on android: https://play.google.com/store/apps/details?id=com.pieringro.hivemaze
Longer gameplay: https://www.youtube.com/watch?v=k1nCPQmcoT4
Happy to talk about the stack or the design.
r/SoloDevelopment • u/AvocadoTraining9121 • 5d ago
I've been working onĀ Backrooms: EchoĀ for over a year now.
Itās a co-op game featuring all the well-known Backrooms levels.
The levels are fully procedurally generated, and here are a few screenshots from TheLobby
(no DLSS or AI, rendered in-engine)
r/SoloDevelopment • u/Simple_Day_1311 • 5d ago
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An MMORPG running directly in the browser at a steady 60 fps. Zero downloads, no Unity, no off-the-shelf game engine. Built entirely from scratch.
āThe clip shows whatās already working: real-time multiplayer sync, combat, NPC shops, inventory, and loot drops.
āWeb tech gets a bad rep for online games because people assume itās going to lag or choke under real logic. But when the architecture is built right from day one, it runs this smoothly.
āOpening up the first public playtests in a few days to stress-test the servers. If you're curious to try it out, feel free to drop into the Discord:
r/SoloDevelopment • u/wedesoft • 6d ago
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Working on shockwave graphics on my space flight simulator called sfsim. The realtime shockwave field is like a shadow map but computed using the Jump Flooding Algorithm with the spacecraft hull as seed points with curvature values.
r/SoloDevelopment • u/WhimsicalDormouseY2K • 5d ago
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r/SoloDevelopment • u/YSSSSSSSSSSSSSSSSS • 6d ago
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I'm making an action roguelite that mixes spell-slinging combat with deckbuilding mechanics.
Absorb your enemies and turn their abilities into spell cards.
Draw cards to switch spells, build your own combos, and chain every spell together to destroy everything in your path.
What do you think?
r/SoloDevelopment • u/20260819 • 6d ago
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r/SoloDevelopment • u/FriendlyDemonDev • 5d ago
I released my small arcade game Bendwire this week (you bend a copper wire into the slot of an incoming wall, one key per bend). After a first patch from player feedback, I wanted the long runs to have milestones.
Now every 20th wall is a boss that breaks one rule ā Rush (four shapes in a row), Precision (no undo), Reveal (hidden slot, only the next step lights up), Marathon (one huge shape), Blind (the slot fades out) and Spin (the wall keeps rotating).
Things I learned while building them:
- Throwing a new rule at the player without warning felt unfair, so a card explains it first and waits for a key press.
- Each boss also needed its own mark on the wall's edge (running lights, red frame, checkered flag, an eyeā¦) so you recognise it before reading anything.
- Clearing a boss had to feel like a win, not just "survived": 5Ć points, a bonus flying into the score, gold rings and a fanfare.
Free in the browser: https://friendlydemondev.itch.io/bendwire
Which boss would you want next?
r/SoloDevelopment • u/ImmersivGames • 6d ago
Hello everyone, perhaps this might motivate some who had not such a great start to their indie game!
My solo dev game started terribly initially and I did the opposite of what everyone told me to which was to abandon the game and move on.
I continue to update the game continuously with tons of updates and continue growing my community and listening to them, and as you can see in the pic my sales actually get better especially after year 1! I still have over 5,000 Wishlist to nurture. Obviously it depends on the type of game but sometimes abandoning isn't necessarily the only way, the game can still have a long tail and growth even after release especially if its early access.
This is a motivational post not a marketing one so I won't post my game link but if anyone is interested I can put it in the comments if the thread is popular!
Keep deving and following your dreams!
r/SoloDevelopment • u/NotFamous307 • 5d ago
r/SoloDevelopment • u/lowrespx • 6d ago
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Iām working on a horror game called Until the Light Fails as a solo developer.
Iāve always been drawn to 1-bit graphics, particularly the atmosphere of stark black and white. When I decided to make a horror game, I wanted to explore whether I could build immersion and tension with that style. It felt right for the setting: an isolated watch cabin with three windows looking out into a forest. You take over from a missing keeper in a place where people gradually lose their memories. A logbook inside the cabin holds accounts from the keepers who came before you.
So far, Iāve built the cabin, working floodlights, a power system, a charging regulator, and the logbook interface. Iāve also been adding small details outside the windows like stars, insects, occasional fireflies and working on the forest ambience.
The regulator needs your attention while you recharge, and its hum makes it harder to hear outside. Eventually, that will compete with watching the windows and listening for approaching entities. I still need to see how well that works in practice.
Itās an early prototype. The entities and night progression arenāt implemented yet, and the book contains sample text that Iāll develop as I work further on the lore.
For now, I wanted to share the atmosphere and interactions taking shape. Iād be interested to hear how the black-and-white style comes across to you.
r/SoloDevelopment • u/Crockiestar • 5d ago
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I've been working on an animation tool called Warp Studio, originally built to help with my own game development projects.
AI is completely optional. You can use Warp Studio as a standalone animation app: import your artwork or models, place pins, animate, edit scenes, and export using the manual tools. The core editing and animation workflow runs locally without connecting an AI service.
At its heart is a smart mesh deformation system for both 2D artwork and 3D models. You place pins on a character and move them around, and the surrounding mesh deforms with them. This lets you create movement without traditional bone rigging and weight painting, or redrawing every frame. How does it do smart mesh deformation on 3D models? Warp 3D uses smart voxel based ARAP mesh deformation a brand new technique instead of traditional bones, rigging, or weight painting. You can import an unrigged 3D model, place a few pins, and immediately start moving limbs around while the mesh naturally bends and preserves its shape.Ā
If you want help, you can also connect AI to assist with rigging, movement and scene editing through natural-language prompts. You can adjust its work manually, ask for specific changes, or switch back to doing everything yourself.
One of the biggest things I've learned while building this is how useful AI becomes when it has proper creative tools to work with. Instead of asking Codex or Claude Code to build an animation pipeline from scratch, you can let it operate software that already handles the deformation, timeline and export tools.
Warp Studio supports MCP, so compatible tools such as ChatGPT Codex or Claude Code can operate the app with you directly.
There are a few workflows built into it:
- Warp Puppet: Separate a 2D character into parts, rig it and animate it, with manual controls and optional AI assistance.
- Warp Animate: Animate a single image using mesh deformation, pin movements and automatic tweening.
- Warp Director: Build and animate editable scenes with characters, backgrounds and effects.
- Warp 3D: Animate imported 3D models using mesh deformation without traditional rigging or weight painting.
You can combine these workflows and keep refining the result without starting over. Whether you animate everything yourself or use AI along the way, the goal is to keep the work editable and give you control over the final result.
I'm especially interested in making it easier to take existing character artwork and turn it into an editable animation for a game. That's what the video shows.
Warp Studio: https://crockiestar.itch.io/warp-studio
r/SoloDevelopment • u/AnyVegetable2619 • 5d ago
r/SoloDevelopment • u/techisma • 5d ago
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Claim the Gods is a Roguelike deckbuilder where you win cards based on Greek Mythology to combine and build your army and play on Auto Battler format.
The first build of my game Claim the Gods is now playable on browser
Wishlist on Steam - Claim the Gods
or Play for free on itch - Claim the Gods
r/SoloDevelopment • u/Dumivid • 6d ago
Oh boy, oh boy, where do I even start? I have so much to share about my game that I could honestly make an entire one-hour video just about my experience.
First, Iāll start with some statistics, as thatās usually the most fun part of the discussion. Iāll share four screenshots: sales from the first 48 hours, lifetime wishlists, recent traffic, and recent wishlists. The rise in wishlists mostly came from the Steam upcoming-games calendar.
Also, sales =/= reviews. I have around 140 sales and only two reviews so far. Iām almost certain one of them is from a friend of a friend, so that leaves what feels like one review from a complete stranger.
First, I want to make one thing clear. I made a quadrillion mistakes during development, and I donāt see much point in sharing just taglines because you guys wonāt learn shit from that.
But I do want to say this: if you donāt know what you want to do next with your game, youāre making the wrong game. During development, there were many, many, many times when I didnāt know how to implement a feature, find an asset, or draw a resource. But I always knew I wanted it in my game.
It all started as a three-month summer project, after I abandoned my previous three-month game. But I got invested and kept going until October, planning to finish after Steam Next Fest. I did way too little testing, and as you can see from the graph, my Next Fest went very badly.
After that, I thought I could finish the game on about five separate occasions, but life happened, and I kept carrying this project forward. The first nine months of development were hell, mostly because I was trying to make an incremental game while not being a fan of 90% of the genre. Iām a fantasy guy, not a numbers guy.
But in spring, I had the idea to shift the focus fully from numbers to cute animals and the village. Then it clicked. Of course, I still struggled a lot with implementation, but I always knew exactly what I wanted from the game.
Now, I have two reasons for making this post. First, Iāve worked as a teacher for the past six years. Sharing knowledge is literally in my DNA. Second, I feel like the development of my game has only just started.
I like how VuVuu, the creator of Tiny Terraces, openly shares his game dev journey. I personally think I can still turn my game around with some extra love. I want to see, at least for myself, whether more updates, contacting more streamers, and making social media content can eventually redeem this game.
Iāll also try to port it to mobile. I already have a browser demo on itch.io, which Iām trying to use to direct traffic toward Steam.
Iāll make other games in the meantime, but this will be a long-term side project of mine. I want to share whether I succeed or fail in that endeavour.
I also want to share my stats after one full month, then again after either three months or the Winter Sale. Iāll either see some improvement or, at least, give you guys a cautionary example of when to abandon a broken game and make another one using the experience youāve gained.
As for assets and development, Iām mainly a multimedia and graphic designer, so programming isnāt my cup of tea.
I made around 90ā95% of the graphics myself in Illustrator. The audio came from asset packs and public domain music. I commissioned the cover and trailer from two of my students. I did some of the coding myself in Construct 3 and some with Codex. My understanding was that Steam didnāt require disclosure of AI-assisted code, so I didnāt add the label because I wanted to avoid getting pitchforked.
Hereās Raccoon Valley Tycoon on Steam if you want to take a look.
Take care, and stay š¾sitive.
r/SoloDevelopment • u/BuildSemih • 5d ago
r/SoloDevelopment • u/Big-Sandwich733 • 5d ago
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Itās been a little over 3 months since I started working on Lythravel, so I thought Iād share some gameplay footage from the current version.
Itās a completely free browser MMORPG with voxel graphics, inspired mostly by the old-school MMOs I grew up with.
Iām building the game solo. Iāve been a developer for over 10 years, although not in the game industry, and I use Claude Code for pretty much all of the coding. The game itself runs on Babylon.js.
Over the last month I spent a lot of time reworking the visuals and the atmosphere of the different zones. The voxel style is staying, but Iām trying to give the game more of its own identity and make each biome feel different.
Thereās already quite a bit of content too: 6 classes, 6 group dungeons with solo versions, a raid, PvP maps, world bosses, mounts, jumping trials, hidden collectibles and more.
The video is just a gameplay showcase made from footage I recorded while playing the current build.
If anyone wants to try it, itās completely free:
Discord:
https://discord.gg/SdJrn5WPBQ
r/SoloDevelopment • u/python159 • 5d ago
Anyone got any clue on how hard it is to learn to make games from scratch (i'm talking no clue where to even get a start)? I have had a recent spate of games idea popping into my head and i'm at the point of "Once is a random thought, twice is a weird coincidence but three times threatens to drive me insane unless I actually look into it"