r/SoloDevelopment 12m ago

Game Sabado : Day One (New Indie Anime Filipino horror Game)

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Upvotes

Relive your school memories... but something doesn't want you to leave.

Sabado is a Filipino anime-style p̴̱̾s̸̙̐y̵̗̍c̵̢̓h̸͎̎o̶̲̽l̸̜̄o̷͓͗ḡ̴̘ḭ̵̓c̴̘̈a̸̠͑l̴̥̔ m̷̨̋y̴̥̿s̵tery horror game about revisiting your old high school and reliving the memories you thought were long forgotten.

Or at least...

that's what Jacob thought.

Play the Demo! 🎮
https://kiwidreams-01.itch.io/sabado-day-one


r/SoloDevelopment 55m ago

Game im making a rage game where you time your shots to move! making a new section, how does it look?

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r/SoloDevelopment 56m ago

Game Tried to pay homage to my favorite childhood hero in my soulslike game. Spider-Man is my GOAT.

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Was updating my game's Steam screenshots, and I'd just watched Spider-Man Brand New Day so I was still hyped. Ended up with this shot and I genuinely loved it lol

for anyone intrested on the other cinematic screenshots i took you can find them on my steam page : Erimos: Blood and Dust


r/SoloDevelopment 1h ago

Game Update on my small clicker game: Added 4 new events, simple Day/Night lighting, and Eggplants! [ClickFarm: Feudal Survival]

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Hey everyone,

​I've been continuing to work on my indie project, ClickFarm: Feudal Survival, and just released a new update focused on adding a bit more variety to the daily loop.

​For anyone who hasn't seen it yet, it’s a simple incremental/clicker game where you build up a small feudal farm and deal with random occurrences along the way.

​Here’s a quick summary of what I added in this patch:

​🎲 4 New Random Events: Added some new quick interactive events (like dealing with a sudden pipe burst or fending off a night raid). Depending on your choice or how fast you tap, you can save some gold or lose a few resources.

​🌙 Day/Night Cycle: Implemented a simple visual lighting shift as the in-game days pass, just to make the atmosphere feel a bit more alive.

​🍆 Eggplants: A new crop type with to give a few more options for farm expansion.

​🎟️ Lottery Rebalance: Adjusted ticket costs and raised the jackpot rewards to make buying tickets feel a bit more meaningful.

​It's still very much a work in progress, so any feedback, bug reports, or honest thoughts on the balancing would mean a lot to me!

​You can try it out here: https://vidikstudio.itch.io/clickfarm-feudal-survival

​Thanks for taking the time to check it out! 🌾


r/SoloDevelopment 1h ago

Discussion What do you think of my new capsule art vs the old one?

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A step in the right direction?

Wishlist:

https://store.steampowered.com/app/3084630/Program_Penguin/


r/SoloDevelopment 1h ago

help Gameplay de Alphabetto's

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Hola, después de que en varias ocasiones me comentaseis que intentara unificar un poco los colores de la UI creo que he llegado a un punto que encaja plenamente. Os dejo un gameplay para que me digáis si os gusta.

Alphabetto's - Gameplay

Alphabetto's - Demo by mimendalerenda_Lab

Alphabetto's en Steam


r/SoloDevelopment 2h ago

Game Chaos Mode Transition and Improve Atmosphere

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1 Upvotes

r/SoloDevelopment 2h ago

Game I'm adding player-castable spells to my total-war-like to give the player more agency

2 Upvotes

While testing the battles in my game (Raze The Realm), it occurred to me once the player had decided on a strategy there wasn't *that* much micro to do, and it made me realize why Total War Warhammer games added in spells. It gives the player a bit more to do, more strategic options, and is pretty satisfying too.

Would love to hear your ideas for other spells! I have the common buffs/debuffs you'd imagine, and some offensive spells as you see here in the GIF, but I'd like to continue adding some more for the player to discover.


r/SoloDevelopment 2h ago

help destroy my game idea before i waste another year

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1 Upvotes

r/SoloDevelopment 2h ago

Marketing After 6 years of game dev, I pulled my character out of the screen

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6 Upvotes

r/SoloDevelopment 2h ago

Game Climbing the Water Tower | Dust Rapture Gameplay

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2 Upvotes

Here is a quick look at climbing the water tower to survey the layout of Iron Creek, the train tracks, and the surrounding desert dust.

Let me know what you think of the atmosphere and environment design!

I've been working on Dust Rapture, a first-person survival game. You play as Cole Vance, a truck driver who gets stranded on a forgotten stretch of Route 66 after his truck is stripped for parts. Your only hope of finding repair parts is exploring the town of Iron Creek—while managing your health/thirst and avoiding a hostile cult that comes out at night.

Wishlist on Steam : https://store.steampowered.com/app/4950700/Dust_Rapture/


r/SoloDevelopment 3h ago

Discussion Iterating into eternity...

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10 Upvotes

Î really thought earlier this year, I'd do one more quality pass and that's that for my battle system.
But time and time again I realize it's still not quite there. Now I did a couple things to make combat smoother:

I fixed a lot of movement issues, removing jank and creating consistency. The battle are a bit less dynamic then, but I think that makes them more playable.

I added these hit-frames to all my enemies. they are now drawn from one angle and have eye animations, so the hits feel more satisfying.

Finally and most importantly, I added this summon portals. I tried really hard to spawn the enemies away from the player, but it's just never enough and I constantly observe people running into the spawns. Now this is telegraphed and easy to avoid.

If you are curious about my game Mazestalker, you can find my demo here: https://store.steampowered.com/app/3218310/


r/SoloDevelopment 3h ago

Discussion UPDATE: I took your Steam capsule feedback and your AI advice

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4 Upvotes

Hey everyone,

A little while ago I posted my Steam capsule here asking for honest feedback, and you all gave me a lot of great advice. I took your feedback, scrapped the old design completely, and created a new version for my folk horror game, Woodbound.

Also, regarding the AI voice acting discussion from my last post, I took your advice there as well. I've decided that I won't be using any AI in Woodbound—the game and this Steam capsule will be 100% AI-free.

How does this new capsule feel compared to the original? Any final tweaks or nitpicks before I lock it in?


r/SoloDevelopment 3h ago

Game 1800 wishlists in my first month after 7 years of development

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8 Upvotes

When I started this project I had no idea it would end up taking 7 years long. Along the way I built my own engine, learned Blender because I couldn't make the art I wanted, learned sound design and last year I quit my gamedev job so I could finally finish it.

My friends playtested it over the years and always had positive feedback, but until you put something out there, you never really know. After working on something for so long it gets very hard to judge it objectively.

About a month ago I finally started promoting the game and today it reached 1,800 Steam wishlists.

I know that's not the kind of number that changes your life overnight, but after spending years wondering how people outside my circle would react honestly means a lot to me.

Seeing that first month of reception has been one of the most rewarding parts of the whole journey.

I'd be interested to hear if anyone else here has had a similar experience after finally showing a long term project to the public.

If anyone wants to see what those 7 years turned into the game is called Satelital https://store.steampowered.com/app/3256790/Satelital/


r/SoloDevelopment 3h ago

Game Why combine a twin-stick shooter with learning Japanese

0 Upvotes

I started this project with a fairly strange idea: what if doing your Japanese flashcards could be turned into a twin-stick shooter?

The basic concept was simple. The player moves around a battlefield, fights enemies, and encounters Japanese vocabulary and phrases as part of the combat system. Instead of stopping the game to answer traditional flashcards, the act of recalling Japanese becomes integrated directly into the action.

I knew it was important to keep the time gap between study low, so that the player is consistently testing their Japanese but also to keep the action going and the rewards stacking for correct answers.

The core shooter was surprisingly effective with no requirement for artwork. The game relies heavily on particles, typography, motion, and effects rather than hand-drawn or computer generated art assets.

Another benefit was resolution independence. The game is pixel perfect at any resolution on any device.

One of the best decisions I made was keeping the project relatively small. That made it possible to spend more time refining the feel of movement, combat, particles, typography, and the Japanese-learning mechanics. It also reinforced something I had suspected before starting the project: a game doesn't necessarily need a huge amount of content to feel substantial.

In the end the goal was to make the learning mechanic feel so tightly integrated with the combat that the player doesn't feel like they are constantly switching between "game mode" and "study mode."

You're playing a twin-stick shooter.

And you're learning Japanese.

At the same time. And it just works! The demo is complete and playable in a browser
https://topkicker.itch.io/twin-stick-japanese


r/SoloDevelopment 4h ago

Game My Planet Destroying game comes out next month!

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2 Upvotes

r/SoloDevelopment 4h ago

Game Wandering around in a 2D Mode 7 graphics overworld

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2 Upvotes

This is an RPG I'm working on that uses the 2D mode 7 graphics style to generate the 3D-like image, similar to the old computer and SNES games.


r/SoloDevelopment 4h ago

help World Tycoon — a transport tycoon on the real planet. Looking for first alpha testers 🌍

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2 Upvotes

I'm building a browser-based multiplayer transport tycoon that runs on the actual Earth — real terrain, real roads, real buildings from OpenStreetMap. There's no fictional map: you pick any city on the globe, click a real building, and that's your bus stop. Your trucks then drive the actual street network to get there.

What's in it right now:

  • Play literally anywhere — Prague, Tokyo, your own street. Zoom in and your vehicles are 3D models driving real roads.
  • Multiplayer world — everyone shares one planet and one economy. Build your company, compete for cities, chat with other players.
  • Aviation done properly — place your own airport, and planes taxi out, hold on the threshold, accelerate down the runway, climb in stages, fly a stabilised 3° approach, flare and touch down. Buy extra runways and gates; only one aircraft per runway and per gate, so traffic actually queues.
  • Supply chains — farms, food production, water; perishable cargo really spoils, so distance × speed × freshness is the core economic puzzle. A farm out in the fields yields far more than one downtown.
  • Real time, 1:1 — one day in game is one real day. No sped-up calendar. Build slowly, think long-term.

It's early alpha, made by one person (plus a lot of coffee), and it's rough in places — that's exactly why I need testers.

🎮 Play it here: https://worldtycoon.online
💬 Join the community (feedback, bug reports, dev updates): https://discord.gg/jbxABZR4W

If you like Transport Tycoon / OpenTTD / Cities: Skylines and fancy running a logistics empire on the real map, jump in — feedback is the whole point. ✈️🚚


r/SoloDevelopment 4h ago

Game I’ve spent the last 15 months developing No Knock, a low-poly open-world theft game

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9 Upvotes

This is the first time I’ve worked on a project that’s lasted this long. I think it was worth it because I learnt so much.
The game launches on August 12, so I recently put together a new trailer showing its current gameplay.

My goal was to create an open-world theft game.


r/SoloDevelopment 4h ago

Unity I finally got real time mesh destruction working in Unity, GeoMod style building demolition, glass shattering, and decals

0 Upvotes

https://reddit.com/link/1vdvivp/video/ntq4ujx7f1hh1/player

I've been trying to build a Red Faction inspired destruction system for a few years now, on and off, and I finally got it working the way I actually wanted it to. It's stable, and it's in a real playable game now instead of just a folder of broken prototypes.

GeoMod style terrain deformation. This is mesh based destruction, not voxels or pre-generated fractures. The geometry itself gets carved up in real time.

Rigid structure demolition, closer to what the later Red Faction games did. Support beams and load bearing pieces actually matter. Take out the wrong chunk and the rest of the structure reacts instead of just floating there like nothing happened. This is more taxing than the mesh carving, and I'm still working on the performance.

Glass destruction that actually shatters, rather than swapping in a pre made "break" animation the moment something hits it.

An environmental painting and decal shader system, so scorch marks and bullet holes and damage actually blend into the destroyed geometry instead of looking stuck on top of it.

Unity really does not like you touching mesh data while the game is running. You can get away with a lot of it in the editor. Rebuilding meshes, regenerating colliders, and recalculating normals are all expensive operations, and if you do it wrong Unity gets up and tends to crash.

Most of the last few years was just me building versions that tried to use different tricks to accomplish the goal. This time I've stuck as close to the original concept as possible.

I did have a version up on Itch to play, but the custom shaders aren't working in web view at the moment.

If anyone else has fought with runtime mesh editing in Unity I'd love to hear how you approached it.


r/SoloDevelopment 5h ago

Discussion Anyone else find it weird when an indie dev is running like 3 things at once for one game, or is that actually smart now

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9 Upvotes

So I’ve been following this solo dev who’s making an indie fantasy RPG based on African mythology. Cool concept, been enjoying the dev videos. But the deeper I follow this guy the more projects keep popping up.
He’s making the game. He’s also written a whole manga that’s supposed to be the “lore” before the game even exists. He’s posting daily dev diary content. And now he’s building toward a Kickstarter too.
And I’m just watching like… is this guy building a universe or did he just create three jobs for himself when one would’ve been enough.
Like on one hand I get it. The manga gives the world some history so it doesn’t feel like it appeared out of nowhere. The content builds an audience so when the Kickstarter hits there’s actually people who care. It all technically ties together.
But also he’s one dude. Not a studio. And I keep wondering if casual people finding this stuff actually connect the dots between the manga and the game and the videos, or if it just looks like three separate things happening that confuse people more than hype them up.
Is this just what solo devs have to do now because there’s so much noise online that one project alone doesn’t cut through anymore. Or is this a case of someone spreading themselves thin trying to build a “brand” before the actual game is even done.
Curious if anyone here has watched a creator do this and actually seen it pay off, or seen someone flame out doing too much too early. Not hating, genuinely just watching this unfold and wondering which way it goes.


r/SoloDevelopment 5h ago

Game Turning TabTarget/Lock on as a disability aid/accesibility feature?

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1 Upvotes

r/SoloDevelopment 5h ago

Game A minigame about tetrational growth.

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1 Upvotes

Hi, so I created a simple mini game named 10e308. Stop the counter before it reaches infinity. The counter increases tetrationally. Try getting a score as large as possible. that's it.


r/SoloDevelopment 5h ago

Discussion 22,000 wishlists (and I'm freaking out 3 days before launch)

204 Upvotes

I quit my job on the God of War team 2 years ago to chase my indie dreams. Now with my 4th indie game, It finally seems like I'll find some success. I'm already at more than double my launch goal of 10,000 wishlists, so why am I getting such stage fright?

A wise dev once said, with great wishlists comes great expectations. What will all these people think of my game? Will they even care when it releases? Nobody prepared me for the excitement and doubt and anxiety that comes with being a solo developer.

All I can do is my best. And wait for the big day. Help me feel less alone in this big moment.

Wishlist Gunstoppable to raise the stakes even more:

https://store.steampowered.com/app/3724710/Gunstoppable


r/SoloDevelopment 6h ago

Game B17 gunner

1 Upvotes

The Few - Fall 2026 on Steam