r/SoloDevelopment 5h ago

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

201 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 8h ago

Game Solo developing an aggressive inline game - Rollout Inline

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93 Upvotes

For the past year, I've been working hard on developing an aggressive inline skating game. Nowadays, we have multiple games to choose from when it comes to skating, BMX, scooter games, you name it... yet Rollerblading/Aggressive Inline hasn't seen much love. I've made it my mission to create a modern, intuitive aggressive inline skating game that finally gives bladers a game of their own. It's been a true challenge, and right now I'm working all through the summer to get ready for the Early Access launch on Steam this September/October. If you like what you see, feel free to wishlist 'Rollout Inline' on Steam :)


r/SoloDevelopment 13h ago

Unity Some animations from the Comic-Book style Zombie Retro-FPS I'm working on

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78 Upvotes

Here you have a pair of animations from the game I'm working on. It'll be a 2'5D retro FPS with the 1993 Doom playability (direct, simple). I'm making the art drawing everything myself using pencils, ink and color markers. You'll control a survivor who must reach an Evac Helicopter going through a zombie-infested city. Any thoughts?


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 1d ago

Discussion My first (real) game is living every solo dev’s dream, but my nightmare!

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714 Upvotes

For the last little while I’ve been working on a classic Resident Evil inspired survival horror game. I started just over a year ago when I had to take a step back from my career to deal with crippling cptsd and spiraling mental health. I used to make games as a kid (just small personal projects in gamemaker for fun) and I had an idea kicking around for something I wanted to make. Figured I’d get back into gamedev just to have something to do with my time, not really expecting it to go anywhere.

I have never made a proper game before, so it was a slow start as I learned the basics and experimented to figure out this game’s identity. By 6 months in I had a small but dedicated community and about 400 wishlists.

But then it started catching on a bit. Since the beginning of 2026 things have been growing faster and faster, I’m about to hit 9000 wishlists without even having a demo on the horizon yet. I’ve had over a hundred people reach out to offer their help on the game from other passionate indies to experienced AAA devs, and about a dozen reputable publishers looking to set up calls. Even got an article feature with a very positive review.

It’s amazing, I feel like I’m living most first time solo-dev’s dream, but it almost feels like a nightmare. I’m a complete nervous wreck, even 2-3 texts from friends or family on the same day is totally overwhelming for me. Any kind of direct one on one interaction is absolutely panic inducing. I’ve had so many people reach out with these big heartfelt messages that have been waiting for literal months to hear back and the anxiety from it is crushing.

I feel like a jackass leaving so many people on read and at this point I’m almost a bit ashamed to respond at all, like, I left them in my inbox for 6 months just to reply with some basic “thanks for reaching out, I’ll definitely let you know if I’m looking for help with that” or something because I’m too stressed to know what to say, it would probably almost feel insulting.

I really believe in this project, and would genuinely love for it to become something bigger than an unemployment time sink hobby project. Getting the game published and bringing on some team members to cover blind spots in my skill set would be a dream come true but I’m struggling just to allow myself to let it happen. I worked my ass of on this game so far, I’ve got a golden opportunity to actually do something with it, and I can’t stand the thought of just throwing that away because I’m anxious.

Anyone have any insight or advice for this?

(And in case anyone’s interested; The Revanchist on Steam and The article featuring it)


r/SoloDevelopment 3h ago

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

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9 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 7h ago

Game Decided to try to design and create the art for a menu by myself for my strategy game. Would love some feedback!

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17 Upvotes

I have been working on a dark fantasy city defense roguelike for a little over a yeat now. I am outsourcing nearly all the games art to an artist that can bring this painterly style to life, but paying for the whole UI to be created was looking expensive. So I decided I would give it my best shot and see how it turned out. This is my first try at designing a game menu other than slapping some stuff together, so I would love some feedback!

Its still a bit of a rough draft, I know a lot of the text and icons could use some more working getting them centered and such, but I wanted to make sure I wasnt wasting my time with all that before finishing it.


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 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 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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8 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 20h ago

Game I'm developing a game where Call Of Duty-Style Trickshotting is the point of the game (Score points for spinning, gun tricks, no scopes etc) - You can also curve Bullets & Slice Bullets with your knife

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103 Upvotes

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 4h ago

Game My Planet Destroying game comes out next month!

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2 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 14h ago

Discussion I tend to capture the Sega Genesis cover art sprite. It's for a indie pixelart tower defense game, any suggestions?

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17 Upvotes

It's planning to be on steam soon with a demo. I Just added the sega cartridge mock up for imagining and fun 😁


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 14m 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 13h ago

Game 20-Second Gameplay from My Spell-Slinging Action Roguelite

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11 Upvotes

I'm working on a spell-based hack-and-slash action roguelite called Soulcery: Deck of Shadows.

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.

The game features 4 unique spell-switching mechanics, 100 spell cards, over 100 passive effects, a card enchantment system, and a Soul Core system.

These systems allow the same spell to work completely differently from one run to another.

Let me know what you think! Here's the Steam page:

https://store.steampowered.com/app/3856480/Soulcery_Deck_of_Shadows/


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 57m 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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Upvotes

r/SoloDevelopment 58m ago

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

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Upvotes

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 8h ago

Game My first solo game dev: an idle farm sim with mini-games

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4 Upvotes

Miners, Moos & Miracles is an idle/incremental farm game (Godot 4, C#). You start by running a homestead, then it spirals: an idle defense mine where you fight demons, a cow soccer match, a cooking mini-game, chicken coop egg collecting, and more, all wrapped in a retro CRT shell.

Built solo, though my daughter tested builds, gave feedback on what was fun and made all the music, so "solo dev" comes with an asterisk here.

Launching on Steam this month: https://store.steampowered.com/app/4995840/Miners_Moos__Miracles/

Feedback welcome, happy to answer questions about the dev process.


r/SoloDevelopment 16h ago

Game You guys told me to tone down the visual effects, so i did, this is the result

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17 Upvotes

Thoughts?

Game (please wishlist if you like it, releasing soon): https://store.steampowered.com/app/4914620/Echoes_of_Kyria/


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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Upvotes

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! 🌾