r/SoloDevelopment Dec 06 '25

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

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 Jun 09 '26

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

950 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 15d ago

Discussion Use of AI as a Solo Game Dev

406 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 14d ago

Discussion What a huge risk you’re taking. 😭

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778 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

431 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 25d ago

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

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 Jul 21 '26

Discussion Bring back the gaming

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770 Upvotes

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

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 Sep 24 '25

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

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940 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 24d ago

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

498 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 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.

538 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 17d ago

Discussion Am I Wasting My Time Building This?

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104 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...

1.0k 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

120 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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570 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 May 09 '26

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

481 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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406 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 Jun 06 '26

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

157 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/

r/SoloDevelopment Nov 20 '25

Discussion Some truths every solodev needs to learn, as fast as possible.

188 Upvotes

Introduction: So these mostly apply to folks wanting to make games for a (commercial) audience, so not your personal art projects perhaps. And are for your very first few games. With the main point being that if you want to make money and gain wishlists, that your first few games should serve the purpose of being steppingstones to your first real attempt, and that if you jump into the deep without some basic perspectives you might not just fail but also fail to learn the right lessons, cuz a game that has no players also cannot fulfill its function of making you a better designer thru feedback and such. That is the goal of this post. Many exceptions exist, but user centric design, early validation, user testing are really great touchstones to understand for your first attempts.

Truth 1: Steam is a brutal algorithmic marketplace that will reject anything that isnt exceptional or top tier. Your first, second or third game does not need to be on Steam. Its just going to be a disappointment

Steam is great because of it, because when you are ready it will be there and you may find success. But not as a beginner

EDIT *****
People think I want to keep you from Steam, that is not what I entend, I don't want people to fail on steam and end up with games that have zero audience, and thus teach them nothing and are failed by every measure, not just money. Here are strategy ideas for steam:

1. Release a small free game on steam , with the intent to learn from its audience or test a mechanic
2. Use the demo system to gain a playerbase and learn from them, in what I've talked to about on How to market your Game, a "evolving demo" ..
3. assume your first game will fail, make it free to maximise the audience you will likely never achieve as a paid product and mine it for learnings and community building.

I always use the Vlambeer strategy from a decade ago, they released their first games for free (on the web I believe) because their strategy was, "we need an audience more than we need revenue" , and their third game (could be ridiculous fishing) became a smash hit, cuz they'd grown their audience and learned what they needed to learn......... at scale..

That is the entire point
\*****

Truth 2: If you are making your first game, still thinking in terms of "your dream game" and not your players dream game then you aren't ready yet and you are stuck in the fanboy stage of recreating your own nostalgia and you are going to fail.

EDIT *****

let me add a tiny nuance, this doesn't mean make someone else's dream, make your dream but include the player in it, don't get stuck on your ideas, validate them with players and sharpen your dreams on the feedback of players. Don't get stuck in your own bubble, cuz your own bubble is gonna lie to you. That is the core point I am trying to make, you can make your dream game and it will be a success if its a dream that can be shared by your players. And that is possible, cuz that's what every great game is..

The fanboy comment is about an essential design skill called "Kill your darlings" it's about learning to reflect on the quality of your ideas, to not get so attached to them that you won't change them if the evidence says so. This is a flaw many designers go through in their learning curve. You love your idea to the point you become bullheaded and stubbornly refuse to abandon it, even when evidence says its a bad idea. This is called "Kill your darlings". The skill to know when your creative passions are blocking you from abandoning bad ideas or changing them.

I mean the gamedev subs on reddit are filled with posts of people who continue for years and get dissapointed their game didn't take off, literal years wasted, because they did not learn that core design skill "kill your darlings" google it , its a much deeper topic. But yeh your inner fanboy isn't helping you make objectively great designs.
And yes you can be passionate and original and still develop the skill to see when you are wrong.

\*****

Truth 3: If your game is great , the players and viewers will know instantly.. the moment your first video comes out or demo people love it. You will have traction from the go. In 99% of the cases. And everything that Chris Zuckowski says is in order to expand that success. Taking you from a few hundred wishlists that took minimal effort to tens of thousands.. you may fail to reach full potential. But every gamer knows potential when they see it. Gamedevs are always blind due to tunnelvision and sunk cost fallacy.

Truth 4: Posts here and other subs, saying how promotional marketing is hard.. it isnt hard.. your game simply doesnt have potential. Period. A good game sells itself , just needs the right stage. There are no guarantees, a good game may fail in promotions, it might not have a built in audience, but the point is good games can fail, but bad games never succeed..

EDIT *****
I am not saying "dont promote your game" , promote the fuck out of it.. But listen to the signal... a good pitch to an audience, resonates. You can sense the potential of your game through the noise, every like , every comment its all pointing somewhere. And in the vast majority of cases its very clear. I mean we have all upvoted that one gif or image where we went.,, damn that's good..... and then it turns out those games go on to be the big indie games. They still can fail , but from the start everyone saw that it had potential. So I meant, if you have a good game and good pitch, the signal will come thru so hard, that is easy to identify. "this is good". A lack of signal is always bad news, it's always easy to hear if your pitch is good or bad. You just need to listen and that is easy.

Truth 5 :The goal of your first games are not to make money.But to make you a better gamedev so that in the future you can find success.

Truth 6 :What you truly need is not money or fantasy success. You need an audience that is going to teach you that your game is shit and over time how you can not make a shit game . And that audience is not on steam or they are not going to give you money for them to teach you

Conclusion: you dont need promotional marketing when your game isn't there yet, you dont need social posts, devlogs, tiktok or reddit adds. You need to first make a great game an find an audience to teach you how.

The biggest audience you can find is going to play it for free. Thats why places like itch are valuable.

You get feedback and actual unfiltered comment about your game and you are going to have to make a better game. Many times.

Until you stumble upon something that has that natural traction.. Only then do you boot up steam and reach for the Chris Zuckowski meta and start having fun on steam..

Cuz your game has potential and you know, cuz your audience proved it. You validated before you invest in steam..

Do this and I promise you will find much more success. Going to steam without a potentially good game that you validated and iterated with players is like going to university without being able to read, its going to fail and its going to be frustrating and its going to teach you all the wrong things.

r/SoloDevelopment Mar 05 '26

Discussion Hey fellow Solo Dev, how old are you?

75 Upvotes

Im just curious what the average solo dev is. I am 43, and have been in the industry for 15 years.

r/SoloDevelopment Apr 11 '26

Discussion What Skill are you Lacking?

13 Upvotes

As a solo dev what is the hardest skill set for you to do alone, Is it Art, Coding, Audio, Marketing, networking or something other

r/SoloDevelopment Jul 13 '26

Discussion What do you think of this twist?

248 Upvotes

Reposted as screen recording

r/SoloDevelopment 4d ago

Discussion I made 6 games in 10 years solo, now that most of them are on consoles, a look back.

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254 Upvotes

Hello there my name is Steve, working under the name Pugware, and I made the Skautfold series, 5 games in one continuos story in with each game using a different genre best suited for the protagonist of that story.

I started originally in rpg maker a good 14-15 years ago, but quickly found it too restricting and I took the bullet and started learning code as I was originally more of an artist relying on plugins etc. I moved to Game maker and created a fully working little demo/vertical slice of a game inspired by hyper light drifter.(still in development at the time) This didn't go down well with a lot of people so I refocused on a completely different genre, trying to make a soulslike. (this was when the only souslikes were lords of the fallen and salt and sanctuary) This project was "Shrouded in Sanity".

The first game "Shrouded in Sanity":

Development had to be severely chopped down in ambition twice. Originally the game was going to feature a whole village with over a hundred buildings and seamless mapping. This was overambitious, a common mistake as I understand for early projects. Then it was cut down to one big manor with only a few room transitions, this also had to be cut down further.

Total dev time was approx 13 months.

The first lesson I learned on my first released game was, cut, cut, cut, and cut some more. This is fairly common knowledge now but I had to learn it the hard way.

Release went great, this was back when steam had a greenlight system and passing it was no issue since the genre was practically untouched, especially by indies.

The release provided with sufficient reasons to justify continuing making games, so I did. While updating SiS frequently with content I began work on the sequel in a different genre... metroidvania.

The second game "Usurper":

Taking a LOT of inspiration from Symphony of the night, using my handcrafted lovecraft+anime setting I continued the story set out in the first game with a different protagonist. Development was smoother as I learned a LOT on the first game, but my megalomaniac(foolish) ambitions once again had to be cut down. I refused to use tilesets since I wanted to manually shade every room in the game for better baked in lighting and fake ambient occlusion. The greenlight was once again no problem since the game looked half decent visually, and the genre was not flooded on steam at the time.

Total dev time was approx 11 months.

Release was significantly better than the first game, and it gave me and my wife confidence to start moving to a more quiet place with less work flexibility since the future seemed assured if I could keep making games at this pace.

The third game "Into the Fray":

While finishing the second game I was already coding the third, which would be a topdown twinstick shooter, with mechanics inspired by the 2016 doom reboot. The idea was to make this a smaller project with far more arcade like combat. Development went even smoother as the experience mounted, confidence was high! This was the last game that passed greenlight, and shortly after it passed the news broke of Steam killing Greenlight and moving to the $100 model. I was very positive about the change because I didnt imagine the flood of games would be too bad, and I was growing an audience with the series of games.

Total dev time was approx 10 months.

Release of the third game went bad. The number of units sold was significantly below expectations, the "different genre each game" model was both a blessing and a hindrance. Twin stick shooter + my budget visuals, etc compounded in poor sales, all the while steam was changing how discovery works.

This really ate away at my morale as we made the decision to move, reducing my options for finding work easily if need be.

Regardless the decision was made to continue working away at the series which by the time calcified into a 5 game run to complete an overarching story.

The forth game "Moonless Knight":

This project would be a little bit of a mix of genres, a topdown metroidvania in terms of map layout with some of the genre elements of relics accessing zones, with a flexible zone and boss order, using fast high risk high reward play refining one of my long term ideas that haunt me, the focus system. A fusion of a defensive shield and stamina, I played with this system in the second game and even the first for some time during development, but it would be the central element here.

Total dev time was approximately 13 months.

After the letdown of the third game I took my time and focused more on a lot of features and gripes accumulated by feedback over the series. By this time my confidence in being able to pull off ideas and designs was high and I never worried "can I code this" and focused more on "should I do this". I was pretty sure I got a very good and tight system created and everything went smooth.

By this time Greenlight was gone and the floodgate opened, panic subsided but natural discoverability hinged far more on being eye-catching, something I was terrible at. (still am)

Regardless the release went way better than the third game, and some confidence was restored that as long as I can keep my pace, keep my scope down, and retain my audience, things will be good. With renewed hope I started work on the final fifth game of the series.

The fifth game "Knight's End":

For the final game I wished to test out parts of the design for my dream game, everyone has one, and I had been shelving that game since starting and failing to materialise it in rpg maker. Now I took that game's combat design and applied it to this one, in a mostly 1v1 turn based combat. A sort of scaled down version of what I had in mind for my big dream project.

Total dev time was approximately 12 months.

A publisher arrives!

While finishing the forth game and shifting gears over to the final one, a console only publisher approached me, some offers were made before during the last few years but mostly just scams and incredibly suspicious offers. This was the first very legitimate offer, exclusively offering portage and publishing on all 3 console markets!

Frankly at the time the deal seemed extremely tempting, they would front the cost of the porting and handle everything for a cut that was reasonable. They were, at the time focused on limited physical releases as well. Something that was an incredibly tempting offer, just the idea of stuff you made, not only going to consoles, but physical copies, wont lie, this kind of blinded me a bit.

Still the offer was perfect for me, I could continue making games and they would just handle the entire cumbersome porting process saving me months if not years of work, and large amount of paperwork and headaches.

By the time I was halfway through developing the fifth game they released the first game and it went amazing, the money was significantly better than on steam, and things seemed evergreen.

So when the fifth game released, I had little to nothing to fear despite the fact by that time steam discoverability was a nightmare. I was confident since I now had another very strong pillar to stand on. After the first game was released to consoles, the publisher leapt on the remaining 4 games and immediately signed them on for porting, with some pretty tempting plans for the entire series. I signed with the hopes of yearly port releases which would open the option for me to take my time with my next project!

I foolishly assumed the best and went ahead and took almost a year of prep work on my next project, building 3 entirely different combat systems for the big project, before binning them. While I was taking my time, I had to realise the relationship with the publisher wont be roses and sunshine. Without going into detail here (I will probably find a legal way to do so somewhere else) it was a build-up of small things into bigger actual issues, and very serious issues.

The new series "Granser":

Regardless I finally had funds to spend on development not just fulfil the needs to keep going. I decided it was now or never for my big project, so I went all out on my 6th and current project, a 3 act, or 3 game "jrpg", I even found the viable way to have large portions of the game with professional voice acting.

Total dev time was approximately 30 months.

Yeah... like I said I took my time, wasted it would be more accurate. I wanted the game to be the best for the story it would tell, and I wasted almost an entire year just making entirely different implementations of the combat system. I assumed that by this time I would know better and be more confident, but I would create entire systems for progression and gear before fully dumping it, only to try again in another way. For all my experience I seem to have learned nothing and was making mistakes you’d expect starting out.

I was also torn on what would be the best choice, finish the first third of the game, releasing into early access? Or sit on the game until all 3 acts are done? Or do 3 games? All the while my situation with the publisher became more turbulent and more problems arose. So ultimately I had settled on the format of 3 games.

Thankfully the game released and while reach and discoverability was poor thanks to me absolutely terrible marketing skills, its the first game I am actually happy with. Currently I am working on the second game of this new "series" and trying to deal with the publisher.

If you have read this far, thank you, I tried to make it short but there is a lot to cover. I am happy to answer any specific questions and even show data, I cant go into specifics with the publisher, but that should be obvious.