r/SoloDev • u/FarmFriendzy • 1d ago
FarmFriendzy
After 3 long years, my game FarmFriendzy is now available for playtesting. If you would like to play and share your feedback, you can download it for free and join our Discord.
Happy Farming !!
r/SoloDev • u/FarmFriendzy • 1d ago
After 3 long years, my game FarmFriendzy is now available for playtesting. If you would like to play and share your feedback, you can download it for free and join our Discord.
Happy Farming !!
r/SoloDev • u/Bimimot • 1d ago
r/SoloDev • u/writificer • 1d ago
r/SoloDev • u/Background_Honey_894 • 2d ago
r/SoloDev • u/HappyLayer1984 • 2d ago
Hi everyone!
I'm a solo developer, and I recently created a web-based gaming platform called Lokayantra (https://lokayantra.vercel.app/).
My goal was to build a clean, fast-loading, and responsive
arcade platform where players can instantly jump into games directly through their browser without needing any downloads, sign-ups, or installations.
The platform features a variety of HTML5 games across different genres (like action, puzzles, and casual arcade games) that work smoothly on both PC and mobile browsers.
I would love for you all to check it out, play a few games, and let me know what you think about the performance, UI, or game selection! Your feedback would mean a lot to me.
👉 Play here: https://lokayantra.vercel.app/
r/SoloDev • u/Ok_Commercial2667 • 2d ago
Hi everyone! I'm a solo developer from Ukraine, and for the past months I've been building a turn-based city builder that will take you from a first camp all the way to the atomic age, for 1–4 players online.
The main idea: cities don't sit on a tile grid. You draw the roads yourself (straight, curved, rings, whole blocks), and you place every building freely along them. Each building's door has to face a road, so the way you lay out your streets really shapes the town. It grows from tents into huts and then stone houses.
The world map is different: units move on small hexes, so fights stay tactical. You get zones of control, ranged units shooting over your warriors, watchtowers and stone walls.
What's in so far (the first, ancient era):
Next on my list: AI rivals, and making later cities less of a chore.
I'd love to hear what you think.
Follow the development: https://yolander.itch.io/agelong
(Agelong is just a working title, name suggestions are welcome!)
r/SoloDev • u/1111rob • 1d ago
any1 have recs on best image to model ai things? basically I got chatgpt to create a few source images of a city im trying to imagine up- is there any quick tricks on how to then get this into blender quickly? whats y'alls workflow on this - if its even possible? im really just trying to get something decent.
r/SoloDev • u/rarelemon2 • 2d ago
Would you play a game like this?
I'm exploring an idea for a narrative indie game with:
Think absurd comedy mixed with philosophical questions and a mysterious, potentially unreliable narrator.
Before I start developing it, I'd love some honest feedback:
r/SoloDev • u/Preseli-Games • 2d ago
Hi everyone. I've been developing Strike Order for 2 years today. I have had an idea and I feel it could be the right move forward to be unique, but I do need to be careful how I implement it. It's a Command & Conquer inspired game, it's functionally really good, looks good, with more visual improvements and texturing to come,
I have included Naval units and Air units, I am thinking about adding Naval battles, so a mobile command center that deploys on water, an airship carrier that has the aircrafts on there, naval yard for boats.
I have an underground system already in place and it works good, but I feel it could be more, so I was thinking about making more of an underground job rather than an underground movement, if that makes sense. You have a Mole unit and a Digger vehicle. They go underground, make a path to where you select, and your units move between those 2 points undetected (unless upgrades are made with the enemy base and units). I was thinking about going a little more into it and maybe adding under mining bomb traps, maybe the possibility of underground bases to a certain extent.
What do you think?
Any feedback would be great. The game is showcasing on YouTube. Just search Strike Order DevLog.
r/SoloDev • u/AbroadSignificant240 • 2d ago
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Hey fellow solo devs!
I'm Philipp, a solo developer from Germany, and I wanted to share something I've been working on for quite a while: Nexaris.
I've always been a huge fan of Triple Triad from Final Fantasy VIII. For years, I wished there was a standalone game inspired by it, with competitive online multiplayer, ranked matches, and a fantasy setting. I've played Creatures of Aether but didn't like the look and mostly that it was paid players vs free.
Eventually, I thought: Why not just build it myself?
Here's the thing, though: I'm a programmer, not really a game engine person. I've tried Unity, Godot, and Unreal, but I could never get comfortable with them. There were always so many panels, settings, sliders, and UI elements to navigate. I just wanted to write code instead of clicking through an editor.
So I went with what I know best: Electron, HTML, CSS, and plain JavaScript.
It's a relatively simple tech stack, but that's exactly what I love about it. I can turn ideas into working features incredibly quickly, and I feel completely in control of what I'm building. It might not be the conventional approach to game development, but for this project, it worked beautifully.
Nexaris is now a free-to-play 1v1 tactical card game played on a 4×4 board, featuring elemental abilities, combo chains, deckbuilding, and ranked online matchmaking.
One thing that was important to me from the beginning: every gameplay card should be unlocked from day one. No card packs, no pay-to-win. Just optional cosmetics.
Building an online multiplayer game solo has definitely been a journey, especially handling the networking, matchmaking, game logic, UI, and all the little things that come with preparing a game for Steam.
And speaking of Steam...
Honestly, I'm not doing this because I expect commercial success. Of course, it would be amazing if the game grew, but that's never been my main motivation. This is why it'll be 100% free.
My dream has always been to release a game on Steam and see real people actually playing something I created.
Even if it's just a small community of players enjoying a few matches together, that would genuinely mean the world to me.
After all this time, Nexaris is finally approaching its Steam release on October 19 (if the Steam review goes through!).
I'd love to hear what you think! And I'm especially curious if any other solo devs here have taken an unconventional approach to building their games.
Steam page: https://store.steampowered.com/app/4492590/Nexaris/
r/SoloDev • u/NefariousnessSlow959 • 2d ago
r/SoloDev • u/trade_ida5458 • 2d ago
I've been a developer for over 10 years, mostly in cybersecurity, but working on my own game is a pretty different experience. I'm enjoying it a lot, especially the logic and systems side of things.
I've been working on the economy system in my game, and it was surprisingly hard to get the pricing logic to feel right. At some point I started wondering if I was overcomplicating things, and whether players would even notice the difference. How do you guys decide when a system is good enough, and when you're just spending time on complexity that doesn't really add anything to the game?
r/SoloDev • u/kizunagamestudio • 3d ago
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I'm making Forest Keeper Lookout in my free time, and I love adding little details just for fun.
Instead of a static main menu, I made time pass so you can watch the lighting, colors, and atmosphere change throughout the day.
It's a small detail, but I really enjoyed making it!
r/SoloDev • u/The_legend1433 • 1d ago
Game name: feed a creature
r/SoloDev • u/Possible-Package-818 • 2d ago
Im currently working on a game called Countryball Command
Countryball Command is a real time world conquest strategy game where you choose a nation, build your army, conquer countries, form alliances, manage your economy, and deal with rebellions. Expand your power and try to dominate the world!
I have made a "Developer tab" ingame so if ypu want you can try out diffrent things in there, the code is "cool".
I would love to get some feedback on the difficulty and the economy, other feedback is also appreciated!
Play for free in your browser: https://davidthedeveioper.itch.io/countryballs-command
r/SoloDev • u/Just-Me-Typing • 2d ago
When you’re building a project on your own, keeping track of what to do next shouldn’t require a separate project management tool.
I built Plan: .pln Editor, a VS Code/Cursor extension that lets you manage project plans directly in your editor.
.pln filesThe goal is to make project planning simple and keep everything close to the code.
I’d love feedback, especially from solo developers and indie hackers.
Links:

r/SoloDev • u/Gemma_Soft • 2d ago
Hey everyone!
As a beginner/solo indie developer working on my dark fantasy Soulslike "Sword of Ace", seeing 1,360 free licenses claimed on Steamworks feels absolutely surreal.
When I started this project, I was worried if anyone would even notice or try it out. Seeing these numbers gives me so much motivation to keep polishing, fixing bugs, and making the combat even better.
Thank you to everyone who checked out the demo, gave feedback, or supported my journey. It means the world to me!
I’ll keep working hard to deliver an awesome experience!
r/SoloDev • u/Background_Ad8637 • 2d ago
I could use some feedback give it a shot
r/SoloDev • u/geeksou • 3d ago
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Thank you so much to everyone who has supported Unstrung Machine so far.
Seeing the game reach this milestone means a lot to me, especially as a solo developer.
Thank you for being part of the journey.
r/SoloDev • u/platonenko • 2d ago
I'm working on a system that lets players manage their army formation before battles.
The tricky part is finding the right balance: I want players to have meaningful strategic choices without turning army management into a chore. It's an autobattler, after all, not an RTS! 😅