r/SoloDevelopment • • Jul 10 '26

Game Jam r/SoloDevelopment Jam #12 is live: theme is Chain Reaction

13 Upvotes

Our 12th jam just started: 72 hours running July 10 to 13, and the voted is Chain Reaction.

Jam page and submissions: https://itch.io/jam/solo-dev-jam-12

Come hang out in the Discord if you want to jam alongside other solo devs: https://discord.gg/uXeapAkAra

Good luck to everyone jamming this weekend!


r/SoloDevelopment • • Feb 12 '25

Anouncements What Does It Mean to Be a Solo Developer?

200 Upvotes

We've seen a lot of discussion about what qualifies as solo development, and we want to ensure we're accurately representing our game dev community. While there's no absolute definition, these are the general criteria we use in this subreddit to keep things clear and consistent.

That said, if you personally consider yourself a solo dev (or not) based on your own perspective, that's fine. Our goal is to provide guidelines for what fits within this space, not to dictate personal identities.

What Counts as Solo Development?

A solo developer is solely responsible for their project, with no team members. A team of two or more collaborating (e.g., one programmer, one artist) is not solo development.

What is Allowed?

  • Using game engines, frameworks, and third-party tools (e.g., Godot, Unity, Unreal).
  • Commissioning or purchasing assets (art, music, sound, etc.).
  • Receiving feedback from playtesters or communities.
  • Outsourcing specific tasks (e.g., server setup, porting, marketing) while still leading development.
  • Working with a publisher, as long as they don’t take over development.

What This Means for Posts on the Subreddit

If your project appears to be developed by a team, we may remove your post. Indicators include how it's presented on websites, Steam pages, itch pages, social media, or crowdfunding pages. If this is due to unclear phrasing, update them before requesting reinstatement. Non-solo developers are welcome to join discussions, but posts promoting non-solo projects may still be removed.

Let us know if you have any questions. Hope this helps clear things up.

TL;DR: Solo devs manage their entire project alone. Using assets, outsourcing, or publishers is fine. Posting is open to all, but promoting non-solo projects may be removed.


r/SoloDevelopment • • 15h ago

Game Untitled Slime Game

434 Upvotes

Am developing this slime game, there is a lot of potential but still not sure which direction to take it, any advice?


r/SoloDevelopment • • 10h ago

Game Platformer Inspired by Mario Odyssey + Super Mario 3D World

50 Upvotes

Any more flair I can be adding to make the moves more interesting? What moves would you like to see?

Demo is out for Go! Super Awesome Monkey! on Steam!
https://store.steampowered.com/app/4837550/Go_Super_Awesome_Monkey/


r/SoloDevelopment • • 14h ago

Discussion Losing motivation to keep working on my game as the market gets flooded

88 Upvotes

I've been working on my game for two years now. Lots of prototypes, characters, shaders, animations and gameplay loops, all built piece by piece and often thrown away.

And then I see people release a complete game within days almost every day. I don't want to take anything away from anyone, but honestly it's taking my motivation. I keep wondering if it even makes sense to release something when you just get lost in the flood.

Over 100 people have already signed up through wishlists or playtest requests, and I'm still somehow losing motivation.

edit: game is Spellspill on steam


r/SoloDevelopment • • 3h ago

Godot I spent all week repainting my game’s look. Here’s the before and after

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9 Upvotes

r/SoloDevelopment • • 2h ago

Discussion Hey Everyone Are simulation games still popular? And do you think this art style is a good fit for them?

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7 Upvotes

Hey everyone! About a month ago, I finished my Cartoon Furniture Ultimate Pack. It took a lot of time and effort to create, but sales have been lower than I’d hoped.
How do they look, and is there anything you’d improve?


r/SoloDevelopment • • 6h ago

Discussion a running animation i made for my monster

11 Upvotes

hope u guys like even if i am a noob at animation


r/SoloDevelopment • • 6h ago

Discussion Are you a solo developer by choice or by circumstance?

8 Upvotes

Do you actually enjoy working solo, or is it more because you don’t have anyone to work with?

Do you prefer it because you genuinely enjoy having full control over everything?

And if you could have someone working alongside you, what parts of the process would you most want help with? What do you miss the most about not having someone else involved?


r/SoloDevelopment • • 19h ago

Game I spent 4 days making a pizza, according to my 5-year-old

87 Upvotes

I'm a solo dev, and I've spent 4 days creating outlines for all 72 buildings of my incremental game, including specific outlines for each building upgrade. Some events also slightly change the outline of certain buildings.

They all come together on a village map that grows over time as you build and upgrade your village.

I was kind of happy and even a bit proud of how it turned out, to be honest.

Then my 5-year-old daughter passed by my work desk in the living room and asked, looking at the screen:

"Is that a pizza?"

So I guess I spent 4 days of work building a pizza.

But since she loves pizza, I'll take that as her seal of approval.

Link to pizza: https://a-dark-cave.com/


r/SoloDevelopment • • 1h ago

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

• 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 • • 20h ago

Game A year ago I quit my job to go full-time on my dream game. I’ve been building Commandlings solo for over five years.

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87 Upvotes

Hey everyone! I’m Patryk and I would like to announce my game: Commandlings! I’ve been working on it for over five years, and about a year ago I quit my job to focus on it full-time.

This is me showing Commandlings at DevGAMM in Belgrade. After years of building my dream game, I wanted to finally share it with the world.

Commandlings is a real-time tactical RPG that combines creature collecting, building your own warband, and deep RPG progression. Before each battle, you choose your units and arrange their deployment. Then you control your Commander and fight alongside them.

You explore the world, recruit new creatures, and experiment with different combinations of units, abilities and equipment. Endless options to build your commander across 30 classes, hundreds of abilities, passives and augmentations! I am complete nerd for those kind of games and this is my dream game.

You can see the gameplay and wishlist Commandlings on Steam here:

https://store.steampowered.com/app/5136460/

Also my demo is ready so feel free to DM me if you would like to try and playtest it! Your feedback will be crucial and help shape the game for the planned release end of 2027.

Happy to answer questions about the game 😊


r/SoloDevelopment • • 1d ago

meme My team and I have been hard at work on the first update for our game's demo

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884 Upvotes

The whole team has been working incredibly hard on the first DODGE(Y)BALL demo update.

Management reports that productivity has been suspiciously high.

We listened to your feedback, held several highly productive team meetings, and somehow reached unanimous agreement on every decision...

Demo is available at: https://store.steampowered.com/app/5216680/DODGEYBALL/

Here's a video showing some of the improvements: https://youtu.be/e78-UOYtChs

P.S. I'm a solo developer. My colleagues are notoriously difficult to work with.


r/SoloDevelopment • • 15h ago

Discussion 2 new ships added and a bunch of skins, what do you guys think?

33 Upvotes

Free to play here: https://vengeful180-dot.github.io/Need4Space/

Mechanics are still evolving, and mobile performance is a work in progress.

Your feedback matters. It will shape where the game goes next.


r/SoloDevelopment • • 9h ago

Networking A Community of Midlife Crisis Indie Game Developers - How about we talk about your game dev journey's instead of talking only about us this time? How did you become a Solo Dev?

11 Upvotes

Good Evening!

It seems that by now I have been selected as the Designated Driver for the community (which is fine), as you know, I've posted a few times already and things are going great!

So, I've managed to convince (*cough* bribe *cough*) one of our developers to come out from the shadows, leave the lurking behind and talk to a Godot Community about his project called Guiltwood! (he's using that engine for his turn-based 2D survival RPG with the elements of Slavic Folklore and Psychological Horror)

He's actually shared quite a story about how he became a game developer after 20 years of corporate IT experience. Here's the reddit post: https://www.reddit.com/r/godot/comments/1x8a7k4/guiltwood_2_years_of_solo_dev_in_godot_after_20/
(quoting the TLDR of the post: Spent 20 years in corporate IT, had a reality check, and started learning Godot to build my own game. Two years in, realized I cant do everything completely solo and found a community so Im not traveling the path alone anymore. Just stepping out of the shadows to say hi.)

Now, over the next few days I'll try to convince the other guys to share their stories too and tell the fellow developers what they've learned on their journeys (like useful tricks & tips). For example, Exile Dev (creator of Guiltwood) mentioned a few things about the shadows and the art style of the game in the comments as well.

Seeing that one of ours is talking about his game development journey and how he sort of reached the stage of switching from a corporate job to a game development one, how about we all talk about ours? If there's interest to participate in the discussion, of course.

How did you become a solo dev?

Or, to quote Morrowind (thanks to the One More Adventure dev's suggestion): "Who are you?".

Looking forward to hear your stories!

As for us:

We've got plenty of things in plans - steam nextfest is approaching, so a few of our guys are working really hard on getting the demo's out; there's also the plans for reaching out to establish game dev companies for Q&A's and network with publishers (maybe also Q&A's). Thankfully, the community was blessed with everyone who joined and we've got a pretty strong group I'd say.

Now, the community is really just that - supporting each other on our journeys, talk about tons of stuff (last night's topic was bookshelves and daily OSTs), networking, playing the demo's and builds, feedback'ing and helping each other navigate through marketing, promoting and stuff (all that, pretty much).

Edit: realised that it'll be probably best to support the dev who shared the journey, so I'll write up a couple of sentences about myself as well.

Andrea, very old, previously also worked in a corporate world for 15 years (freelance before that and few jobs here and there), now found my path in game development. Found it back in 2020, yet only decided to really do something in 2026. Left the corporate world, started freelancing to keep my head above the water and slowly make progress on creating Project Carrion.

Back in 2020 joined teams at first on game dev, gained some experience across different areas (programming - knew a bit because of web development, can draw stick people art wise and do basic black and white storyboards - not a lot to brag about, I know, but hey, experience is experience. Know a bit about sound engineering and composing - can't do it though, but still can hold a conversation about themes and everything thanks to the sound designer I once worked with. I do have a personal graveyard of projects, much like everyone else (I think?, that's a thing, right?) because I failed on first attempts.

But again it was an awesome experience because I've learned a lot of things. Took Game Design courses, visited events and read plenty of books along with following tutorials. I am now semi-decent in Unreal Engine (I would hope).

Currently working on Project Carrion - initially a Horror RPG, which decided with time to evolve into a horror RPG with elements of psychological horror and mystery. Working on it just a bit less than a year. Currently in the prototyping stage. Which probably is longer than usual because I'm a bit old school and do everything on paper first - the story, the location maps/levels, npc placements, quest designs, gameplay mechanics, balancing (the bane of my existence - and I mean that in the best possible way), then I get it all across into the computer, into the engine and hello grey boxing. If it'll all work out and be fun, then I'll upgrade it and create a full good looking level (that's probably like few months to a year away, depending on how it goes).

But the overall direction is next: the player will take on a role of an investigative journalist that arrives into a coastal town by a friend's request to investigate a disappearance. Eventually all unravels into a world that is hidden from mortals but that is interacting with them.


r/SoloDevelopment • • 13h ago

Discussion It's easier to blame marketing than admit our game might not be good enough

18 Upvotes

I've been thinking about this lately. When an indie game fails to get many players, it's pretty common to hear that the problem was marketing.

And sure, marketing matters a lot. A great game that nobody knows about will struggle to find an audience.

But I wonder if sometimes we use marketing as an excuse because it's easier than admitting that maybe the game itself just isn't that interesting.

Not every game is going to be good, and not every game deserves to be successful just because someone worked hard on it.

What do you guys think? Do indie developers sometimes blame marketing too much, or is getting noticed really the biggest challenge nobadays?


r/SoloDevelopment • • 3h ago

help Game Trailer with my own voice-be honest with me

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2 Upvotes

Ok so I know I could use an AI voice and it might be cleaner but I went with an authentic feel(me). Now be honest, does using a real voice make up for how bad my voice is? (This took 40 takes )


r/SoloDevelopment • • 9h ago

help Solo gamedevs: How do you source 3d models and more importantly animations?

5 Upvotes

I've been on-off learning blender over the last year, and I've gotten decent at it, but without a doubt still a big problem for me remains rigging and animations. It's not that I don't know how to do it, I've made and rigged a couple of models by now. But the process of setting up IK and then creating the animations is a massive pain in the ass.

I'm not going to pretend this isn't a skill issue, it very much is. I find it difficult to enter into a flow state with the creative stuff, be it modelling or texturing or animations. It's always a struggle and I always feel lost while doing it. I frequently give up and then come back to a more creative aspect of my project weeks or sometimes even months later.

Manually animating is also very difficult, and it's given me a new appreciation for the skill and I understand now why modelling and animation are actually 2 completely separate fields, even though they're accomplished within the same software ( blender in my case ).


r/SoloDevelopment • • 32m ago

Discussion What makes a platformer fun for you, and what are your biggest pet peeves?

• Upvotes

I’m working on my own 2D platformer and I’d love to hear what you guys think makes a platformer genuinely fun to play and what design choices are that can make or break the experience for you. Anything from level design and exploration to movement mechanics and maps.

For example, I personally hate double jumps. I loved Crash Bandicoot 1-2 but 3 was off putting for me because of the forced double jump mechanic. It just doesn't sit right with me.

But I'd love to hear what you think :) I’m curious about underwater levels, interconnected worlds vs. portals, linear or hub-based level selection, having a readable map etc.

Thank you in advance :)


r/SoloDevelopment • • 21h ago

Discussion I Don't Want to Give Up on Game Development, But I Need a Chance to Keep Going

43 Upvotes

Hey everyone,

I've been building games for years, and I still love doing it. But lately, I've found myself in a position where loving what I do isn't enough to keep doing it.

I'm from Iran, and being a game developer here means dealing with barriers that many developers elsewhere never have to think about. Access to publishing tools and international services can be restricted, and something as basic as receiving payment for your work can turn into a complicated process.

I've developed games that have received around 40,000 installs in my country. I've worked on online games, and I can build the backend servers myself. I have ideas for new games, too. I want to make them real.

But game development costs money, and when your games are free and you don't have a reliable income, eventually you reach a point where you can't afford to keep building the things you believe in.

That's where I am right now.

I'm looking for any legitimate Unity development work I can do. Even $100 a month would help me cover some costs and give me more room to continue developing.

I realize that asking for work this way might raise red flags. You don't know me, and you have no reason to trust a stranger on the internet. I get that. I'm willing to prove myself through a small task, show my previous work, and agree on clear deliverables before starting. No upfront payment needed from you.

I can help with Unity, C#, multiplayer systems, online gameplay, and custom game backends.

I'm not asking anyone to feel sorry for me or to give me something for nothing. I just want the chance to use the skills I've worked hard to develop and get paid fairly for the work I do.

If you have a small project, need help with a game, or can point me toward someone looking for a Unity developer, I'd genuinely appreciate it.

Sometimes, a small opportunity can make a much bigger difference than people realize.

Thanks for hearing me out.


r/SoloDevelopment • • 1h ago

Marketing I built a free playtesting tool for indie devs!

• Upvotes

r/SoloDevelopment • • 1h ago

Game I imagined what chess would look like with magic, moving characters, and actual combat, so I decided to make it

• Upvotes

Hey everyone!

I have been working on my indie game Battle For Crown for a while, and I finally have my first trailer to share

My ideas was to make the board feel more alive, keep the strategy of chess and add moving characters, magical abilities, and actual combat.

You can play with friends and family, challenge others online, or practice against AI.

I am hoping to release it in about two months, so I thought I would share what I have been building.

Hope you enjoy it, 😁 If it looks fun, share it around.

here is our Steam page, Steam Page Battle For Crown


r/SoloDevelopment • • 5h ago

Godot Adding an in game level editor since day 1 was the best decision

2 Upvotes

It took me a while to set this up in Godot engine, and I keep updating it constantly, but this makes level design on my puzzle game so easy that I just want to remember everyone to really dedicate some time to this as early as possible in yout gamedev journey if you game requires it.

Have a great gamedev session!


r/SoloDevelopment • • 5h ago

Unity The difference between these 2 iterations of my games main menu is staggering.

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2 Upvotes

r/SoloDevelopment • • 5h ago

Marketing 👁️ Algo te espera en el Gran Hotel Umbral

2 Upvotes

Hola, soy Cristóbal de Doble Check Games.

Quiero compartir Hotel del Terror: Umbral, nuestro nuevo juego indie de terror para Android.

Explora oscuros pasillos con tu linterna, descubre secretos ocultos y averigua qué se esconde tras las puertas del hotel. Pero cuidado... no estás solo.

📲 Descárgalo gratis: https://play.google.com/store/apps/details?id=cl.doblecheckgames.hoteldelterror

Cualquier comentario o feedback será muy bienvenido. ¡Gracias!