June 2 · 2026 · By Leonardo Mondaine

SOLO MOBILE GAME DEVELOPMENT: WHAT NOBODY TELLS YOU

I've never had a team. Every pixel, every line of code, every audio cue across Huster's six games has gone through my hands. And I can tell you: the hardest part is never the technical part.

What I Thought Would Be Hard

When I started, I figured the problem would be making the game. Learning Unity, modeling, writing shaders, optimizing. And yes, those take work. But it's the kind of work that has a YouTube tutorial.

What's Actually Hard

It's finishing. It's deciding the game is done when you can still see ten things to improve. It's shipping while afraid nobody will download. And doing all that on your fifth game in a row, after the first four had five downloads each.

Scope Discipline

Stack or Die started as a stacking game with story mode, coin system, unlockable skins and global leaderboard. It launched with none of that. Just the core mechanic. And that's exactly why it worked — nothing distracted from the main loop.

Marketing Isn't Optional

When you're solo, it's tempting to assume that if you make the perfect game, the audience will appear. It won't. I learned the hard way that TikTok, ASO and a landing page matter more than polish in the first 30 days.

Learn in Public

I started posting behind the scenes and it changed everything. Not in download counts, but in something more valuable: real feedback, players flagging bugs before crash reports caught them, conversations with other solo devs. People want to watch the build, not just the product.

What I'd Do Differently

Why I Keep Going

Because each game is less about the game and more about the next one. Stack or Die taught timing. Gloom Drop taught physics. Worm Rush taught AI. When Neon Grid drops, it carries all of it.

If you're thinking about starting: start small, ship ugly, iterate. The first game won't pay the bills. The tenth might.

WANT MORE?

Keep reading or explore Huster's games.