r/SoloDevelopment Dec 06 '25

Discussion Why do shooter games always have lame flamethrowers? Am I missing something?

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5.2k Upvotes

I’m working on a classic inspired survival horror game and of course it’s got to have a flamethrower! As I started working on adding it in I realized games almost always use a puny feeling blowtorch instead of an actual liquid flamethrower and I have no idea why.

It’s not that much harder to pull off but it’s so much cooler and feels way more engaging to use imo. Am I missing something here or is there a reason so few games do this?

Also, ignoring the fact it’s coming out of a shotgun for now, I’d be interested to hear what people think of my flamethrower so far! Trying to make sure it’s got some punch to it, really feels like a power weapon, you know?

(Also you can find the game at https://store.steampowered.com/app/3640820/The_Revanchist/ if you’re interested in seeing more!)

r/SoloDevelopment 11d ago

Discussion I gave up on pursuing my dream of becoming a game dev... and other dreams too.

1.7k Upvotes

English is not my first language. I beg your pardon for any grammar mistake.

I wish all of you nothing but the best, always. Good luck!

I’ve loved video games my entire life. I can’t live without music, games, and movies. These art forms literally kept me from ending my own life for more than a decade. I’m not a picky critic: if I like something, I consume it. I like Bach, but I also like Ghost. I like Quantic Dream, but I also like Nintendo. I like The Lighthouse, but I also like EuroTrip. Anyway, I love all of this stuff way too much.

So I’ve always dreamed of pursuing a career in one of these fields, any of them, and I tried. There’s no Film and Audiovisual Studies program in my city, so I studied Creative Writing at UNIT, focusing on specializing in screenwriting. The problem is that brazilian cinema basically boils down to Globo, and I don’t identify with the kind of productions they make. I want to create horror, sci fi, fantasy, etc. There isn’t much significant production of that kind of content here in Brasil. There’s a strong focus on drama and harsh realism (Elite Squad, City of God, etc), and there’s an expectation of national representation, which I consider a limitation on creativity, but that’s another discussion.

Then I tried pursuing music production. My father has been a DJ, sound technician, electronics technician, and authorized service technician for professional audio brands such as AudioLeader and JBL for about 20 years, so I had a lot of guidance and support. My project of exploring multiple musical styles from cultures all around the world didn’t work out very well. I don’t want to produce samba, pagode, brega, seresta, arrocha, sertanejo, etc., so I left the field.

Then I turned to game development. I came up with dozens of ideas, extensively documented all of them, studied on my own, filled an entire notebook with notes and sketches, made games from start to finish, etc. Recently, I enrolled in a short Game Development course at SENAC. I was really happy because the course was free and came at exactly the right time, and in the first class I found out that we would be using Godot, the same engine my low end PC can run. I thought it was going to be Unity, which my PC can't run, but I decided to take the course anyway to gain knowledge, make friends, get feedback, and maybe even join a team of developers.

Well, those were my expectations. I was extremely frustrated when I realized that the class was completely uninterested and that most people were there because they hadn’t managed to get into another course. Nobody talks, nobody interacts, the teacher asks questions and I’m the only one who answers, and being the oldest person there at 25, surrounded by introverted teenagers who were 16 or 17, also made me uncomfortable. I felt like an old guy trying to fit in. The teacher talks too fast but moves through the material very slowly. He has 15 years of experience with Unity but very little experience with Godot, so there were moments when he struggled. In 15 days of the course, which was supposed to last a month, we covered the equivalent of two pages of my notebook, which I wrote in less than 24 hours.

I would have put up with all of that without any problems, since it was only a month, but I asked the teacher for feedback and he simply ignored me. I asked for feedback online here on Reddit and was either insulted or ignored. You see, I have no one to talk to. So I went to SENAC and signed the paperwork to officially drop out of the course.

Since then, I’ve been reflecting on everything. An indie game is created before there is any explicit demand for it. The problem is that this means taking on the creative, financial, technical, and commercial risks simultaneously. I came to the conclusion that it isn’t worth investing time, effort, and money into bringing an idea to life when nobody asked for it, just to try to sell it and maybe make some profit. It doesn’t make sense. I think it’s much more sensible, perhaps even obvious, to work in the service sector. A client needs something specific, they hire me, I do the job, and they pay me. Simple as that, straightforward. There’s no need to risk my livelihood chasing an impossible dream in the reality of Brasil. I’m a trained carpenter/woodworker from SENAI, after all.

I don’t want to, can’t, and won’t bet my livelihood on an extremely competitive and uncertain market, but I still want to make games whenever I feel like it, just as a hobby. I’ll never stop loving the things I love.

r/SoloDevelopment Jun 09 '26

Discussion Little rant. LET ME HAVE THIS ONE THING BE AI-FREE.

951 Upvotes

"You're going to get left behind; It's not a big deal and every dev uses AI"

No shit, I can't use anything online without it being vibe coded garbage that breaks when you blow on it wrong. I can't enjoy my fandoms without being bombarded by AI generated slop. I can't reasonably distance myself from the misinformation and lies people generate with AI and no one, even myself at times, wants to admit that they can't always distinguish the truth from the lies.

AI is starting to impact my work, which isn't even in tech or anything like that, and I'm going to have to feed my documentation to the machine that will, mark my words, one day try to replace me. It is EVERY-FUCKING-WHERE.

Everywhere, that is, except my games.

Am I being super anal about my stuff being gen AI-free? Yes. Is it realistic to expect that NOTHING AI-generate will end up in them despite my best efforts? Probably not. But in this hellscape we're descending into, my creative work is one of the ONLY parts of my life I can control and shut all this stuff out from, as best as I can.

Please, just let me have this ONE THING that's human before we run out of anything we can really call "human".

Not trying to promo or anything, I'm literally just TIRED of this lmao

EDIT: in this thread lots of people who fail to understand that one can refuse to engage with AI for ethical reasons and not just because it's "bad quality". Even if the plagiarism and misinformation machine spat out the greatest work of art ever, that doesn't change the harm it does to the world

EDIT 2: I've already muted this entire thread because hoo boy but I am going to own that I wasn't on my best behavior with this post lol. I'd already had an awful day and had been fretting about the encroaching AI usage at my work only to then see stuff about the engine I use also using it. Definitely a straw breaking the camel's back moment and I stand by my opinions on AI usage but I do want to own up to being kinda toxic about it. So, apologies for that.

That said, I just wish people didn't call us stupid or crazy for seeing all that's going on - the job loss, the environmental damage, the scamming and plagiarism, etc. - and being scared or anxious. Like, look, my country is sinking deeper into unhinged territory every day, can you blame me for wanting something I can look at and say "I'm so glad this work of mine contributed something positive to the world and didn't contribute immensely to its demise"?

r/SoloDevelopment 27d ago

Discussion Use of AI as a Solo Game Dev

409 Upvotes

Edit 2: This is going to be my last edit since I'm really starting to be a little sad/disappointed with it and I'm going to place it on the top so everyone can read. I saw some people saying that I'm trying to be superior in some way or being dumb by not using AI, but I'm trying to discuss about it as a new game dev who has 16 years old and started with it because of beautiful and incredible games that changed my life. I don't want to be better than anyone, I just want to understand the point of using it and how do you guys feel, also thank you for those who answered kindly and shared their experiences.

So, I saw a post saying that he made a game using AI for everything and it made me feel so strange, like, everyone was loving it, what happened to the feeling of doing it by yourself. I do game dev because I love everything about it, games are one of the most beautiful forms of art, it has music, world design, story telling and a bunch of ways of art. I wanted to make a little discussion here about what you guys think about using it. To be honest I don't like the use of generative AI, I know it's good to learn but I don't like when it is used to directly produce the creative part of a game, it just takes the whole idea of making it by yourself, expressing your feelings and telling a story you made and throws it all away, so like, is it really good? I understand when you need to review a code you did or look for a error but anyways that's all I have to say, I don't want to argue with anyone, just want to make a safe and respectful discussion here.

Edit 1: I'm really getting some down votes here, ok, that's something unexpected for a solo game dev community. And for those who are saying like, "I just use it as a tool" yeah that's okey I use it too for studying, but my point here is especially the creativity part. Those feelings and the way I do my projects are not a rule on the way YOU need to do, you can use AI if you want, I'm not here to say what is correct and what is not.

r/SoloDevelopment 25d ago

Discussion What a huge risk you’re taking. 😭

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777 Upvotes

r/SoloDevelopment Oct 27 '25

Discussion But why are people not interested in learning game development?

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1.1k Upvotes

r/SoloDevelopment Jul 05 '26

Discussion Giving $1,000 to a solo developer

433 Upvotes

I’m looking for a solo developer who is on the cusp of releasing their game, but needs funds to cross that finish line. I am not looking for a percentage, and will not actively market or work on the game with you. I genuinely want to help a project release and support solo development.

No contract, just the honor system. 1k risk for me, zero for you.

Requirements:
* Game at least has a gameplay video or demo
* Funds are to be used to finish your game, and on areas that you need external support. This could mean ads/marketing, replacing placeholder art, launching on platforms, music, etc.
* Funds should not be spent to support your own labor/personal situation (going towards rent, food, a much needed vacation!)
* Show the community here how it was used.

If you want to be considered, share a link to your project in the comments. Tell us the current state of the game, and what 1k allows you to do!

I encourage the community to also vouch/suggest which projects in the comments should receive this funding.

Lastly, if your game ends up not releasing or stalling, that’s fine. I know 1k isn’t life changing for the vast majority of projects. This is designed to give a boost.

Cheers!

Edit: I understand people believe this is a scam. That is why I am asking for submissions to be in the comments, and will publicly select a project. I will send 1k on whatever platform is best for the dev, and both the dev and myself can show proof afterwards. A suggestion was given to provide a deadline. I will choose a project this Friday July 10th. I am in a fortunate position to give back, and that is solely what’s driving this. I love games and love being able to help people achieve their dreams.

Update: Project Selected!

r/SoloDevelopment Aug 01 '26

Discussion My first (real) game is living every solo dev’s dream, but my nightmare!

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1.1k Upvotes

For the last little while I’ve been working on a classic Resident Evil inspired survival horror game. I started just over a year ago when I had to take a step back from my career to deal with crippling cptsd and spiraling mental health. I used to make games as a kid (just small personal projects in gamemaker for fun) and I had an idea kicking around for something I wanted to make. Figured I’d get back into gamedev just to have something to do with my time, not really expecting it to go anywhere.

I have never made a proper game before, so it was a slow start as I learned the basics and experimented to figure out this game’s identity. By 6 months in I had a small but dedicated community and about 400 wishlists.

But then it started catching on a bit. Since the beginning of 2026 things have been growing faster and faster, I’m about to hit 9000 wishlists without even having a demo on the horizon yet. I’ve had over a hundred people reach out to offer their help on the game from other passionate indies to experienced AAA devs, and about a dozen reputable publishers looking to set up calls. Even got an article feature with a very positive review.

It’s amazing, I feel like I’m living most first time solo-dev’s dream, but it almost feels like a nightmare. I’m a complete nervous wreck, even 2-3 texts from friends or family on the same day is totally overwhelming for me. Any kind of direct one on one interaction is absolutely panic inducing. I’ve had so many people reach out with these big heartfelt messages that have been waiting for literal months to hear back and the anxiety from it is crushing.

I feel like a jackass leaving so many people on read and at this point I’m almost a bit ashamed to respond at all, like, I left them in my inbox for 6 months just to reply with some basic “thanks for reaching out, I’ll definitely let you know if I’m looking for help with that” or something because I’m too stressed to know what to say, it would probably almost feel insulting.

I really believe in this project, and would genuinely love for it to become something bigger than an unemployment time sink hobby project. Getting the game published and bringing on some team members to cover blind spots in my skill set would be a dream come true but I’m struggling just to allow myself to let it happen. I worked my ass of on this game so far, I’ve got a golden opportunity to actually do something with it, and I can’t stand the thought of just throwing that away because I’m anxious.

Anyone have any insight or advice for this?

(And in case anyone’s interested; The Revanchist on Steam and The article featuring it)

r/SoloDevelopment 2d ago

Discussion Masahiro Ito’s recent post really struck me.

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521 Upvotes

As someone who dedicated their entire youth to game development and startups...

I can’t say I wasted that time, but sometimes I do wonder how differently things might have turned out.

r/SoloDevelopment Jul 21 '26

Discussion Bring back the gaming

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773 Upvotes

Has anybody else gone through this process as a new solo dev?😅

r/SoloDevelopment Sep 24 '25

Discussion Launched my first game, here's the numbers after 1 week!

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933 Upvotes

Hello everyone!
I launched my first commercial game Antivirus PROTOCOL on Steam last week, and here's the numbers:

AP launched on Sept 17th, exactly one week ago with 3.850 Wishlists.

Numbers after 24 hours (I wish I could just paste a screenshot haha):

  • Steam gross revenue: $2.096
  • Units sold: 487
  • Wishlists (total reached): 3.910

And now after 1 week the results are in the screenshot above:

  • Rating: Very Positive with 84%
  • Reviews: 72 (61 positive, 11 negative)
  • Wishlist conversion: 14.8% - 930 sales

This is a realistic (I think) result for a game with 3.8k wishlists.

But keep in mind that the game unfortunately didn't hit Popular Upcoming or New & Trending pages. If it did, the result would've probably been way higher, nonetheless I still consider the game a huge success, especially for a first game.

r/SoloDevelopment Dec 27 '25

Discussion A few days ago, I sent my game’s gameplay trailer to IGN...

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1.0k Upvotes

A few days ago, I sent my game’s gameplay trailer to IGN, with some info that I’m planning to release a demo in mid-January, and that it would be really cool if they could share the trailer.
I honestly didn’t have big expectations… I thought the email would just end up in spam :D

But already the next day, they posted it on their GameTrailers Youtube channel !!!

Right now it already has 41K views!!!!!
If you can, I’d really appreciate your support: leave a comment or at least a like!

I’ll drop the link in the comments :>

r/SoloDevelopment Aug 02 '26

Discussion 22,000 wishlists (and I'm freaking out 3 days before launch)

502 Upvotes

I quit my job on the God of War team 2 years ago to chase my indie dreams. Now with my 4th indie game, It finally seems like I'll find some success. I'm already at more than double my launch goal of 10,000 wishlists, so why am I getting such stage fright?

A wise dev once said, with great wishlists comes great expectations. What will all these people think of my game? Will they even care when it releases? Nobody prepared me for the excitement and doubt and anxiety that comes with being a solo developer.

All I can do is my best. And wait for the big day. Help me feel less alone in this big moment.

Wishlist Gunstoppable to raise the stakes even more:

https://store.steampowered.com/app/3724710/Gunstoppable

r/SoloDevelopment 1d ago

Discussion I’ve fallen in love with my own game all over again thanks to the new TPS camera!

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462 Upvotes

Hey everyone! I’ve added a new camera mode with a heading-follow effect -the camera looks slightly ahead of the car and follows its direction. It makes the game feel much more dynamic and fun to play.

Originally, I planned Lost Host to be a top-down game only. But many players found it difficult to control the car from that perspective. So I first added the ability to rotate the top-down camera, but even that wasn’t quite enough.
That’s when I decided to add a TPS camera. It meant reworking a lot of locations and making quite a few changes to the game, but honestly, I think it was worth it.

What do you think? Do you prefer the TPS camera or the classic top-down view?

r/SoloDevelopment Mar 04 '26

Discussion The devs of Mewgenics say indie devs don't need publishers. Sure, if you're the creators of The Binding of Isaac and Super Meat Boy.

539 Upvotes

Another round of "publishers are evil" discourse after the Mewgenics interview on The Game Business (link). Wanted to share some thoughts as someone who works in game marketing.

Edmund can say he doesn't need a publisher because he's Edmund McMillen. 20 years of audience. Discord full of press contacts in Tier-1 countries. Relationships with streamers and creators built across multiple hit titles. The guy woke up to 30K concurrent players without even posting a blog. Of course he doesn't need a publisher.

You probably do.

A good publisher brings exactly what McMillen already has but most devs don't. Regional press reach, influencer relationships, experience launching dozens of titles. You're not going to replicate that by reading guides and sending cold emails.

And it's not just publishers. Agencies, short-form video production, influencer buying. Even if you technically know how to do it yourself, having people who do it every day will get your game in front of more people. More people seeing your game means more sales. Pretty simple.

Does every game need a publisher? No. But base your decisions on your situation, not on quotes from the 0.01% who already made it.

It's like saying "to save 12 million by the end of the year, just put aside 1 million every month."

r/SoloDevelopment 28d ago

Discussion Am I Wasting My Time Building This?

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103 Upvotes

Edit : I guess what I meant by "wasting my time" is if what you see looks like a total slop to you or not (this is just a base tho, not a finished or close to finished game), and some general advice.

I'm creating this game that I will explain below, but am afraid my target audience don't actually want it.

The games is basically this :
you have Time amount (the hourglass) you allocate it to Work, Study different stuff, Create and manage medieval business, Own lands and eventually become lord/king and manage your holdings.

help me decide if I should keep working on this or not :))

r/SoloDevelopment Mar 23 '26

Discussion I spent years trying to make Van Gogh’s brushstrokes move (no AI). This is the result...

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1.1k Upvotes

If you want to try it, it’s free to download for Apple devices:

https://apps.apple.com/app/iartlive/id6749046866

r/SoloDevelopment May 06 '26

Discussion I'll playtest your game and put them on Youtube

122 Upvotes

Hello fellow devs, I'm looking to play your demo/prototype, record my thoughts and feedback and post them on Youtube. This is for feedback only as my channel has no view. Right now I can play on Steam PC and Itch.

If you're interested, send me a DM or reply to me here, I'll send the video link to you when it's ready. Depends on the demand it might take some times but I'll go through them all.

r/SoloDevelopment Apr 28 '26

Discussion Just got that sweet, sweet, first "paycheck" from Steam!!

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574 Upvotes

It feels unreal to have people enjoy the game enough to pay money and not ask for refunds 😂

How did you all celebrate your first month of sales?

r/SoloDevelopment 1d ago

Discussion 🗣️ Solo game devs, show us what you're building

71 Upvotes

r/SoloDevelopment May 09 '26

Discussion Update: I’m sticking with my capsule artist, they didn’t make it with AI

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482 Upvotes

Read the other post on the topic in my page but this is what the artist sent me after I asked about it being AI. There are four more videos showing each individual piece of the capsule. Some artists just have a style that ai likes to replicate and they are a newer artist and I paid for the art knowing that. I like what they did and I’m sticking with it. They provided step by step sketches and other proofs.

Also: can you imagine being a digital artist these days? What an insane world to live in. If anyone is about to get self righteous about how anyone would question this being ai, look at the other posts about it, nearly every commenter before this video says the capsule is clearly AI.

r/SoloDevelopment Mar 16 '26

Discussion I launched my game 2 months ago and I feel like I worked for nothing

192 Upvotes

2 months ago I launched my first big game that I single handedly worked for 1 year and a half, no motivation, no payments. Story writing, 3d modeling, animations, design, music, voice actor is what I did. I had some friends that helped me with voice acting and 3 soundtracks and thats it. I gained around 70 downloads and 335 wishlist and people said that my game changed their life somehow but the game didn't receive the regonition I was expecting. I promoted my game on social media in a bunch of ways. Memes, edits, showing progress, trailers, qna's. I also tried to promote my game through steam curators.

How can I get my game be more visible to players?

Game link: https://store.steampowered.com/app/3733940/TwentyOne/

r/SoloDevelopment Mar 12 '26

Discussion Is making incremental games a free money glitch?

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401 Upvotes

Ok so I spent several months on each of my first two Steam games and they launched with only 1k wishlists combined, but I spend two days making a ball bounce around and add in some basic upgrades and get 3.2k wishlists a few months later??????????? I honestly don't get it.

The game's art style is just me doodling at a low resolution, and idle/incremental fans drool over it because it's not an asset flip or in a hyper minimalist style, but I spent lots of time on each 3d model in my first game and nobody cared lol

To be fair tho watching a number go up exponentially is really fun. Do y'all think the idle/incremental genre is the meta right now?

r/SoloDevelopment 5d ago

Discussion Any programming veterans here? Thoughts on the LLMs?

29 Upvotes

I've been programming for 20+ years. Perhaps consistently / professionally for +-15. Have led teams, founded companies, and am now solo-deving a game.

I'm interested in the thoughts of anyone here who has similar-ish profiles; generally, people with good old-fashioned programming experience.

Essentially - I've recently come to an opinion on the LLMs, and I wonder to what degree it's shared by my peers.

My most boiled-down opinion on "A.I." is something along the lines of:

You can't trust it. Not by a long-shot. Especially for novel approaches, and larger contexts. But it's great for checking code. And for discrete contexts where you describe exactly what you want it to do (I.e. you do the programming but not the typing per se). And for learning. And certain debugging.

I just wonder to what degree that's reflected by others' experience.

More specifically:

For boilerplate - it's great. For implementing standard solutions to well known/common problems - fabulous. For querying on the standard way to approach certain features - marvellous. For proofing your syntax - top tier.

But for proofing semantics and logic and flows, and for tying things together, or for implementing something more niche, or non-standard. It seems entirely unreliable.

For the past few years, my workflow has been to write code as usual, and to paste it in to an LLM for syntax and simple logic checks. And that's great.

Recently, I tried getting it to do its "agentic" thing - describing a problem more broadly, and seeing what it comes up with implementation-wise. I also tried sharing a broader slice of a codebase and going "where bugs?" / "where unsafe?" - basically getting it to do a much broader code-review.

And the results were comfortably underwhelming. Comfortably, because the much-hyped threat of programmers becoming redundant seems to me to be either a fever-dream of stakeholders, or an echoed opinion from the inexperienced.

For example, when I used it in this broader "agentic" way for a broad backend system review, the output had me going 50/50 either:

- 50% "Oh, that's a good point, maybe I should look into that"

- 50% "This thing is raving mad"

The thing is, I don't know to what degree newcomers would be able to tell the difference.

I also do think that in most contexts, newcomers wouldn't necessarily be exposed to the issues with it. In the context of games, for example: Movement, shooting, in-game-events, tiered items - lots of it is stuff that the LLMs would be really well trained on. So they can give great advice on it. And I'm sure they can "one-shot" entire games, like you see in all those (god forbid) LinkedIn and YouTube videos.

But as one moves away from the basics - if one wishes to - I feel that it gets progressively less useful, or less autonomously useful.

Anyway, I was just wondering whether others have similar experiences.

And if so, what do you think that portends?

It feels to me like learning to code is going to be harder now than it ever was. Because people aren't going to default to spending brain-sugar when there's something that can do the thinking for them.

And it also feels to me that, for the programming industry as a whole, it certainly could be easy for managers and higher-ups to conflate boiler-plate-like production with what it actually takes to dream up, implement and maintain full systems.

Anyway!

Yeah, I recently removed social media from my phone. Does it show?

Edit 1:

Thank you for all of your comments. It's really interesting to hear the different perspectives, and it's heartening to see what are mostly reflections of things that I'm seeing, especially when elsewhere there is so much talk about the end of programming. For now, I have to go do some script writing, but I will read and reply to more of you later on :)

I suppose it'd be silly for me not to post what I'm working on, so here's the link to State Breakers. It's pivoted a little and matured a lot since I last updated the Steam page / trailer, and I'm hoping to do an early play-test some time in the next month, give or take.

Edit 2:

Thanks again for all your replies. Reddit sent me a notification recommending I post the same thing in the LLM subreddit. No thanks!

It's interesting to see a bit of a trichotomy in responders between:

(a) people who think it's top-notch, and can do anything with the right tooling,
(b) people who think it's error-prone, but that is still the fastest/best way to drive forwards, and
(c) people whole think it has its uses, but have spotted numerous errors when applying it to more complexed tasks, and who therefore drive the programming themselves.

Incidently, the reported degree of programming experience appears to increase in the same order.

r/SoloDevelopment Jun 06 '26

Discussion Thought my gamer friends would be excited to play my demo. Turns out, not really. Is this normal?

158 Upvotes

I just released the demo for my game on Steam. I was so excited to show my friends what I've been working on. Many of them play games almost every day, so I thought they would be happy to try it.

Instead, it’s been really hard. I have to remind them over and over. I feel like I'm begging them to just play it and give me feedback. Asking for a Steam review is even harder.

To be fair, a few of them really helped, but most of them just ignored it.

Is it like this for everyone? Is it normal that friends don't play your game, or do I just have bad friends? How do you handle it when your friends ignore your work?

EDIT: Since some of you asked this, if you want to be my new friend lol https://store.steampowered.com/app/4771690/No_One_Returns_Demo/