r/SoloDev

▲ 181 r/SoloDev+8 crossposts

I finally finished the new trailer for my cozy colony sim, WildRoot. I'd love to hear what you think.

I've been working on improving WildRoot's first impression and recently finished a new trailer.

It's a cozy colony sim where you build a settlement in a mysterious forest, manage your colonists, and every season and setback creates a different story.

I'd really appreciate any feedback—especially on the pacing, music, and whether the trailer makes you want to learn more about the game.

u/Remarkable-Ice-8608 — 8 days ago
▲ 42 r/SoloDev+4 crossposts

I just released the biggest update of my upcoming fantasy RTS!

Hi!

I'm working on The Citadel Must Hold, a fantasy base-building (pausable) RTS game with hero based exploration.

I see the game is a combination of they are billions, homm and against the storm.

I've just released the biggest pre-release update titled "The World Fights Back"! It adds new regions, new threats, new units, new looks, lots of QoL improvements and a new trailer.

I think the unique parts of the game that make it so different from they are billions and other such games are the places of power - The map is not a field of enemies to slowly clear. Instead, expansion brings you into the influence of hostile Places of Power. Each guarded Place of Power launches raids against nearby your holdings between Monster Tides. You must venture out with your hero and army, defeat its unique guardians, stop the raids, and claim a powerful reward.

The rewards can be much more than normal loot/stat upgrades. They can recruit monsters such as Griffins or Drakes to fight for you, reshape the map by creating forests or mountains, create permanent damaging areas, give gold for every enemy killed, improve the hero/army/economy, and more.

If you're interested in the game, come check out the Steam page, the playtest is open if you want to try the game and help shape it!

Steam: https://store.steampowered.com/app/4891190/The_Citadel_Must_Hold/

u/Nirsho — 10 days ago
▲ 51 r/SoloDev+2 crossposts

Surrounded by hundreds of hand-drawn soldiers: my sketch-style WW2 defense game

I'm making a WW2 defense game solo. Your HQ is encircled and enemy waves come from every side, with no break between them.

You never click to build: reinforcements arrive on their own and land wherever your cursor is, so the whole game is about where you point.

I am considering on making it as an incremental game, with more unit types. I have a playable link if you guys are interested!

u/Intrepid-Specific-78 — 11 days ago
▲ 12 r/SoloDev+11 crossposts

Isolated environment for coding projects.

Hey everyone! Wanted to share something I built that's been genuinely helpful for my own ADHD brain when jumping between coding projects.

Oyren gives you a fresh, isolated server environment for each coding task. You just launch a container against your repo and start working, either in a terminal or with a coding agent doing the work while you steer.

Since each task gets its own clean environment, you can also just abandon one and start fresh without any cleanup guilt, which has been a nice antidote to the "now I have to fix this before I can start that" trap.

You can use it with Claude Code, Codex, Opencode and Cursor and bring your subscription accounts to avoid paying extra for AI.

Still building this out, happy to answer questions if anyone wants to try it.

Link - [oyren.ai](http://oyren.ai)

![img](4bo57gom25ih1)

u/oyren-ai — 10 days ago

By farm my biggest blocker right now is Art.

How you deal with it, I checked so many assets to get some decent for decent price but my game is specific and there are just not good choices. Finding cabins with dashboard to fit in my spaceship and scale with S,M, L ships is impossible so far.

I am learning blender, but I will need months to be able to make something usable, and for sure not game ready asset.

reddit.com
u/Opposite_Age_1414 — 11 days ago

AI Content use for satirical use in the game legible?

Let's say I am making a game that also talks about the problem of AI usage in the real world.

For example think of something like Fears to Fathom: Woodburry Escape.
You drive stop at a pizza place and it is advertising with an AI menu and the character actually talk about how they hate that the food never looks like the images. of cause the food actually looks different.
Or they reach their destination and the rented house is not remotely looking like the AirB&B page, like it its now often the case, where they enhance the outside and also AI stage the inerior.
The characters also complain to each other and the host that this is pretty mich false advertising.

Do you think this would be a legible scenario where you could get away with using AI content, because it's what would have been used in the real world, or would people still freak out.

I myself don't like these AI fake outs, but I think that would legitimize a use for those Assets, but only those assets.

reddit.com
u/ProfessionalITPerson — 10 days ago
▲ 33 r/SoloDev

My first game ever reached 30 reviews today!!

I am kinda lost for words today.

I never expected that anyone would care about this game, but the launch and reception has exceeded all of my expectations.

After 16 months of solo development seeing this made it all worth it.

u/Desperate-Ad2131 — 11 days ago
▲ 55 r/SoloDev+4 crossposts

Made my first raylib game demo at 15 years old. Looking for feedback!

Link to game: https://kc-games-studio.itch.io/avoid-b

Hey everyone!

I've been working on my first larger game project in raylib + C++, and I wanted to share the demo with the community.

It's a small underwater action game where you fight enemies, collect powerups, survive waves, and take on boss fights. It includes features like:

  • Multiple enemy types
  • Boss battles
  • Powerups (shield, speed boost, double coins, healing)
  • Melee and ranged combat
  • Controller support
  • Level progression system
  • Custom UI, sounds, and animations

This is still just a demo version. The full version will be available soon, and I'm continuing to add content, improve the gameplay, and polish the code.

Also, I'm not even 16 years old yet, so I know the game isn't perfect and there are probably a lot of things that could be improved. I'm still learning game development and C++, which is one of the reasons I'm posting here.

I'd really appreciate any feedback, whether it's about:

  • Gameplay
  • Code structure
  • Performance
  • Art/UI
  • General raylib development tips

Thanks for checking it out!

u/Pale-Candidate-4122 — 13 days ago
▲ 4 r/SoloDev+1 crossposts

Are text adventure games worth making in 2026?

I was wondering if you guys still play text based adventure / interactive games. I remember they used to be very popular back in the day.

And is it worth creating a text based interactive game in 2026?

Just wanna hear your thoughts.

reddit.com
u/mezzotale — 13 days ago
▲ 2 r/SoloDev+1 crossposts

Hello Geo Lovers ! wanna try GeoGoat this week-end ? 🌍

After 6 months of development, I am finally (starting to be) proud of my side project.

There was a lot of struggle to make an intuitive interface and I wasted a few months building without feedback.

What I finally did a few weeks ago: I had a few geo lovers test it and criticize it. 

Result : I dropped half of features, simplified the home screen and stuck to one basics 👉 learn geography in a fun AND serious way.

Now I just reached a 100 players and 20% of them are still playing after 3 weeks.

Other Indie Dev having launched similar games ? what was your strategy to attract your first users ?

If you like geography, please give it a try and tell me what you think. I am interested in knowing what kind of cool features / game modes you would expect from a geography game in 2026 …

Thanks in advance for your feedback, would help me a lot !

u/FrenchieMapper — 11 days ago
▲ 13 r/SoloDev+1 crossposts

Factory Default: Build, Trade, Repeat v0.1 just released into Early Access. A Global Supply-Chain Sim: developed solo, and published by MicroProse.

Hi r/tycoon,

Factory Default: Build, Trade, Repeat has just released into Early Access after about 2 years of development!

As an avid fan of games like Satisfactory, Anno 1800, Cities Skylines, and Dyson Sphere Program, I set out to build the game that I always wanted to play. Expansive supply-chains without the burden of combat or micromanaging citizens. Just you, raw material, some factories, and the volatile market!

It is available now on PC!

Steam: https://store.steampowered.com/app/3901610/

Trailer: https://www.youtube.com/watch?v=pAJcyVVHABg

I think the trailer speaks for itself, but detailed core features are on the Steam page, and detailed additions for v0.1 are in the DevLog.

Most additions with this update revolve around new mining colonies on the moon!

Devlog: https://store.steampowered.com/news/app/3901610/view/681886390551577999

Thank you,

-Chett

AI Disclosure: No AI was used in the making of this game.

u/WCFitzgerald — 10 days ago
▲ 8 r/SoloDev+3 crossposts

Round 2 of Orion Online, my solo-built browser MMORTS starts today

Orion Online - Round 2

I am building Orion Online: a browser-based, tick-based MMORTS in the Utopia/OGame style of games. Round 1 ran through July, and I was able to gather lots of great feedback from first-time players, and for the first time I was able to play my own game start to finish, which gave me a lot of great insights.

Today round 2 starts, and after an intensive month of bug-fixing, tuning, and development, the game is shaping up nicely. I still consider it early access, but now is a great time to try it out if you like these kind of games, and want to help shape the future of Orion Online.

Play here: https://orion.idleverse.gg/

TL;DR of a month of live iteration:

* Pacing retuned: faster early game, faster-to-reach endgame, shorter wars
* Many UI/UX fixes, visual feedback and animations added, etc
* Balanced many of the mechanics
* Many Performance improvements
* Better onboarding experience

Full write-up: https://blog.idleverse.gg/orion-online-round-2/

u/Idleverse — 13 days ago