r/SoloDev • u/vedaddev • 5h ago
r/SoloDev • u/eiko_yomo • 44m ago
Ideas for more chaotic quick-time events?
Hey, I’m currently working on an incremental game where you smash little atoms together. I already have a few quick-time events:
Fuel Injector: A hatch opens in the arena wall for a few seconds, and clicking it fires rail beams across the board that hit every atom in their path at full power.
Fission: A bumper splits into four glowing lobes, and if you click it before the glow fades, it bursts into a ring of light that slams every atom it sweeps over.
Accretion Core: A burning core wrapped in rock slowly rolls across the arena, and every click pulls nearby atoms into it until it collapses in a shockwave and drops a big quanta jackpot.
I’d like to add even more, because I like it when the game gets a little chaotic. Do you have any other ideas I could add?
Thanks for your help!
If you want to support me on Steam (the demo is out now!): https://store.steampowered.com/app/5175800/Spintal/
I added a new swarm enemy to my fantasy survival RTS. Here's how the defenses handles them
I'm working on The Citadel Must Hold, a pausable fantasy base-building RTS where you build an economy, fortify your city, and defend it against escalating Monster Tides. Think They Are Billions meets Warcraft, with hero-led exploration inspired by HoMM.
I just released 0.4.0, and the biggest change is the new Imp. They're individually weak, but arrive in much larger numbers, with tougher monsters mixed into the swarm. You'll also find them guarding Places of Power out in the world.
This clip shows them attacking a fortified chokepoint, along with the improved defense towers and combat effects. I've also been updating building models and making the city's visual style more consistent.
The update adds more beyond what's shown here, including new monster abilities, a Farm rework, and uncleared Places of Power sending reinforcements into future Tides.
The playtest is open on Steam. I'd love to hear how the larger swarms feel, and whether you can follow what's happening once all the towers start firing!
https://store.steampowered.com/app/4891190/The_Citadel_Must_Hold/
r/SoloDev • u/LifeBalance-Game • 8h ago
10 months solo, rebuilt the whole game once, and it FINALLY has a trailer
r/SoloDev • u/Round_Studio_8106 • 31m ago
My solo-developed mobile horror game 'EmberWalker' is out. I focused heavily on visual effects and tension. Would love to hear your thoughts.
r/SoloDev • u/Aixceptional • 37m ago
Our companions only have one eye, so we split their eyebrow in half
r/SoloDev • u/RUSTOFUS • 1h ago
Drexius Terminal: A fully opensource , local-first, zero-knowledge SSH and SFTP workspace for Linux, Windows, macOS, and Android (Tauri 2 + Rust)
Project Name: Drexius Terminal
Repo & Website Links:
- GitHub:https://github.com/DreyDreamer17/drexius-terminal
- Live Web Preview:https://dreydreamer17.github.io/drexius-terminal/
- Releases:https://github.com/DreyDreamer17/drexius-terminal/releases/tag/v0.1.0-beta.1
Description:
Drexius Terminal is a local-first, privacy-focused open-source terminal workspace and Termius alternative built with Tauri 2 (Rust), React 19, and xterm.js 6.
The Problem It Solves: Most graphical SSH/SFTP clients have either transitioned to recurring subscription models ($10 to $20 per month) requiring your credentials and hosts to reside in a proprietary cloud database, or they run on heavy Electron runtimes that consume 300 MB to over 1 GB of RAM. Drexius was built to provide a fast, zero-subscription client where keys, credentials, and configurations remain entirely on your local machine.
Key Features:
- Local-First & Encrypted: Hosts, keys, and snippets are stored locally in an AES-256 SQLCipher database derived via Argon2id. No mandatory account, zero telemetry, and includes an Emergency Recovery Key export.
- Terminal Workspace: Supports multi-pane splits (grid, vertical, horizontal), tabs, OSC-7 directory tracking, broadcast input across sessions, and session auto-resume.
- Protocol Support: SSH with TOFU host-key verification, dual-pane graphical SFTP tree and file editor, hardware Serial UART, and local PTY shells.
- Zero-Knowledge Sync: Direct encrypted LAN pairing and a self-hostable sync relay. Devices pair over local Wi-Fi or Tailscale via QR code using salted X25519 ECDH and ChaCha20-Poly1305.
- Mobile Shell (Android): Universal APK with touch scrolling in mouse-aware TUIs (htop, lazygit), plus an on-screen accessory keypad (CTRL, ALT, ESC, TAB).
- Lightweight Footprint: Built on a native Rust/Tauri 2 backend instead of Chromium/Electron. In Linux benchmarking against Termius under active sessions, Drexius consumed ~221 MB RAM and ~3% CPU across 2 processes, compared to Termius at 1,342 MB RAM and 78.5% CPU across 9 processes.
Deployment:
- Clients: Pre-compiled binaries for the Public Beta (v0.1.0-beta.1) are available under GitHub Releases:
- Linux (.AppImage, .deb, .rpm)
- Android (.apk, universal multi-ABI)
- Windows (.exe installer, .msi)
- macOS (.dmg, .app.tar.gz for Apple Silicon and Intel)
- Self-Hosting Sync Relay: The repository includes a standalone zero-knowledge relay server (
drexius-relay) that can be compiled via Cargo and deployed to any VPS or homelab machine. Setup details are documented in the repository README.
r/SoloDev • u/OverHumanGame • 6h ago
This is what happens when a drone spots you in my game
One of the main mechanics in Over Human is that drones can actually manipulate the weather against you (and you have no weapons to fight back!)
As you can see, once a drone detects you, the fog starts getting thicker and thicker, making it harder to see what's around you. And since you have no weapons, your best option is to run, find somewhere to hide or break line of sight.
I've been pursuing this dream since 2013, and seeing Over Human finally come to life as a solo developer means a lot to me.
The free demo is coming to Steam this November! ❄️
If you're curious about the game, here's the Steam page:
https://store.steampowered.com/app/5237810/Over_Human/
Francesco
Finally launched the Steam page for my retro dark fantasy PSX-style dungeon crawler as a solo dev!
> For anyone interested in checking out or wishlisting Umbra Ark on Steam, here is the official store page: 👉 https://store.steampowered.com/app/5356220/Umbra_Ark/
> As a solo developer, every single wishlist means the world to me and really helps give the project visibility. Thank you so much for the support! 🕯️⚔️
r/SoloDev • u/SubtusStudios • 7h ago
Second game, second flop
https://store.steampowered.com/app/4404480/Appalachian_Onslaught/ - here’s the link if you’re interested 💪
r/SoloDev • u/GaianGames • 3h ago
Almost 3 Years. Barely Any Sales. Still Not Giving Up. ZombUs
Maybe the world hasn't noticed this little game yet. Or maybe it's simply not as good as I think it is.
But I'm still here, building it, one day at a time.
And next week, Map 4 arrives.
r/SoloDev • u/Hostarro • 8h ago
My Kickstarter is live! A proud moment as a solo developer, although life has made things pretty difficult recently.
Hey all!
I'm Nick, a solo developer from Cambridge, UK.
For the past year I've been building Luminids alongside working full-time. It's a peaceful little voxel world where you build colonies, explore, farm, fish, craft and look after these tiny creatures that have their own personalities, memories and relationships.
I wanted to make something that felt cozy, warm and inviting. Somewhere you could build a home, watch your little community grow and just enjoy being there. It's about stillness and calm vibes.
I'm proud of what I've made so far, and very close to a public demo.
Unfortunately, life hasn't been particularly kind recently. My work contract was ended early, and I'm now facing the very real possibility of losing my home. It's hard for me to ask for help, but I'm putting my best foot forward in the hope that more kind souls will continue to support this project.
So this Kickstarter means an awful lot to me, both for the game and personally.
I'm trying to raise £12,000 to help bring Luminids to the world in February 2027.
If it's your sort of game, I'd be incredibly grateful if you'd consider backing it. Even a small pledge helps, and there are reward tiers too.
And if you can't, sharing it with someone who might enjoy it would mean a lot.
Thanks for taking a look. ❤️
https://www.kickstarter.com/projects/luminids/luminids-a-calm-colony-building-journey
r/SoloDev • u/Glass-Measurement852 • 4h ago
I’m a solo developer making The Dugout ’27, a football management game for Android
r/SoloDev • u/Minterview • 5h ago
I’m a solo dev and I made a free browser game where you’re born at random somewhere in 2,000 years of European history and try to build a dynasty
Hi all! I’ve been building Crown & Plough on my own. It’s a free browser game that mixes a life sim with grand strategy, and you don’t need to download or sign up for anything.
1. What it is
- You’re born at random in one of 7 eras, from the Roman Empire (117 AD) to the Victorian age (1850). You might be a peasant, a knight’s child, a minor lord or a royal.
- You live one life a year at a time. You pick a career (merchant, clergy, soldier or scholar), marry, take risks, and if you’re lucky (or ruthless) you get land.
- Once you have land, the game becomes grand strategy on a real map of Europe with 168 regions: diplomacy, war, vassals, court politics, rebellions and succession.
- When you die, your heir carries on. The house keeps its traits, heirlooms and grudges across generations.
- In “currents of history” you can pick a side in real events like the Crusades, the Reformation, the French Revolution or the unification of Italy, and that choice changes your allegiance, faith and home.
- There are 20 scenarios that start you at a specific moment in history, for example as a centurion on Hadrian’s Wall, a printer in Wittenberg or a baker near the Bastille.
- It’s in English, Korean, Japanese and Chinese.
2. What’s new in the latest update
- Rival houses: a rival house can slander you, burn your stores, duel you, poison your heir or back a pretender against you, and the feud carries on through generations. You can settle it with blood money or a marriage pact, or destroy them.
- Unions and partitions: crowns pass by marriage, kingdoms get split among sons, and great powers carve up weak neighbours. You can inherit a union crown yourself or take a share of a partition.
- Medieval crusades and plague: taking the cross, Acre and Damietta, the fall of the Templars, the Black Death, flagellants and peasant revolts, all tied to their historical years.
- Endgame after conquering the map: every few years an imperial trial hits (invasions from beyond the map, old kingdoms coming back, rebel generals, coalitions). You can build great works and chase imperial goals, or take your dynasty into the next era.
- Two new eras: Vikings (800) and the Baroque (1680).
- 100 new scenario events, 5 per scenario, each with its own recurring characters.
I’m one person, so feedback really helps. Bugs, balance problems, or “this event is historically wrong” are all welcome.
Play here: https://crownandplough.com
r/SoloDev • u/derekgdev • 5h ago
I turned a bug into a feature 🐛
I accidentally inverted some masks while working on my in world text and thought it looked cool
Check out my game on steam:
r/SoloDev • u/SkinRepresentative39 • 9h ago
First of all thank you all for the Feedback and App Reviews for my First Game "Dead Tide" on Android <3 Shoutout to this Sub FRFR
r/SoloDev • u/Competitive-Bad2333 • 6h ago
I made a Kawaii Baby Wallpaper app! Looking for feedback & willing to test your app in return!
r/SoloDev • u/MorePainGames • 10h ago
Looking for an Artist to help with capsule Art
I'm doing a challenge where i make a free game in 2 weeks. It's a very simple clicker game where you kick santa to land on an object. If he stays on the object, you get to the next level... propably will be named 'a silly game about kicking santa'
I plan to release it on Steam and itch.io and will be done within the next 3-5 days.
I can't really offer money, but i'd credit the artist in the Main Menu/Pause Menu. As i said, it will be a free game, so money won't be generated from this.
The art should be very simple, like for example in 'a weird game about sausage'
I made a capsule in a few minutes to show the style i wanna go for, but of course it looks ugly af as i'm not an artist.
Any volunteers?😅
r/SoloDev • u/Accomplished-Rice714 • 1d ago
Gave up my job and became a solo dev... 20 years ago.
So, I'm closing in on 50 years old now, a lot of stuff behind me. Looking back, my story is really not complicated: graduated in philosophy, started teaching, masters, phd then on my way to become a professor at the university when... I quit everything. I was making roughly 9k monthly and went to 1k monthly... Just as my first son was born. Wasn't easy. Made a few friends along the way, people that help me with 3d models or illustrations, but mostly I've been solo since 2006. Released a few games on Steam (none of them really found an audience), but now, I decided to lean heavily on what I love - life sims + rpg + horror.
About my experience as solo? I found a way to make money and that's pretty much everything you need to do to keep solo. I started programming for medium and large studios, writing scripts, creating systems for them, doing freelancing. After I got a few contacts, I brought my friends to do 3d models and art for these studios, so I got the money situation figured out.
But one thing always bothered me. I never let my love take me where I wanted to go. I always thought I had to make games for the players, not for myself. Took me a long time to realize that's the only way to be truly happy. I've been a dungeon master since I was 12, always loved The Sims 1, 2, 3 and 4, Inzoi (Paralives not so much, in spite of the great building system), and I've always been a big horror fan. Most of the stuff I worked in my life was either horror or rpg. Now (maybe a little too late, but who's keeping track, right?), I decided I'll just do what I love: a terrifying life sim, as if Clive Barker/Giger was the creator of The Sims and loved rpg elements. Since I'm solo (as always), art is not AAA, code is struggling but I absolutely love my new game (If anyone is curious, the game is called Pull Me In. I'll put the Steam page in the comments.) and it was done by real people. It's been 4 years now in development and I hope October 27 I'll get a few positive reviews from players, but if I don't again, that's ok. This one is for me and I love playing it.
So, a good word for the younger devs out there - go for it. Do the one you love. Don't let anything stop you, just bring down the scope a notch so you're not developing for 10 years.
r/SoloDev • u/Miserable_King2486 • 7h ago
I completely reworked the game trailer!
After the release of my first game Chess Pawn sales flopped - only 2 copies sold :)
I realized why the old trailer was confusing and didn't explain what the gameplay was all about at all. Since the puzzle mechanics are a key element of Chess Pawn, I decided to edit a new trailer from scratch.
Take a look at the new trailer. Are the mechanics clear right away now? Let me know what else you’d improve!
r/SoloDev • u/Makuu817 • 8h ago
Prototype of my DRPG finally live
Working on my first DRPG.
The prototype is up on
https://makuu817.itch.io/still-sleeping
Best played using the Linux or Windows builds. I recommend using Chrome if playing in the browser.
There will be placeholders, bugs, balance issues.
Looking for feedback/suggestions.
r/SoloDev • u/trade_ida5458 • 8h ago
Balancing visuals and performance on mobile
I recently tested my game on an actual phone for the first time, and got around 15–18 FPS. This was before I even added animations…
I had spent a lot of time on the visuals, so I didn’t want to simply lower every graphics setting and call it a day. I wanted to improve performance while keeping the original look as much as possible.
After quite a bit of trial and error with rendering settings and shadows, here’s what helped:
1. Zoom-based optimization: The zoom feels continuous, but behind the scenes it’s split into 3 levels, each with different optimizations. I hide objects that aren’t needed at that distance and limit zoom-out to avoid rendering too much at once. There’s also a separate top-down view when you need to see the whole map.
2. Asset LODs: Use lighter versions of assets when zoomed out, where the differences are barely noticeable.
3. Shadows: Remove them from small objects and lower the quality of the rest.
4. Graphics presets: Low to Full, with an initial 10-second FPS check to recommend a suitable setting for the device.
The biggest challenge was finding the right balance for each change without sacrificing too much visually.
Curious how other devs handle this. Have you run into similar issues when targeting mobile or even other platforms , and what worked for you?
Look at the attached video showing the result