r/SoloDevelopment Jul 10 '26

Game Jam r/SoloDevelopment Jam #12 is live: theme is Chain Reaction

9 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?

187 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 6h ago

Game 2 years, 1 developer, 1 Mad Max-inspired, procedurally generated, open-world survival game called Apocalypter

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195 Upvotes

r/SoloDevelopment 3h ago

Game I'm a solo dev working on Closer Than Stars, a psychological horror game about operating a radio observatory and scanning deep space

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30 Upvotes

I’m excited to finally share a game I’ve been working on solo. It’s a first-person psychological sci-fi horror game about two radio operators stationed around Jupiter, monitoring deep space for faint signals and comparing what they find across two distant observatories. As the shifts go on, some of those signals start getting harder to explain.

Steam page can be found here: https://store.steampowered.com/app/5158290/Closer_Than_Stars/


r/SoloDevelopment 4h ago

Game Possibly this game will never see the light of day.

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31 Upvotes

I've been working on it in Godot for around 4–6 months. The first two months were mostly spent figuring out what I actually wanted my game to be, and the other four have been spent putting everything together.

At the rate I'm going, though, I think it'll probably take me years to finish it. Working alone and without much of a budget is definitely a challenge, but luckily I've learned a lot about how Godot works during these past few months.

But well, we're still here, still working on it, and hopefully I'll eventually manage to finish it.

Some of the assets were drawn by me, like the skill selection UI and the weapons, while the others are either public or paid assets.


r/SoloDevelopment 12h ago

Game I added clouds and shadows to my 2D game

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71 Upvotes

Hey guys! I am solo developer currently working on a 2D fantasy grand strategy game. One of the core elements of the game is a random world generation. When posting about the game one of the main feedback was that the world was too static. I tried changing that by adding shadows, moving water, swaying trees and clouds. How do it look now?

If you are interested in the project you can follow it here: The Fallen Chronicles on Steam


r/SoloDevelopment 15h ago

Game My Gamedev Progress

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93 Upvotes

Hello everyone!

my name is ali, i'm a cs student (and former security guard) turned gamedev!

i started game dev around 2 years ago i think but i could never dare to attempt to develop a full game, until someday i decided i've had enough and committed to pursue my passion and this is the result!

i released my first game ever on steam this month and it didn't do too bad i think :).

i had way too many sleepless nights, way too many days where i haven't left my house, but to me, even ifs not a massive success, i think its worth it, not for the monetary gain, but the feeling that i have done something in my life that people have fun playing, something that has my name in it, something that if something were to happen to me, i know that atleast i didn't go without a trace lol.

i love vampire survivors, i love RPGs, so i decide to combine them both into one game and this is the result, Echoes of Kyria:

https://store.steampowered.com/app/4914620/Echoes_of_Kyria/


r/SoloDevelopment 1d ago

Game My jrpg style voxel engine made in WebGPU

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433 Upvotes

Hello folks. I am a solo developer from Poland. I would like to show you what I worked on for a past year. Plan is to make online (web based) editor for Multiplayer Online RPGs in 3D JRPG aesthetics. You create your world from bricks, add battle systems, progression rules, create monsters, put spawns on map, define items etc. Then all you need to do is to publish your world to server with one click and share url with your friends to play there together. In this video you can see how rendering voxel engine works that I built for this editor. Engine is built on WebGPU using threejs library.


r/SoloDevelopment 14h ago

Discussion How do you deal with seeing very similar games appear after publicly sharing your project?

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38 Upvotes

I’m a solo developer and I’ve been working on my psychological horror game Desecrated Deck since 2024.

The basic idea is a deadly version of Rock-Paper-Scissors combined with Item and Perk cards, lives, and an occult ritual.

I’ve never made a secret of being inspired by Inscryption and Buckshot Roulette, but I’ve spent a lot of time trying to give the game its own mechanics, atmosphere and identity.

Lately I’ve noticed several other horror games appearing with very similar core ideas. First-person Rock-Paper-Scissors, cards, lives, revolvers, a creepy opponent sitting across from you… sometimes several of those things together.

I’m not going to name any games or accuse anyone of stealing. I have no proof of that, Rock-Paper-Scissors obviously belongs to nobody, and similar ideas can happen independently.
But honestly, it still hurts.
You work alone on something for years and start feeling like you’ve finally found your own little corner. Then similar games begin appearing before yours is even finished. The worst part is knowing that some players might eventually discover my game and think I copied them, even though Desecrated Deck has been publicly documented since late 2024.

Maybe I’m taking it too personally. I’m still finishing the game either way, and this has actually made me want to push its identity even further.

Have any other solo developers experienced this? How did you deal with it?

Thank you,
Elvis, Desecrated Deck Dev


r/SoloDevelopment 7h ago

Game I just launched SpectralShipGen & Studio - a procedural pixel-art spaceship generator!

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11 Upvotes

[TLDR]: I released a free C++ library and free GUI application (Studio) for procedurally generating animated pixel-art spaceships, with a wide range of configurable parameters!

Hello everyone!

Some of you (perhaps 5 or 10 of you :D) may have seen me post about a game I'm working on - Rogues in Space. While working on it, I, a kind of pretty bad pixel artist, started developing a procedural spaceship generator, the purpose of which was to just generate a very basic ship that I could manually "clean up" and animate.

Aaand well, I just kept adding generators for more and more things - hulls, engines, wings, weapons... In the end I even added animations and spritesheets!

At some point, when it was clear that this (now) library and GUI application were getting larger than the video game itself, it made more sense to cut it off as its own project instead of having it permanently embedded in the game codebase.

So, after doing all the new work that I've never originally intended, I've now released SpectralShipGen and SpectralShipGen Studio as open-source projects!

SpectralShipGen is the C++17 generation library itself, while SpectralShipGen Studio is a standalone GUI application for visually playing around with the generator and exporting ship images and animation spritesheets without needing to integrate the library into anything.

On the technical side, ships are generated deterministically from seeds, and how they look (and from which components/color palettes and what intensity), can be controlled through structural profiles, faction profiles, mentioned color palettes and plenty of other generation settings. Majority of the aspects of an existing ship (so engines, details, accessories, weapons, etc.) can be rerolled individually instead of regenerating everything, keeping the general construction of the ship mostly the same, except for the specific parts that you wish to change.

Saving and loading the recipes for said construction is also supported, as well as adding the ships to favorites/bookmarks, and browsing them later.

All ships are also generated with Idle animation and with (currently experimental) left/right/up/down movement and firing animations.

I've tried to keep the different visual identities fairly broad rather than making them into simple predefined ships. So, the same structural style or faction can still produce quite different results based on the seed and configuration.

The library itself is independent, while the Studio application does rely on SFML (and the library, of course) for the graphical rendering, button interactions, and everything else GUI related.

Interestingly, an unexpected amount of work towards this release ended up being in the boring-but-important category - regression/performance/robustness testing, establishing CI, writing (everyone's favorite) documentation, thinking about how licensing works, etc., so that these two can actually function as an independent library and a standalone application.

I've attached several examples of generated animations that I thought were interesting to show what the output can be, although they only cover just a tiny amount of what can be generated.

In case anyone likes what they're seeing and is wondering about using the generated output - anything you generate with it is yours to use however you want, including commercially. There's no attribution requirement and the source code licenses don't apply to the generated images or spritesheets.

Lastly, I'd also like to mention a couple of important topics.

I definitely don't see this ever replacing actual pixel artists - someone who's at least decent with pixel art can likely make a much better spaceship by hand. Something like this is, I think, much more useful if you're on a very tight art budget, if you need/want a bunch of ships generated during runtime (as you don't really need to save the generated spritesheet to disk in order to use it), if you're at a game jam and just need urgent assets.. Or if you just wanna generate a few hundred ships to see what odd things appear, because that can also be pretty entertaining (I may or may not have spent too much time doing just that).

Something that I also want to be fully transparent about, because I do think it will definitely be asked - the development/code writing on this project has been AI-assisted. However, that is the extent of it. There is no generative AI image creation anywhere in SpectralShipGen, reference images are NOT used, and there aren't any premade spritesheets or images "hidden" behind the library being chopped up and re-combined.

The ships are generated by the C++ code itself through procedural geometry, pixel masks, components (hull, engines, details, weapons, etc.) placing rules, seeded random decisions, and so on.

The nice thing about doing it with deterministic seeding way is that the same seed and the same configuration always give the same ship.

The amount of AI assistance during development was also one of the reasons I personally felt more comfortable making the project open source instead of keeping it completely proprietary. That's also not supposed to be some statement about how AI-assisted software should be licensed or what anyone else should do with their own work (that's a completely separate discussion) - it just felt like the right choice for me and this particular project.

As mentioned, the generated output is deliberately unrestricted as well - if you generate a ship image or spritesheet with SpectralShipGen (or Studio), you can do whatever you want with it. Use it in a commercial video game, redistribute it, paint over it, use it as a placeholder - attribution isn't required.

Links:

Library: https://github.com/SpectralHorse/SpectralShipGen
Studio: https://github.com/SpectralHorse/SpectralShipGen-Studio
Studio Download (from GitHub): https://github.com/SpectralHorse/SpectralShipGen-Studio/releases/tag/v1.0.0

I'd be very interested to hear about your thoughts - both about the generator itself and if the different ships actually feel like they have enough variety while still looking like they are thematically and systematically similar.

And, of course, if you end up generating something ridiculous with it - I'd love to see it! :)


r/SoloDevelopment 2h ago

Game What are your thoughts on slot-linking? I just polished the FF7 like Materia equipment system for my game.

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4 Upvotes

r/SoloDevelopment 2h ago

Game Our game without and with post processing

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4 Upvotes

Quite clearly the biggest difference (in this level) is the volumetric lights!

From the beginning we (a team of 2) tried to get ~80% of our results from lighting only and added the effects later.

Our cutscenes (I will post later) have similar effects but with more bloom and depth of field to give it a more cinematic look. It also has some color grading to get a "Y2K" feel

Done on Unity 6.1 URP. Performance wise, we're optimizing it to get to work on a 2013 GTX 770 laptop that we have at home. If it runs on that, we're _more_ than happy!

Our game is called SHOCKFACE. We're on Steam: https://store.steampowered.com/app/4705980/SHOCKFACE/

PS: We recently missed our 27th Aug planned release. So we took the opportunity to polish the game further and maybe market it a little more. If this looks like your jam check it out!


r/SoloDevelopment 17h ago

Game This Enemy I'm Adding to My Game Steals Your Eyes

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58 Upvotes

My game Maze Creep!! is a satire multiplayer horror game I made solo with more than 40+ enemies, this one is one of the most recent and unique.


r/SoloDevelopment 5h ago

Game I had the sudden urge to add fishing to my game...

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6 Upvotes

r/SoloDevelopment 11h ago

Game My incremental game, where you improve and customize your own 90s/2000s operating system now has a Steam page!

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17 Upvotes

IncrementalOS is a game I've been solo developing for a while, you start with an empty desktop in a Windows 98 style environment, and you need to buy features and improve your system to make more money and unlock more things to buy.

Your desktop is fully customisable, with new themes, cursors, wallpapers, etc. as well as themes based on more modern systems like XP!

I just missed clicking around on my PC with no aim back then, and wanted to capture the feeling that PCs gave back then, before algorithms and engagement optimisation sucked the soul out of it.

I finally got around to creating a steam page for the game!

IncrementalOS on Steam: https://store.steampowered.com/app/5085310/IncrementalOS/

Let me know what you think :)


r/SoloDevelopment 2h ago

Game Need some Advice!

3 Upvotes

Hello, As an introduction I am not really a game developer yet, however I'm an artist that is partnering with a good friend of mine who is a coder to make our first game together!

I'm in charge of the art but also the narrating of the game.
(Oh, P.S. the game is a RP sim game with targetable characters to romance)

We have made it pretty far to release our demo system wise, but mechanic wise we are sort of stuck between two gamestyle and want more mass opinion on the community to help us finalize this. We have different mindset on this particular issue of what we think our players would love the game mechanically. SOO please let me know which gamestyle you prefer as a gamer yourselfs and so I can note this + show it to my friend and finally move along our agenda.

#1 Collectivist gamestyle: Where the player will be able to romance all the target at the start without playing the game over again to rapport a different character. (You will be able to select your final target at the end of the game for their specific ending and restart from a savepoint to choose another target that has enough romance point for that target.)

(Edit: Pros- Eliminates the hassle to spend however extra time it would take to see different endings.
Cons- It can remove immersion to some people who only wants to focus on 1 target or having to force themselve to romance a target they don't like or want.)

#2 Focus Target gamestyle: Where the player will only have enough points to romance fully with 1 target and get only their ending. Having to restart the game for another target's ending.

(Edit: Pros- More immersive and also could potentially allow players to take their time playing the game without shifting their focus on purely trying to finish the game.
Cons- Takes a lot more time to get different endings.)

There's definitely a lot of more pros and cons we dicussed together but these were the core issues. We welcome any other ideas as well. Again Thank you for your time reading this or even commenting to help us out T^T.


r/SoloDevelopment 8h ago

Game After 2 years of development, my platformer rage game "I was rebuilt" is now finished :)

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9 Upvotes

Hey everyone!

As a solo dev, I've spent 2 years building a 2D platfromer rage game called I Was Rebuilt, featuring 80 handcrafted levels and hand-drawn art I made myself using a drawing tablet. Built completely in GameMaker!

You can check it out on Steam: https://store.steampowered.com/app/560080

Wishlists and feedback mean the world to me ❤️


r/SoloDevelopment 10h ago

help Working on background for my fairy tail game logo and for 14 months can’t figure out the best version

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10 Upvotes

r/SoloDevelopment 4h ago

Game King's Crook

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3 Upvotes

Hi there. My friend EMMIR has been working on this game solo for several years now on and off. It's quite impressive and I just wanted to share it here.

King's Crook will be an open-world RPG with a focus on action, combat, and stealth. You play as a professional thief who was let out of prison by the King in order to aid him in getting stolen goods returned to the crown.

I'm pretty amazed with what he's done, writing the entire engine himself in standard C with restrictions like CPU-only rendering, he made all of the assets himself (and tools to make them! Model editor, animator, etc!)


r/SoloDevelopment 3h ago

Game Player movement demo for my first gamedev project in Godot 4.

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2 Upvotes

Quick demo of my player movement and obstacles in my first platformer in Godot 4, called "Ascending The Tower". Its about this robot dude traveling through some ancient ruins, and fighting off some hostile bots. Its a small project I'll be uploading for free soon.

Some more clips are available on my Youtube and Instagram. I'll be uploading some more clips and the full game soon, so I'm hoping to build an online following by then.


r/SoloDevelopment 7h ago

Game I’m releasing my first indie horror game in 3 days — I’m honestly terrified

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5 Upvotes

Hey everyone!

I wanted to share my first indie game, Proyecto Huemul, which is coming out on September 4th — only 3 days from now.

It’s a first-person horror game inspired by Slenderlike games, set in an abandoned underground facility beneath Buenos Aires, Argentina.

You have to explore the facility, find resources, complete objectives and, most importantly, try to survive whatever is still down there.

I’ve been working on this for a long time, and honestly, seeing the release date this close is making me both really excited and nervous lol.

If you’re interested, adding the game to your Steam wishlist helps me a LOT as a solo indie developer. It genuinely makes a difference, especially this close to launch.

https://store.steampowered.com/app/4895740/Proyecto_Huemul/

And if you end up playing it after release, I’d love to hear what you think — good or bad. Feedback would mean a lot to me.

Thanks for reading ❤️


r/SoloDevelopment 8h ago

Game Guys what do you think about my Game Ko-Kho-Go !

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5 Upvotes

Hi Guys , I am Kangkan, a solo Indie Dev from India. After months of exploring multiple projects and genre this year ..i want to start sharing about one of my wip game Ko-Kho-Go . Its a 2D adventure platformer set in an imaginary world with a whimsical look inspired by rural life, folklore, strange local legends, everyday absurdities and stories that sit somewhere between the familiar and the mythical ! i have tried to keep it as original as possible and close to my roots, pouring my heart out . Please check my first poster of it .
Also a certain question arise while working in this game, please let me know your views on it.
"Will a game setup in rural India be interesting enough to bring in a global audience? If yes , then what other things would really want to see in the game? If No , the what is the reason? "

If you like what i am building , to follow its progress and give feedbacks ,please feel free to check out discord link which i just setup today.


r/SoloDevelopment 31m ago

Game An interactive stream where comments can teleoperate a hexapod robot

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Upvotes

I'm working on an interactive stream where viewers can issue commands directly to a Raspberry Pi based robot, a minimal version is currently live.

Youtube adds several seconds of delay, which limits the type of experience this allows, so instead of joystck-like controls, the backend expects a motion name with a number of steps included. Ideally a p2p webrtc stream or something similar can allow for latencies in the 100-300 millisecond range .

The RPi cam as well as an overhead webcam send their feeds to a local network server's relay, the feeds are combined and an html overlay is added on top, which acts as a user interface.

Another node on the same server uses the overhead webacam and computer vision to ensure that the robot doesn't walk beyond the tags, and another node scans the RPi feed for QR codes, the challenge is to try to scan 6 QR codes in 15 minutes or less by manipulating the hexapod to reveal a hidden story.

There's also obviously the hardware control, game logic, youtube API, and operator nodes, I'll try to share everything as well as the hexapod design/code at another time.


r/SoloDevelopment 14h ago

help I changed the art style in my game after watching Riot Games' videos, What do you think?

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12 Upvotes

Slide 1: Before

Slide 2: After

Hey guys! After watching Riot Games' videos, I changed all the sprites in my game. Honestly, the videos were really helpful to understanding about game art, sound, UI, and more. What do you think of the new art style?

Videos: https://www.youtube.com/watch?v=RqRoXLLwJ8g&list=PL42m9XiTqPHJdJuVXO6Vf5ta5D07peiVx


r/SoloDevelopment 1h ago

help Which capsule/banner art do you guys prefer? What would make you click through to the game from the banner?

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Upvotes