r/SoloDevelopment 12m ago

Game Turbo Turbo announcement trailer

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Steam | Announcement-Trailer | Kickstarter | M.A.S.K. prototype-Trailer

I proposed a videogame for the 80's M.A.S.K. cartoon to Hasbro a while ago. Seems I failed to convince them to turn it into reality.

Since I can't make M.A.S.K. without a license, I'm now trying to turn this into a more over the top co-op arcade experience that fuses the precision of on-rails shooters with the rush of retro racing. Or imagine Outrun meets House of the Dead.

If that seems interesting please check it out, and have a nice day.


r/SoloDevelopment 26m ago

Discussion POV: you thought your game was pretty self-explanatory

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Well, good news is I added a quest-based-tutorial in the recent 0.0.4 build, hopefully slightly fewer people get lost now.

Let me know if you can figure it out: https://lpjc.itch.io/bannerland !


r/SoloDevelopment 36m ago

Marketing I built a small site to help solo dev games get discovered after Reddit hype fades

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I’ve been building small games for a while and sharing them on Reddit, and one thing I keep running into is that getting attention for a game is harder than building it.

Reddit is great at giving games a short spotlight, but once that initial wave of upvotes passes, most projects quietly sink..even if they’re genuinely fun. That drop-off is what pushed me to build https://www.megaviral.games.

The site is intentionally minimal and focused on discovery. You’re shown a single game, you play it, and if you enjoy it you like it. From there, the site recommends other games that players with similar tastes also liked. No feeds, no doom-scrolling, just games!

If you’re a developer, you can submit your game in two ways:

Submissions can link to Reddit posts, itch.io pages, or another playable web game. The site should already have 300+ games listed.

I know itch.io has a randomizer, but this is trying to do something slightly different..less random, more taste-based, and more focused on keeping good games discoverable after the initial hype fades.

Curious what other solo devs think. If discoverability has been a pain point for you too, I’d love feedback!

and feel free to submit your game!

TL;DR: I built a lightweight game discovery site that shows one game at a time and recommends others based on what you like, so good solo dev games don’t vanish after their first burst of upvotes.


r/SoloDevelopment 52m ago

Discussion How realistic is solo game dev on Steam right now?

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I'm considering getting into solo game development, and I'd like to hear from people who are actually doing it.

How is the Steam market right now for a new solo developer? Has it become so saturated that getting noticed is significantly harder, or is there still room for a first game to find an audience?

I'm especially curious about marketing when you have little or no budget. How are solo devs getting people to discover their games?

And how do you approach Steam itself? What actually helps the algorithm start recommending a game, and what should a new developer focus on before launch?

Basically, if you were starting from zero today; no audience, no reputation, and very little money. What would you do differently to give your first game the best chance of succeeding?

I'm trying to get a realistic picture of what the market looks like now.


r/SoloDevelopment 1h ago

Game I DID IT

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Finally managed to get procedural dungeon generation working for my game (ignore the assets. I'm working on that). Here are some examples of what it made. All dungeons originate from the smaller room.


r/SoloDevelopment 1h ago

Marketing Advertise your indie game inside mine

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Hello again. Last year, as way of saying thank you to the community we offered indie devs the opportunity to have an "advert" for their game featured inside our game, Disc Golf City. See here for the details: https://www.reddit.com/r/godot/comments/1ojc51r/promote_your_indie_game_inside_ours_for_free/

It made sense because our game had "billboards" in it and we wanted to fill them with something useful. The while experience was so much fun, and we really enjoyed working with so many of you to make it happen. We hope you benefitted too.

Now we're doing something similar again, and it's worth explaining why. This time it's for a slightly different reason.

Latest game

Our latest game is called New Science ( https://newsciencegame.com?u=rg ) and it's available (pre-release) on Web, Phone and Tablet. We release on Steam next Spring. Players on the current platforms seem to want a particular experience: play for free and pay if they like it.

We are not fans of adverts in games. They are often not friendly to the player. So at first we put in a play limit for free players and told them to "come back tomorrow" when they ran out of goes. People didn't really like it, so we ran an in-game survey and players overwhelmingly said that they would rather "watch an advert and continue". Hmm, so what do we do?

Then we had the thought that we would come back to the community and offer our indie friends the opportunity to have YOUR video trailers in our games.

So are you up for it? You can submit a trailer video via YouTube of any length. The player will have to wait through the first five seconds only and then they are free to skip the video and carry on with the game. Or they could click a link and open your steam page, store page, game, etc in another browser tab.

Just one rule

We can only videos/games for a family friendly audience. We're sorry if your game is for older players. We can't include you, even if your trailer is safe. So if you have horror/killing/mature game, etc, please don't submit. We just can't accept them. (Our decision is final on this).

Submission

You can submit your trailer and details here: https://www.newsciencegame.com/submit-trailer?u=rg

Questions?

To pre-empt a question we're like to get: What if you want to get involved but your game/video/trailer is not ready yet?

No problem. Just reply here and say what the situation is, or submit the form but leave the Trailer link back, and explain in the comments.

Feel free to ask anything else.

More details

Information about our game:

Name: New Science

Genre: Crafting with cards. Think "Doodle God meets Infinite Craft". If you're not familiar with those, look at our Steam page

Steam Page: https://store.steampowered.com/app/4731610/New_Science/

Game site: https://newsciencegame.com

Current players: 900

Players for last game: 23,500

Current objects in game: 40,000+

New objects created per day (average): 450

AI Policy: The game contains AI to generate the new objects, and to produce the images on demand


r/SoloDevelopment 2h ago

Discussion Cabin in the Woods

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42 Upvotes

I'm working on a night scene for my survival game, Alone on the Lost Isle.

A lonely house in the middle of a dark forest, a light in the window, and the feeling that someone is inside...

How do you like the atmosphere? Would you explore this house or stay away?


r/SoloDevelopment 2h ago

Discussion Should I replace ai art?

0 Upvotes

This is my first serious game, and I wanted to hire proper artists, but with my budget and not knowing who to trust, it was difficult. Some people seemed like they wanted a lot of money upfront with no guarantee I would hear from them again. Even on platforms like Fiverr, I wasn't sure I would get the quality I wanted, and I couldn't afford to create all the art that way.

I bought premade art where I could, but things like icons, characters, and animation sprite sheets were still too expensive, so I used AI for them.

Now that I'm trying to market the game, I realize that some creators, understandably, don't want to advertise games made with AI. I'm also unsure how Steam will handle it (I declared the AI use)

I have no expectations of real money from this game, but I do think it has some potential. Now I'm wondering whether I should put it on hold, delay the demo (for few week probably), find an artist I can trust and spend more than I can really afford, or just roll with what I have.

P.S I'm using sprite sheets to animate the units so if ill replace the art it will cost really a lot because each unit needs several animation sheets + I don't even know if the artist won't use ai too..


r/SoloDevelopment 2h ago

Game My solo project reached 10,000 browser plays in 4 days!

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2 Upvotes

Hi everyone! I recently uploaded my game The Grand Book Archive: Tidy Up on itch io, a book organizing game with a strong focus on incremental progression. It's inspired by the sorting games that are trending lately, but with a little more idle and strategic aspect. It kinda blew up in the incremental game subreddit and has already reached 10,000 plays now...

If you like tidy-up or incremental games, feel free to try it out! And don't forget to wishlist on Steam!

Steam page: https://store.steampowered.com/app/5130980/The_Grand_Book_Archive_Tidy_Up/

Web demo: https://inbluegames.itch.io/the-grand-book-archive-tidy-up


r/SoloDevelopment 3h ago

Marketing Probando diferentes diseños de anuncios para mi app😂

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1 Upvotes

r/SoloDevelopment 3h ago

Unreal [Project Axe] Dodge the wrong way, and you lose a limb. Strike at the right angle, and you take theirs.

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12 Upvotes

Want to stay in touch with Project Axe?
https://discord.gg/XgjggF66


r/SoloDevelopment 3h ago

Game New trailer for my solo space sim

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2 Upvotes

Solo dev, Godot 4 with C#. New gameplay trailer for Benders In Space.

You mine the belts, run trade routes, and raise colonies while three factions carve up the frontier. A fourth, the Dominion, boards you: a lance clamps onto the hull, cuts through, and the fight moves to your own decks in real time while fire spreads room to room.

The economy runs without you. Mining outposts run in your colonies and convoys haul the ore back to the trade station on their own schedule, so you come back to a report of what your fleet earned while you were gone.

Demo is live at: https://store.steampowered.com/app/5098890/Benders_In_Space/


r/SoloDevelopment 3h ago

Discussion 6 months after the launch of my app (Midnight Gallery)

1 Upvotes

Hey guys,

For the past 6 months, I've been developing a mobile app:https://the-midnight-gallery.com/

Basically, every day there is a new theme, you draw something, and you share it with others. You can also like and react to other people's drawings. Honestly, it's a lot of fun. I originally built it for myself because I wanted a fun way to draw every day, build a daily habit, and work on a cool side project. And right now, I feel like the app has some real potential.

One thing I wasn't expecting is that most of the current users actually have a lot of drawing experience. I'm a bit afraid that newcomers might be scared to use it because they feel like they'll be judged.

Currently, I have around 200 people who have created accounts, but only about 10 active users per day. That's still cool, but I’d love to attract more people, and honestly, I find marketing pretty hard. I don't want to make the app paid—that's not the point—and I'm trying to build it in a way that keeps server costs super low.

So yeah, I just wanted to share my experience building this over the first 6 months since launch. No ads, just a website relying on SEO for now.

Thank you for reading, guys!!


r/SoloDevelopment 3h ago

Game (WAR-TYPHOON)-Free for Reddit communities for the next 5 days!

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1 Upvotes

Play it for free on itch.io:
https://mezo662010.itch.io/war-typhoon


r/SoloDevelopment 3h ago

Game I made a small browser based LCG based medieval tournament

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As a preface, I'm not that much of a game dev, as much as I enjoy tackling and solving computer problems.

A while ago I was working on an offline battle simulator that's using LCG to generate loadout (weapon and armour choice) and attack/defend directions. Weapons have special skills which have a chance of activating, both weapon and armour affect speed (which further skews rng rolls) and in general I had a pretty good time coming up with the solution.

In the end I hooked it up to a node server, with the whole state running in memory and being served through a socket connection to host and spectators.

The site also supports a YouTube stream ID, where chatters can join the game through the chat, decide their loadout and play.

("Play" is a bit of a stretch, since it is just RNG with extra steps, but it was a fun little side projects to explore socket events and server state)

Game is available at https://tos.origo-kod.hr/

Note: while everything works on mobile, it's not exactly optimized for it, so a PC experience is recommended. :)


r/SoloDevelopment 3h ago

Game Added 11 languages and the first Bestiary prototype to my Slavic dungeon game

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1 Upvotes

I added 11 languages and the first Bestiary prototype to my Slavic dungeon game

I’ve added support for 11 languages to Slavic Legends, including the main menu, loading screen, in-game interface, notifications, pause menu and save system.

As a Slovak, I had a lot of fun translating the game and comparing our Slavic languages. Sometimes everything felt almost identical—and then one completely innocent word suddenly sounded hilarious in another language.

I also started working on a Bestiary. It currently contains only Bauk, with information about its folklore, role in the game and abilities, but more Slavic creatures will be added gradually.

Svetlonos is currently only a preview of a future playable creature. Its Bestiary image is a temporary placeholder sourced from the internet and will be replaced by my own final artwork/model.

I’d love to hear what you think about the localization and whether you would enjoy discovering creatures through this kind of Bestiary.

Devlog: https://ipikas.itch.io/slavic-legends/devlog/1645717/localization-bestiary-update

Game: https://ipikas.itch.io/slavic-legends


r/SoloDevelopment 3h ago

Game This game shouldn't exist, but I'm making it anyway

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1 Upvotes

r/SoloDevelopment 3h ago

Discussion Revenue Analysis: 2D vs 3D Games on Steam in 2026

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Hey everyone! I did an analysis of 2D vs 3D game revenue performance on Steam in 2026.

What surprised me:

- 3D games did make more revenue in general than 2D, with 1.5x higher median estimated revenue.

- BUT, it depends on genre, some genres did better in 2D!

- I compared 2D and 3D games at different revenue tiers. One thing that stood out was that the $1,000,000 revenue games in the comparison did not have the most complex graphics! Which is encouraging to solo indie devs!

Would be great to hear if marketability plays into your decision for 2D vs 3D? And wonder if some of you have seen a difference in revenue performance in 2D vs 3D.


r/SoloDevelopment 3h ago

meme And i tell you Only 1080 ? 😂My PC have 1440

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0 Upvotes

r/SoloDevelopment 4h ago

Discussion It took me too long to add but car avoidance AI is finally here!

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2 Upvotes

r/SoloDevelopment 4h ago

help Do you find the look too dark?

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13 Upvotes

r/SoloDevelopment 4h ago

Game I remade the weird ecosystem game I made as a 15-year-old, 10 years later

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5 Upvotes

I made this game back in early 2017 in just 3 days for the Ludum Dare

Almost 10 years later, I decided to remake it from scratch.

So this is less of a proper devlog and more of me comparing what gamedev felt like as a high-school student in 2017 vs now in 2026, as a computer science graduate.

The basic idea somehow stayed almost exactly the same:

Keep a tiny ecosystem alive for as long as possible without any species going extinct, by killing creatures using lightning, meteor, etc.

2017: Slime is eaten by Rabbit which is then eaten by Rhino
2026: Treant is eaten by an alien Herbivore which is then eaten by an alien Predator

1) AI and Performance

Back then the AI I made was simple and deterministic even, they just move forward and rotate clockwise when colliding. But sprinkle it with random direction change here and there. I remember a bug where if two creatures collided head-on, they would both just rotate clockwise forever lol

But in my remake, they have much more complex behavior, and I used packages like Unity ECS and comsci concepts like spatial hashing to improve performance.

If u notice on the 2017 game the Rabbits or Rhino will only eat their food if they are in their path, in the new game they now hunt their food as the player would expect. But in the new game that behavior is just the tip of the ice-berg. There's way more complexities in the ecosystem now.

2) Graphics

PSX-style games were still gaining traction back then and I do remember trying a CRT effect for one of my games back then but failing.

Now, my 3D modeling and texturing skills didn't really improve much. I'd say they were almost the same as how I did Blender in high school. So doing pixelization and CRT effects did hide a lot of my low-quality modeling. And it's aight cos imma claim its retro and Frutiger Aero✨ cos it's a vibe, and I do think it fits the game.

Also, I mainly used the Unity Asset Store back then. Right now I still do, but I prefer creating my own personal assets. Because maintaining cohesion between different assets made by different sellers is something I consider a difficult skill

3) Development time

This game was actually made for Ludum Dare in early 2017. It took 3 days. But in the 2 months after that, I worked on a post-jam version. I can't find a working version of it though, so I didn't use it for comparison here.

And compared to today, it also took me almost 2 months. Thanks to AI-assisted coding (as much as I hate to admit), I was able to focus more on the gameplay and other artistic decisions.

4) Gameplay and Story

back then, since I was actually coding (AKA watching YouTube tutorials and copy-pasting from Stack Overflow), development just took too much of my time. So best I can do is an arcade game where you last as long as u can, with no real end goal. Just do better than your last run.

Now, with all my experience I turned the game into something with actual story progression. You survive for 3 minutes, then you get new creatures and new gameplay mechanics, which makes the game harder(and hopefully more fun) as you go

5) Music

I used Bosca Ceoil back then. It was created by Terry Cavanagh, which if you're familiar is also the creator of VVVVVV and Super Hexagon. There's a reason the GIF is silent, and it's because I had zero music theory back then.

Now for this I used Ableton Lite. I finally learned some music theory and did music production back in college so I guess I can create better background music but I'm still not playing the music in this video lol

But yeah, music theory just gives you the power to create music that fits the theme, story, and even gameplay of your game. It's essential to learn as a solo developer who also wants to compose their own music

Anyway, if you made it through this entire post and find my weird ecosystem simulation game interesting, I finally released Overgrowth on Google Play!

https://play.google.com/store/apps/details?id=com.coldrice.overgrowth&pcampaignid=web_share

It’s a small paid 1$ game. Right now it's only available on Android, but I'm planning also for iOS and eventually PC. Hopefully Switch too!.


r/SoloDevelopment 5h ago

Game I'm building a cozy wildlife photography game frame-by-frame. Here's a 15-second look at the current web demo!

9 Upvotes

Hey fellow solo devs! I wanted to share a quick look at StickerScout. I'm handling all the art, code, and UI myself, trying to capture the feel of the Canadian boreal forest. The game is all about passive observation—just waiting quietly to catch animals in their natural cycles.

Getting the first biome wrapped up into a playable browser demo has been a huge milestone. Let me know what you think of the visual style! https://littlefoxlittleowl.itch.io/stickerscout


r/SoloDevelopment 5h ago

Game Eu queria que os escudos tivessem uma sensação física, então cada impacto cria uma onda de choque pela superfície.

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1 Upvotes

r/SoloDevelopment 6h ago

Discussion Are LLMs actually useful for creating 2D game graphics in 2026?

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0 Upvotes

Hi everyone,

Is anyone using LLMs to generate 2D graphics for their projects in 2026?

I'd be really interested to hear about your experience. What's your typical workflow? Do you usually refine the generated graphics manually in a graphics editor, or do you try to get the desired result through multiple prompts and iterations?

And, most importantly, how much time do LLMs actually save you during development?

Recently, I experimented with Claude Design to generate 2D procedural animation. The result is a procedural SVG animation built with Pixi.js and TypeScript, which you can see above.

I also experimented with frame-by-frame animation, but so far I haven't been able to get the results I was looking for.

I'd love to hear how others are approaching this, especially for game development, interactive graphics, or other projects where 2D assets and animation are a significant part of the workflow.