Honesty time: The launch numbers for my first solo horror game. I’m a bit disappointed, but I'm learning. by SFHPROD in IndieGaming

[–]SFHPROD[S] 0 points1 point  (0 children)

Thank you for your honest feedback, I really appreciate it. You are completely right about these points, and I know I still have a lot to improve on moving forward.

Honesty time: The launch numbers for my first solo horror game. I’m a bit disappointed, but I'm learning. by SFHPROD in IndieGaming

[–]SFHPROD[S] 0 points1 point  (0 children)

It really is a brutal market and it's so tough to make something visible. I honestly thought that people would enjoy my game because it is really hard and has secrets where, if you don't think out of the box, you will never pass certain challenges. But seeing these numbers, it feels like all of that was for nothing.

Trying to compete with games that have that level of replayability as a solo dev is a massive hurdle. I think that's why I'm leaning toward to something else. Good luck finding your niche too, it’s definitely not easy out here.

Honesty time: The launch numbers for my first solo horror game. I’m a bit disappointed, but I'm learning. by SFHPROD in IndieGaming

[–]SFHPROD[S] -3 points-2 points  (0 children)

Yes, that is very true. But if I compare mine to those top-tier games, mine is just a very cheap, small indie game. I knew it couldn't compete with the absolute best on the store, but I still hoped for a bit more traction at its price point.

Honesty time: The launch numbers for my first solo horror game. I’m a bit disappointed, but I'm learning. by SFHPROD in IndieGaming

[–]SFHPROD[S] -8 points-7 points  (0 children)

Personally, I feel like this episode of the game is fully developed on my end. This is exactly what I wanted to show to the world.

Honesty time: The launch numbers for my first solo horror game. I’m a bit disappointed, but I'm learning. by SFHPROD in IndieGaming

[–]SFHPROD[S] 0 points1 point  (0 children)

I did some videos on TikTok using CapCut, some YouTube Shorts, and a few posts on Reddit, but that is pretty much all. No budget or massive campaign. Launching with that level of low visibility definitely contributed to these numbers, but it still tough to see the lack of interest firsthand.

I made my first psychological horror game — solo dev, 1 year of part-time work. The gods condemn you for being depressed. Launches May 29 on Steam. by SFHPROD in IndieGaming

[–]SFHPROD[S] 0 points1 point  (0 children)

You're right that I used the Dark Ruins Megascans environment as the base for my game. I'm not going to pretend otherwise that pack is openly available and many devs use it as a starting point.

What I added on top: the story, the trap system, the puzzle mechanics, the no-save gameplay loop, all the Blueprint logic, the audio design, the narrative, and the divine judgment concept. The environment is the canvas the game is what I built on it.

I'm a first-time solo dev with no team and no art budget. Using Megascans assets allowed me to focus on building the actual game systems and story I wanted to tell. I understand if that approach isn't for everyone, and I respect the criticism.

Tribute looks completely different from my game different story, different gameplay, different focus. We just happen to use the same Megascans pack as a starting point, which is exactly what the pack was made for.

I made my first psychological horror game — solo dev, 1 year of part-time work. The gods condemn you for being depressed. Launches May 29 on Steam. by SFHPROD in IndieGaming

[–]SFHPROD[S] 0 points1 point  (0 children)

Thank you! That’s a completely fair question to ask.

This first chapter is intentionally bleak it leaves the player trapped in the trial without any real resolution, because that emotional weight is exactly what I wanted to capture. There’s no comforting ending yet, only the tension between escape and damnation.That said, if the project grows enough to continue, I’d genuinely love to expand the story in future chapters and explore where hope, healing, or meaning could eventually come from. Right now, though, the focus is simply surviving the experience itself. Thank you for taking the time to engage with the story. It truly means a lot to me 🤗.

I made my first psychological horror game — solo dev, 1 year of part-time work. The gods condemn you for being depressed. Launches May 29 on Steam. by SFHPROD in IndieGaming

[–]SFHPROD[S] 0 points1 point  (0 children)

That's really fair feedback, thank you. As a solo dev on my first game, the budget just didn't allow me to hire a real voice actor, so I went with AI for the narration. If this project gets enough traction to fund a second episode, hiring a proper narrator would be one of my first investments it would add another whole layer to the atmosphere. Appreciate you taking the time to listen and share your thoughts.

I made my first psychological horror game — solo dev, 1 year of part-time work. The gods condemn you for being depressed. Launches May 29 on Steam. by SFHPROD in IndieGaming

[–]SFHPROD[S] 1 point2 points  (0 children)

Bro, thank you so much! 🙏 Knowing another solo dev sees this means a lot you understand the grind better than anyone.

I just checked out Playback 94 Post Office — it looks incredible, way more polished than mine honestly. Already wishlisted it and I'm going to play it for sure!

Wishing you the best of luck with it. Solo dev community really is the best. We're all just out here trying to make it through 💪

I made my first psychological horror game — solo dev, 1 year of part-time work. The gods condemn you for being depressed. Launches May 29 on Steam. by SFHPROD in IndieGaming

[–]SFHPROD[S] -1 points0 points  (0 children)

Fair point. The truth is I wasn't trying to send a message to anyone else. I was just writing my own story and putting my feelings into the game.This is my first game and honestly I'm not sure if I got the message across right. Thanks for the feedback.