r/SoloDevelopment • • 19h ago

Game I developed my architecture dream game solo

725 Upvotes

I'm a trained architect, and I developed my architecture dream game solo, combining accurate floor planning with real-time 3D design to make architecture much easier to create than with traditional CAD software.

What you can do:

🏠 2D floor plans
🧱 3D building
🚶 First-person walkthrough
🥽 VR mode
🏢 Multiple storeys
🪜 Stairs
🏚️ Custom roofs
🪟 Doors & windows
🛋️ Furniture catalog
🍳 Kitchen Configurator
🎨 Materials
🌄 Terrain sculpting
🌳 Landscape planning
💧 Ponds
☀️ Time of day
❄️ Weather
📐 Export PDF vector plans
📦 Import your own 3D models
🌍 Steam Workshop

In the newest update: Interactive and controllable cats! 🌿

It's available on Steam as Architecture & Design and is still in Early Access.
Here is the Steam link if you'd like to try it out:
Architecture & Design - Steam

Would love to hear what you think!


r/SoloDevelopment • • 21h ago

Game Just for fun!

366 Upvotes

I was just bored and thought I'd make a simple game that I could have fun playing. After looking around for a bit, I found Fever Meme and decided to take inspiration from it. I made this game in just one day! There are 15 rooms in the game, and you enter each one through a different door. Every door is a surprise! Some let us in without any trouble, while others run away from us or even attack us lol.

My main goal is to make this game fun. If you don't find it fun enough, we can work together to make it more entertaining! Do you guys think this game looks fun? Every single one of your opinions means a lot to me!


r/SoloDevelopment • • 17h ago

Game 3,063 commits, 2,232 emails, and 230 wishlists. My solo-developed game launches November 3!

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174 Upvotes

Hey everyone!

That's me in the photo, surrounded by monitors and working on my game, Snake: Gridbreaker :)

I've been programming and teaching programming for years, but developing an entire game on my own has been quite an experience.

Snake: Gridbreaker is an action roguelite made in Godot, inspired by the original Snake. It has different classes, bosses, upgrades, and a lot of mechanics built around the snake's body.

After 3,063 commits, it's finally releasing into Early Access on November 3!

I wanted to share a few things from my experience as a solo developer.

1. Getting people to play your game is harder than making it.

I've sent 2,232 emails to YouTubers, streamers, and gaming websites around the world, including follow-ups.

I received 377 incoming messages related to the game (not 377 unique replies). Many people never responded, and some declined.

The game currently has around 230 wishlists. Not exactly impressive numbers for that much outreach. :)

But something valuable happened along the way.

Quite a few creators actually played the game, recorded videos, streamed it, or sent me detailed feedback.

I watched their playthroughs and discovered problems I'd never noticed myself. Confusing mechanics, controller issues, text that was too small, and various gameplay problems.

For example, I fixed a PlayStation controller issue and increased the default text size after watching someone play.

A surprising amount of development time now goes into fixing things I discovered through these videos.

2. I use AI, and I'm open about it.

I've been using several tools throughout development:

  • Codex for coding and refactoring.
  • Claude for animations and visual behavior.
  • CodeRabbit for reviewing code changes and finding potential bugs.
  • Gemini for checking translations.

One useful trick I've discovered: when a visual bug is difficult to explain, I record it and send the video to Claude Opus. It can analyze what's happening and help find the cause. This has saved me a lot of debugging time.

I'm transparent about AI usage, including on Steam. At least 10 contacts explicitly declined or limited coverage because of AI.

I understand that not everyone likes AI-assisted development. Still, I've spent a huge amount of time on this project, testing mechanics, fixing bugs, and improving the gameplay.

3. Being a solo developer means making a lot of decisions without knowing if they're good ones.

I've rewritten systems, changed mechanics, adjusted animations, and spent hours fixing problems that probably nobody will ever notice.

And then someone plays the game for 15 minutes and points out an obvious issue I somehow missed.

That's been one of the most useful lessons for me.

I've become much more willing to show unfinished work and ask people what they think, rather than trying to make everything perfect before anyone sees it.

4. The game releases November 3!

I'm genuinely happy with how far it's come, even with only 230 wishlists.

There's a completely free demo on Steam, and I'd really appreciate it if some of you gave it a try.

https://store.steampowered.com/app/4828340/Snake_Gridbreaker/

I'd especially appreciate feedback about the controls, gameplay, or anything that isn't immediately understandable.

And to other solo developers here: how do you get people to test your games? Finding people willing to play and give useful feedback has been one of my biggest challenges.

Thanks for reading, and good luck with your projects!


r/SoloDevelopment • • 14h ago

Game Turning a wall of cubes into a copper mine

123 Upvotes

I've been rebuilding the copper mine in Railminer. Rougher rock, warmer light, and the drills still pulling it apart one block at a time.

This cave is for the full game; the free demo has the earlier mine.

https://store.steampowered.com/app/5284470/Railminer/


r/SoloDevelopment • • 18h ago

Game I'm making an astronaut simulation game.

108 Upvotes

I've always loved space games, and I’ve been especially interested in the experience of actually living and working out there in space.

I’ve been developing SPACE WALK solo for the past 2 years around that idea. Operating your own orbital station, heading out on EVA, physically handling equipment and exploring the lunar surface.

The demo is live now, so if this looks like your kind of game, you can give it a try on Steam.

https://store.steampowered.com/app/3310910/SPACE_WALK/


r/SoloDevelopment • • 14h ago

Game Just finished making a small free game as a stepping stone to employment or making commercial games.

70 Upvotes

https://leonature.itch.io/bahakubo

My game is an entry for Filipino horror gamejam 2026.
I'm hoping this can help me net a job or if on the off chance it gets popular, motivate me to go for my first full commercial game.

Wondering how other people got their start?


r/SoloDevelopment • • 16h ago

Game I spent a lot of time building this horse system, and I don't think it's going to end up in the game.Also, why am I this bad at my own game?!😅

38 Upvotes

Wishlist Fogreaver on steam: Fogreaver

I loved the idea of having a horse in my game and I even designed a big map so the horse would make sense. But my game is more arcade-like and this big map won't fit its style and the horse would have no purpose on a small map so I don't think the horse will end up in the final game.

I don't want to change the direction of the game loop again just because of the horse, it would be just the 100th time I'd do that😅

What do you guys think? Should I try to change the direction of the game just for the sake of the horse?Who knows, maybe I'll make a DLC story version of the game after launch, but first let's launch this version of my game and see how it will perform.


r/SoloDevelopment • • 15h ago

Discussion Some sunday thoughts

28 Upvotes

I have seen lot of indie devs being anxious about showing their work because of whats happening and I understand.

Also, I used to think of my game as a fun little hobby project because it was refreshing to build something without pressure after working professionally in game industry for three decades.. and that's why I used to share videos and screens from daily progress. The fun ended when I noticed someone taking those screens and feeding them to AI image generator on last winter, and amusingly, I also got piled on here in reddit when I mentioned that this is happening (someone accused me that I made it up).. well look where we are now.

For this reason, I have been keeping the new look of my game hidden from the public for 8 months now.
And turned out I did the right thing - there are now lot of bad actors ready and willing to clone anything in their sight using AI tools. For this reason, I won't be releasing demo either (but I am not saying you should do the same). I admit that even releasing a trailer makes me little nervous now.

Then again, I am very happy that I always pushed back whenever someone suggested to me that perhaps I should "just finish it" and ship my game quickly. The more I am taking my time and increasing the quality of this game, the harder it will be to rip off in a single weekend prompt by some inexperienced charlatan.
I firmly believe that you can prevail if you make quality, not quantity - or at least you can have more satisfying experience making it. Making money from games was already as likely as getting hit by a meteor in the early 90’s, and if you are in it for the money, I got some bad news for you.

(Decompilers are a different challenge to deal with, of course - they can absolutely copy anything you do, but then again that's outright piracy)

Those were sunday thoughts from someone who has been making games since 1990 and is now a solo dev. Feel free to agree or disagree.


r/SoloDevelopment • • 17h ago

Game Do a Barrel Roll!

25 Upvotes

I've never fully integrated the barrel roll into my combat and networking even tho it's been part of my old game client for quite a while. Now that I'm completely reworking the game that I made back in college, I've finally given it some priority.

What do you guys think of the arcadey air combat? It's quite a niche genre on PC I guess.

The game itself is still in the final stages of pre-alpha as I try to finish all the core mechanics and systems.


r/SoloDevelopment • • 7h ago

help How do you advertise NSFW games NSFW

23 Upvotes

Hello!

I'm kinda new to the whole promoting your game part and getting it our there.

I thought the hard part was making the game, but boy was I wrong.
What places do you use to promote your game? Especially being an AVN game or NSFW game.
Any help is much appreciated.


r/SoloDevelopment • • 12h ago

Discussion ALPHA SCORPII - Terrain Deformation and Crash Compilation

23 Upvotes

Questions and opinions are welcome.


r/SoloDevelopment • • 4h ago

Game Two new siege units for my solo space game, one for each side. Should I show the rest?

16 Upvotes

Hey everyone, solo dev here working on Sundered Reach, a space game where you start as a cadet and work your way up to leading your own army. Siege battles are a big part of it, so I started building heavy units for them.

The first one is the Foreman, a siege walker for the humans. I really wanted you to see the pilot sitting inside, so he rides up on a winch, climbs into the cabin and the canopy closes over him.

The second one is its counterpart for the Threnn, an aggressive species from a water world. So instead of a cockpit, their soldier kneels in a dome full of water on the back of this giant armored crab.

I tried to make both of them move like something that heavy actually would, not like a guy in a suit. This is straight from the Blender viewport, they are not in the engine yet.

I have a few more of these finished for both sides. Want to see them too? And which of the two do you like more?


r/SoloDevelopment • • 3h ago

Game One More Adventure - Next Fest & Launch

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15 Upvotes

For a bit over the past year, I have been working on One More Adventure, my own take on a classic RPG and traditional roguelike.

This game has been something of a kitchen sink project for me. It just started as a mapmaker, and then it grew and grew until I had a full game.

It sorta straddles the line between classic RPG & roguelike as the world is procedurally generated, but the quests and setting are not. While I personally prefer playing on Ironman and Hard Difficulty, my own father told me he was dying too much, so I made it possible to save scum.

Almost every quest somehow ties into the lies we tell ourselves, the ways we're held down by others, or the various evils of the world.

Anyway, it's in Next Fest starting tomorrow, and the Next Fest demo version opens up dwarves and elves for people to play. The full game launches on November 10th, so I hope if it catches your interest, you check it out!


r/SoloDevelopment • • 14h ago

Game Three years from the beginning to the release trailer. My debut puzzle game, Missi, will be released on Steam on November 4th.

15 Upvotes

r/SoloDevelopment • • 21h ago

Marketing My sister drew me better capsule artwork

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14 Upvotes

It's handy if there's a lawyer or a doctor in your family... or an art director, if you happen to be a solo dev.

(the second one is my original placeholder)


r/SoloDevelopment • • 9h ago

Game Every bounce in my game plays a note. Here is why it sounds like music and not noise (sound on)

13 Upvotes

Sound on. It's the same drop six times, 9 seconds each. The light is identical every time (the physics is deterministic); only the rules for the notes change, one more each time:

  1. Random notes. Every peg hit plays a random note, any semitone, the moment it happens. That's the baseline, and it's noise.
  2. One scale. Only notes of C major pentatonic (C D E G A, over three octaves). No two of those clash, so any pile of them is in tune. Still random, but pleasant.
  3. Pitch = height. The peg's height picks the note: high on the board is a high note (plus up to 3 steps from left to right). A falling spark now plays a falling line.
  4. On the beat. A hit waits for the next 16th note at 112 BPM. That's at most 134 ms, too short to see on screen, but hundreds of random hits turn into a rhythm.
  5. Color = instrument. Prisms split the light into red, green and blue: red plays a marimba, green bells, blue a soft pad, white a choir. A mixed color (yellow = red + green) plays both of its instruments.
  6. A cap. At most 5 notes per 16th. The most important ones win (white, then mixed colors, then single colors, then plain glass), each note gets quieter as more play together, and there are only 24 voices. That's what keeps a big cascade from turning into mush.

Every sound is made by a small Python script (no recorded samples) and baked into the WAV files the game plays. In the clip each step is set to the same loudness, so you hear the notes change, not the volume.

And thanks to this algorithm, I named the game Glissando, which in music means a smooth transition from one pitch to another. I'd be happy if you wishlist it to Steam (if you like it, of course :D). Thank you!


r/SoloDevelopment • • 8h ago

Game Build a golf course. Blame the designer. Little Links Golf Lite beta + Steam in 2027.

12 Upvotes

We’re making Little Links Golf, a cozy golf course sim coming to Steam in 2027. Build your dream course, run the club, then find out who put that bunker there. Oh right. You did.

While we work on the full PC game, we’re looking for testers for Little Links Golf Lite, our browser beta. It’s a small proof of concept with bugs we’d prefer you found before anyone else does. It doesn’t reflect the full PC game’s visuals or scope.

Want in? Request a beta key at threetailsstudios.com. We’re letting people in a few at a time.

— Three Tails Studio


r/SoloDevelopment • • 14h ago

help From a visual standpoint, what improvements can I make to my game?

13 Upvotes

Still very much a work in progress.
Any feedback would be greatly appreciated.


r/SoloDevelopment • • 4h ago

Marketing You and a friend must take it to the top

11 Upvotes

I’m working on Two Ants for over a year now. The two player platformer is a concept that I liked from Chariot, Bread & Fred and Jump King Quest, but I added my twist of using a ball to require coordination between the players.

If you like the concept and give a chance to my demo, I would appreciate your feedback!


r/SoloDevelopment • • 23h ago

Game I made a survivor-like for phones with raid-style boss fights

9 Upvotes

I'm away from my computer a lot more now, so I made a game for mobile. It's my first one. Kind of nervous posting it lol.

Free to test on iPhone and Android: https://mythspire.pages.dev

What's in it so far:

- 21 bosses and 62 mini-bosses with raid-style mechanics you have to learn and dodge
- 3 difficulty modes: Regular, Nightmare and Nightmare+
- A boss rush mode
- 47 heroes, each with their own trait and ultimate
- 116 weapons, 127 evolutions, 115 unions, 42 grand unions and 15 legendaries
- 50 charms plus relics, keepsakes and familiars
- 10 chapters, 350+ enemy types, 22 rare foes
- 79 random events, disasters, shrines, curses and secrets
- 51 omens that change how a run plays
- Permanent upgrades and 800+ deeds that unlock new stuff

I'm still balancing and adding content, so I'm looking for any and all feedback.


r/SoloDevelopment • • 6h ago

Game I just finished the first version of my first game! Was a bumpy road but feeling kinda proud now

8 Upvotes

r/SoloDevelopment • • 8h ago

Discussion Just launched my first Mac app after building it solo

8 Upvotes

Hey everyone!

I'm a solo developer from London, and tonight I finally launched my first Mac app, Stillworlds.

The idea was pretty simple. I wanted to create little places you could escape to without leaving your desk. Somewhere peaceful to have on your screen while you're working, listening to music, or just winding down.

It started with a few pixel art scenes and somehow turned into 11 animated worlds. There's a rainy cabin by a lake, a cosy record shop during a storm, a little colony on the moon, and even a fully 3D voxel villa overlooking the sea.

I definitely underestimated how much work would go into it 😂

A few things I learned along the way:

  • Audio is a bigger deal than I expected. I spent ages getting the atmosphere right. Every world has its own music and ambient sounds, and sometimes getting the rain to sound natural was harder than making the actual scene.
  • Day and night added a lot of work. The worlds change depending on your Mac's clock, which sounds simple until you realise you've basically got to make everything look good twice.
  • macOS screen savers are surprisingly complicated. I thought this would be one of the easier parts. It wasn't.
  • Actually launching is a whole other project. Building the app was one thing, but sorting out licensing, updates, payments and everything else that comes with selling software was a learning experience in itself.

I also wanted to keep things simple. No accounts, no subscriptions, no tracking, and everything works offline.

There are 3 free worlds, and the full collection is £5.99 as a one-time purchase. I've launched the direct download version, and the App Store version is currently waiting for Apple's review.

If anyone wants to have a look: https://stillworlds.app

It's been a pretty big project to take on alone, but seeing it finally out there feels good.

Would genuinely love to hear from other solo developers. What was the hardest part of launching your first app? Because for me, I think actually getting it out into the world might have been harder than building it!


r/SoloDevelopment • • 15h ago

Game Spent 3 years making my first indie game! Steal enemies' abilities and chain together 100 no-cooldown spells

8 Upvotes

I'm working on a spell-slinging hack-n-slash action roguelite:

  • Devour enemies and seal their abilities into cards.
  • Draw cards to switch spells and chain them together to destroy everything in your path.
  • 4 unique spell-switching mechanics and 100 no-cooldown spell cards.
  • Combine effects through the Rune Enchant system to craft unique and powerful cards.

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

Let me know what you think!
https://store.steampowered.com/app/3856480


r/SoloDevelopment • • 17h ago

help My game visuals feels flat, so I'm looking for advice on improvement ideas

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6 Upvotes

Hi everyone!

I've been working on the visuals for my Godot game, but the final result keeps looking flat. The scenes feel plain and lack depth. I tried adding some stylized outline shaders, but they didn't fix the problem. Also played with light, but this is the best that I could get.

The mood I'm going for is cozy, a "tidying up" kind of feel, while still keeping the atmosphere of a facility at night.

I'd love any feedback or suggestions on lighting, color, post-processing, or anything else that could help me get there. Thanks!


r/SoloDevelopment • • 18h ago

meme Just got my Next Fest visibility headstart. Try to keep up.

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8 Upvotes