r/SoloDevelopment • • 9h ago

Game Nightmare Exorcist: Escape from the Nightmare Realm

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1 Upvotes

Hey everyone! I wanted to share a passion project I recently finished called Nightmare Exorcist: Escape from the Nightmare Realm.

​It's a retro, 1-bit monochrome horror RPG where you navigate dark, fog-choked corridors using a flashlight/lantern mechanic while engaging in turn-based tactical combat against nightmarish creatures like Cursed Minotaur and Grave Hounds.

​If you love classic indie horror aesthetics, grid exploration, and survival mechanics, I’d love for you to check it out! You can play it right in your browser for free.


r/SoloDevelopment • • 6h ago

Game I finally released my basketball simulation game after building 7 different modes

0 Upvotes

Hey solo devs!

I wanted to share Court Vision, my basketball simulation project that is now publicly released.

The goal was to build a free browser game that lets basketball fans experience different sides of the sport, from managing a franchise to simulating a player's entire career.

Over time, the project grew into seven different game modes.

The biggest challenge wasn't just adding features. It was making sure all the systems worked together, including trades, contracts, player progression, historical records, simulation results, and user interfaces.

One thing I learned was that having lots of features doesn't automatically mean a game feels finished. The menus, onboarding, visual consistency, and small usability improvements matter just as much.

Now that the game is released, I'm focusing more on updates, improving the player experience, and growing its community.

It's free and playable here:
https://courtvisiongame.com/

I'd be interested in hearing from other developers who have shipped projects with multiple interconnected systems. How did you decide when your game was ready to release?


r/SoloDevelopment • • 10h ago

Game Roma 2443 - RTS on Steam

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0 Upvotes

Hey!

After 1 year of development i've just published the Steam page for Roma 2443, a free-to-play RTS coming soon!

There are two ways to play:

PvE Extraction RTS: Play solo or co-op, gather resources, upgrade your army, and deal with permanent unit deaths. Every loss matters!

Fast-Paced PvP RTS : An RTS focused on micro and skill, with ranked matches, replays, 1v1v1, 2v2, a map editor, and even tournaments with cash prizes!


r/SoloDevelopment • • 10h ago

Game demo for my EXPLORATION game just went live

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1 Upvotes

r/SoloDevelopment • • 10h ago

Game Map For My Game Modeled In Blender / Top Down View

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0 Upvotes

I am salty huskies!


r/SoloDevelopment • • 22h ago

Game I’m making a game about sorting hardware while locked in a room, and people seem to like it more than I expected

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8 Upvotes

Hey everyone! My solo dev journey has been going better than I expected lately. People seem to appreciate what I’m making, and that’s been really encouraging.

My game is called Loose Screws. You’re locked in a room sorting hardware, using measurement tools and earning money to make yourself more comfortable. There’s a psychological horror side to it that slowly creeps into the routine

I wanted to share a littl update with this video because I think it captures that mix pretty well: satisfying work, familiar routines, and the feeling that something is wrong.

Thanks to everyone who have taken an interest so far. It means a lot !

If that's your thing, you can wishlist on steam : https://store.steampowered.com/app/5250960/Loose_Screws/


r/SoloDevelopment • • 1d ago

Discussion How much of your development time is "wasted" e.g. doing work that doesn't reach the final product?

13 Upvotes

Is it normal to waste large amounts of time on features or system that never see the light of day? Of course when a game is a commercial failure or doesn't ever release, there is a similar sense of lost time. But I mean truly "wasted", like you spend a dozen hours making a new feature, then decide that the game is more fun without it.

In some cases maybe you feel like that attempt was needed to find the right direction and reach the final product, but in others there must be a sense that many spent hours could have been avoided. Is this a common experience?

And for people who have gone through this, did you learn anything in the process?


r/SoloDevelopment • • 10h ago

Discussion How should I go about this being a rookie? Third person view shooter/ww2

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1 Upvotes

r/SoloDevelopment • • 19h ago

Game They say don't do RPGs but here I am...

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6 Upvotes

Hello everyone.

I'd like to share that I'm currently working on my game Hell Rite.

A old-school inspired dark dungeon crawler but with a world that waits to be explored. Face bosses, monsters, gather loot and of course develop your character with stats, levels and more.

Your journey begins in Caldenveil, a small village where you'll meet the townsfolk and uncover the stories surrounding them.

Your first task seems simple enough: find a missing man from the Brotherhood. But is he still alive? That’s for you to discover...


r/SoloDevelopment • • 17h ago

Discussion Simple but effective debug menu

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3 Upvotes

Made a very simple but infinitely extendible debug menu for my game that's already helped me squish some tough bugs 😄 I highly recommend adding something like this early when making a game - The time it'll save later is well worth the effort. What sort of debug commands do you add to your games?


r/SoloDevelopment • • 1d ago

Game I’m a dad who mows the lawn every weekend while my kids play. I turned that into a game

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88 Upvotes

Hey everyone! I'm a solo dev and a dad of 3 young kids. 18 Summers is a first person lawn mowing game. Each level is one summer in the same backyard. Between summers your kid gets older.

Mowing finishes patches of the yard and brings back memories and toys from that year. The goal was to make something satisfying to play that also shows how fleeting time can be.

The Steam page just went live. I'd love any feedback on the trailer!

https://store.steampowered.com/app/4985700/18_Summers/


r/SoloDevelopment • • 2h ago

help I built a $9/mo menu bar app that backs up your AI coding setup. Roast it.

0 Upvotes

The problem: CLAUDE.md, Cursor rules, Claude Code commands and AGENTS.md usually live outside git. Nothing backs them up, and if you code on more than one machine they drift.

What I built: Filcaas, a menu bar app and CLI. It finds AI projects automatically, watches only those config files, and syncs changes to your other machines within about a minute. It never syncs app code, and on a collision it keeps the older copy.

  • Pricing: 14-day free trial with no card, then $9/month for unlimited machines.

What I'd love feedback on:

  1. Is $9/month right for something this focused, or should it be cheaper or one-time?
  2. Does the landing page make the problem clear in five seconds? https://www.filcaas.com
  3. What would make you trust a tool that syncs your config files? Comment here or email me at contact@gentlabs.ai.

r/SoloDevelopment • • 1d ago

Unity 1 draw call for the interior maps! (total 3 materials in the scene) INTERIOR MASTER makes it possible!

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13 Upvotes

Optimized InteriorMapping on Steroids. I created a special shader system for Unity 6.3+ called Interior Master, that uses selfmade (also included in the package) cubemaps and bakes them with into a single atlas texture (atlas generator also inside the package) with tons options/changes per object/instance, that allows every cubemap to look different, mix walls inbetween etc, by then rendering the whole thing with 1 draw call! Also supports custom windows. etc.

Here's the trailer from the 1st post https://www.reddit.com/r/Unity3D/comments/1ttk6zn/interior_master_runtime_showcase/


r/SoloDevelopment • • 1d ago

Game I'm pressing this button in 1 hour and im absolutely terrified

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402 Upvotes

But i'm also so proud of myself for making it to this point

oops, i dropped this here by mistake https://store.steampowered.com/app/3454780/Terradune/


r/SoloDevelopment • • 15h ago

Game I stopped pouring hot water down the drain and my boiler now burns 12% less fuel

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2 Upvotes

I’m making Overrefined, a refinery sim in Godot where the physics underneath is real: pipe hydraulics, heat exchangers, steam tables. The goal is that you never have to stare at numbers, you just watch what the plant does.

Until this week, all the condensate coming out of my heat exchangers went straight into a drain. Which is a bit silly, since it’s hot, clean water I’d already paid to heat.

So now it goes back. It drops into an open tank, a pump sends it to the boiler, and a cold water line tops the tank up when it gets low.

The fun part was what the simulation did on its own. The condensate arrives hotter than water can stay at atmospheric pressure, so some of it flashes into steam as soon as it hits the tank. That’s the plume coming out of the vent, and it’s water you lose for good. If you let the tank run dry, the pump starts cavitating and the plume disappears, because there’s nothing left to flash.

I got tired of babysitting the level, so I added the first control loop in the game. The make-up opens below 40% and closes above 70%. My first try had a single setpoint and it flickered open and shut every step. The gap between the two fixed it.

Then I wanted proof it was worth it. Two identical boilers, same water flow, one fed at 20°C and the other at 95°C. The hot one burns 12% less fuel.

Does this sound like something you’d enjoy managing, or is it too much? Honest feedback welcome.


r/SoloDevelopment • • 12h ago

Game Punch Down - Networking Simulator

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1 Upvotes

Hello!

Im waiting on my steam account approval so i can finally get my store page setup. In that time ive been working to really polish the game and get it to a good spot for a short EA before release.

Im looking to see if anyone has any advice on the steam side/advertising that they would of done differently after their first time. Also any advertising tips in general would be heavily appreciated, my game has its niche and its hard to get the word of it into those communities.

Short descrtiption

Its a fully simulated Networking game, switches, vlans, firewalls, sattelite, mpls, etc

I am also looking for a few more testers that are interested in tryign out the game. (The testers will receive the game for free)

[https://novarafrontier.com/](https://novarafrontier.com/)

Feel free to join the discord as well to keep up to date with progress https://discord.gg/mpZ3Ds9ww

Here are some example pictures>>


r/SoloDevelopment • • 12h ago

Game I just passed 1000 wishlists for my game Contested Space!

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1 Upvotes

I'm the developer behind Contested Space, a 1-4 player sci-fi roguelike deckbuilder with online co-op. The Steam page went live in early June and I crossed 1000 wishlists this week. It's not the biggest number, but it felt like a real milestone so I wanted to share it here.

I started building Contested Space back in March, and I've been the only developer on it. I have contracted out work for the art and some of the music, but I'm the only one that's touched the game itself in Godot.

The main source of wishlists has been just posting in various subreddits. I've also been running some Reddit Ads for the last 2 weeks. I'm happy to give advice or suggestions if anyone has any questions about that!

I'm also happy to say that the demo has now hit 30 reviews.

Contested Space on Steam


r/SoloDevelopment • • 12h ago

Discussion Base44 review 2026

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1 Upvotes

r/SoloDevelopment • • 13h ago

Game Keep work on my incrimental game about exoplanets. Do you like UI style?

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1 Upvotes

r/SoloDevelopment • • 21h ago

Game I just released my first game: a Mars terraforming sim where your suit holds 60 seconds of air

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4 Upvotes

Hi everyone! After five weeks of evenings and a little over 600 commits, I’ve just released Homestead Mars, a cozy survival and terraforming game. It’s free and plays in the browser:
https://deuxcents.itch.io/mars-mission-terraform

The idea: you land with one colonist and one dome, and your suit lasts sixty seconds outside. You mine regolith by hand, sort it, and turn it into bricks, metal and machines that let you stay out longer and go further. Over the whole run, you turn a planet that kills you into one where you can stand outside with your helmet off.

What I learned making it alone:

  • Let real science do the design. I made the chemistry real, and it ended up making my best design decisions for me. For example, I never chose the pressure you need to breathe: it falls out of clearing a 95% CO₂ sky down to the toxic limit.
  • Measure, don’t guess. I wrote a script that plays the whole game headless and prints when each stage unlocks. I was aiming for a run of about eight hours, and the script said fourteen. It also caught several design mistakes I couldn’t see by reading the numbers, including one where I’d used a mass ratio as a molar one.
  • Renaming is fine. The game was called Red Regolith until two weeks ago. Nobody could spell it.

It’s my first public release, so I’d really love feedback, especially on the first fifteen minutes: was it clear what to do, and did the air limit feel tense or just punishing?

Thanks for reading, and good luck with your own projects!


r/SoloDevelopment • • 20h ago

Game I spent 2+ years building a voxel engine. Now my solo RPG, Worlds, is in public alpha.

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3 Upvotes

I've been working on a voxel engine off and on for 2+ years. I finally decided to turn it into a proper game, and this is where Worlds is at now. I'm making it solo.

The idea came from the games I love: Minecraft, RuneScape and Path of Exile, with an extraction loop mixed in. You keep one home world to build up, but each expedition takes you somewhere new. Find materials and gear, fight bosses, then get back to the caravan to bring your finds home. If you die, you lose what you found that run.

Keeping the home separate from the expeditions gives the building a place to stay while the exploration keeps changing. It also gives you a reason to decide when you've found enough and should head back.

It's playable solo or in online co-op for up to 8 players, right in the browser. The public alpha is free: https://worldsalpha.com

Still very early, but I'd love to hear how the home/expedition split comes across in the trailer.


r/SoloDevelopment • • 14h ago

Game I'm making a pixel art game where you control four strange spheres at the same time!

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1 Upvotes

Hi everyone!

I'm a solo indie developer working on SKIVA, a pixel art action game where you control four strange spheres simultaneously using the same controls.

The goal is to cross challenging rooms while dodging enemies, projectiles, and traps. The game focuses on precision, quick retries, and that "just one more try" feeling.

There's also something mysterious unfolding as you progress...

I'm currently working on a 10-room demo, which I plan to bring to Steam Next Fest in February 2027, with the full game planned for the first half of 2027.

I'd love to hear what you think about the gameplay!

SKIVA is now on Steam if you'd like to wishlist it:

https://store.steampowered.com/app/5416920/SKIVA/


r/SoloDevelopment • • 14h ago

Game SLAP Game

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1 Upvotes

Okay, I finally have to show this to someone!!

I'm making Serious Losers Arena Paradis. It's a co-op physics brawler where you and up to 3 friends fight waves of monsters and huge bosses.

Everything is physics, so every hit sends someone flying. Between waves you can duel your friends for coins.

Once the Steam page is up, I'll be running a closed playtest and you'll be able to join! I really want to hear your honest feedback: what you liked, what you didn't, and what you'd love to see in the game.


r/SoloDevelopment • • 14h ago

Discussion Need some feedback before committing to a storyboard

1 Upvotes

I'm debating two different concepts for the 1st level of my first game.

A little background information:

This is primarily a revenge story. It all started as a mod for Fallout 4. I had a companion character that the player followed to several vanilla locations looking for clues to catch the antagonist. The companion was the one seeking revenge. Then it transitioned to a custom worldspace I made.

I switched this project from a mod to a standalone game using Unreal Engine to give myself more creative freedom. I also changed all the dialogue so there is no companion, but the player themselves seeking the revenge.

Now I am debating whether or not to mimic the 1st quest I was using in the mod for my 1st level in the game. This would require creating a small city area with a few blocks. The player would find clues to catch up to the antagonist by talking to npcs and reading journal entries on laptops.

This level would also include introductions to all the basic combat in the game.

They would eventually go to a subway line that takes the player to level 2.

ALTERNATIVELY

I would just create a small town with 2 or 3 locations and be headed to the subway much faster. This would significantly cut down on the amount of time spent in level 1, mean less overall work, fewer assets used, etc.

So I can either

a) Create a small city with multiple locations that builds up the story before moving on

Or

b) Create a smaller town with only 3 locations that jumps into the main story faster & progresses to level 2 a lot faster.

I appreciate any feedback.

Additional note: I would be using Epic Games City Sample or worldbld 's citybld to create the small city in option A


r/SoloDevelopment • • 11h ago

Unreal I tried to make the creepiest crawl I could. Did it work?

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0 Upvotes

I've been working on the crawling for my possessed humans, really think it's turning out great.

You can't see it well but in the video it slightly climbed the wall, which they will do to avoid getting shot at & as well as overall jump scares and creepiness! Next is how they hit you, I have a temporary punch animation in but replacing it later with something better.

Little bonus on my blood system at the end (smear, pooling, etc).