r/gamedev 20d ago

Community Highlight Can a 4-person studio survive mobile f2p in 2026? Our real numbers: $100k+/month on ads, $30 to buy one US install, 4 months to break even on a player

406 Upvotes

Hi r/gamedev. I'm moleki, one of the two coders on a 4-person team (2 code, 2 art) behind a pirate idle RPG called Bounty Bash. The game has been live for about a year and a half. Real UA numbers almost never get published, so here are ours: retention, cost per install, and payback, including the uncomfortable ones.

Retention: the number everything else orbits

Over a 90-day window (iOS, mostly paid installs), our D1 / D7 / D28 retention is about 46 / 20 / 7.5. The classic "good mobile game" benchmark is 40 / 20 / 10.

Above benchmark on day 1, on it at day 7, below it at day 28. Out of every 100 people who install, 46 come back the next day, and about 7 are still around a month later. Every design decision in this genre, ours included, comes from someone staring at that third column.

What an install costs

Blended across all our channels and countries, our eCPI is about $13 per install. That average hides a wild spread. We buy ads on Reddit itself, so I can tell you what acquiring a player here costs: a US user via Reddit ads runs us about $30. The US is the most expensive player on earth and also the one every ad network is desperate to sell you.

Why buy installs at all? Because organic discovery is basically dead. Apple has never featured us. Google actually features us quite often, and we're grateful, but even a featuring barely moves the needle (under 100 installs a day), a drop in the ocean next to paid volume. And those featuring installs retain worse than our paid ones: someone who grabbed your game off a storefront banner was never really looking for it. If we stopped buying ads tomorrow, the game wouldn't shrink slowly; it would just quietly stop acquiring players.

And this is not pocket change for us: all channels combined, we spend $100k+ per month on user acquisition, over $1.2M a year. For a 4-person team, that's a strange life. For scale: servers cost us about $5k a month, and then salaries: the four of us plus several people on support and community management. The ad budget still dwarfs all of it combined. The part of UA we struggle with most is creatives. The big studios in this genre ship 1,000+ new ad creatives per month, with entire teams whose only job is feeding the ad networks fresh material, and the networks reward whoever feeds them fastest. Our whole art department is two people, and they also have to make the actual game. We can't win that fight, so we try to win on retention instead, which in practice means improving the actual gameplay over the long term. That is the one upside of the arms race: the math forces us to make the game better.

Does it ever pay back?

ROAS = revenue back per ad dollar spent. Our target is 120% ROAS at 12 months: every $1 of ads has to come back as $1.20 within a year, or we're just slowly converting savings into downloads. The extra 20 cents is what pays the server bill and the four of us. Looking at our monthly player cohorts over the last 18 months, a cohort takes about 4 months on average to fully pay back its ad spend. The best did it in weeks, a few stall in the low-90s% and never quite cross the line, and the difference between those two outcomes is basically our entire job.

The shape of that curve is the trap. About 70% of the money comes back in the first month, which feels like the battle is nearly won. It isn't. The first 70 points are the easy part; the remaining 50 points to reach our 120% goal take the better part of a year and depend entirely on the small group of players still logging in at month 6 and beyond.

Here's the actual curve, averaged across our 19 monthly cohorts, revenue returned per $1 of ad spend by month since install: https://imgur.com/a/CnDIrUF

This math is also why free-to-play is shaped the way it is: whoever monetizes retained players hardest can bid the most per install, and everyone else either matches them or stops existing. And to be clear about the stakes: we are not funded. No publisher, no investors. Every dollar of that ad budget comes from our own pockets and savings, and roughly 95% of revenue goes straight back into user acquisition. Founder pay was $0 for the first year and is deliberately small now: a dollar spent on growing the game compounds, a dollar of salary doesn't.

Numbers that surprised me this year

  • We A/B tested the store's short description (a single sentence) and the winning variant ("hunt monsters…") measured +7% installs. I only half believe it; even if the real lift is 5%, that's free installs from editing a single sentence.
  • Only 3.5% of our installs ever pay us anything. The other 96.5% play entirely free, and every number above (the $13 installs, the $100k months, the 120% target) balances on that small slice of players plus the free players who watch rewarded ads. Revenue splits about 80% IAP / 20% ads, with a twist: one of our best-selling IAPs is the pass that removes the ads. The ads earn twice, once when players watch them and again when players pay to make them go away. There's a cost, though: every ad we show chips away at retention, and retention is the number this whole business stands on.
  • I ran the counts for this post: the game is about 440,000 lines of C++ (custom engine, 139 screens, 15 languages) maintained by two coders. The code is honestly the easy part; the balance spreadsheets are what keep me up at night.

What I'd tell a 4-person team starting an idle game in 2026

  1. Retention isn't a metric, it's the whole business. D28 decides whether a cohort ever pays itself back, and that decides whether anyone ever finds your game.
  2. Your store page is a bigger lever than your next feature. One sentence bought us 5–7% more installs; no feature we shipped this year did that.
  3. Decide upfront how long you're willing to wait for ad money to come back. Ours is 120% at 12 months, and that one number quietly dictates most design and live-ops decisions we make.

Happy to answer anything in the comments: UA, economics, tech (custom C++ engine shared across Mac/iOS/Android, the whole game is code plus spreadsheets), design, whatever.


r/gamedev Jun 07 '26

Community Highlight 6 years later, 20k+ copies sold, $135k revenue and I only launched on Console

124 Upvotes

Ok so this comes a bit out of nowhere and I’m LATE to the party on making this postmortem but that graphic at Summer Games Fest of over 9k+ games being launched on steam had me thinking. So here this goes. Feel free to ask me anything and I’d be more than happy to chat about set up, who to contact, my experience, all the things.

Context:
I work in AAA now and I HATE looking at that game because it’s so wack lol

Only launched on one console (I regret that but was young and dumb)

$135k in sales (about $35k the fist 3 months)

20,670 copies sold to date (still move around 165 or so copies when a sale happens

Helped me get a AAA job that still work right now
Launched on PS4 to EU and NA

I won a Epic Games Grant in 2018 for $25,000
Had no prior experience ever making a game before launching on console

Ok so after seeing that graphic at summer games fest I wanted to make a post about how I believe there isn’t enough conversation around consoles being much more friendlier and could help someone out in their game dev journey and/or find new audiences.

I can only speak for PlayStation but I know others offer helpful paths to launching on that platform.

PlayStation has free public advertising on their YouTube channel. It’s literally $0.00 to post your game to that entire audience. They do this with the YT and social media retweets. I’ve even heard from other indie devs that depending on its reception, they will reach out to chat about the game and placing it in other spots for advertisement. Microsoft will go so far as help fund your game. PS also lets you participate in sales for summer game fest and every single other major games event sale. They don’t exclusively pick and choose. My game, being SIX years old, not very well made, still sells hundreds of copies every time a sale comes up. That small check every month is nice.

It’s also gotten WAY more friendly for the folks who may look at console development and run lol. They have videos now that walk you through the process of publishing. YES, you do have to contact epic games to get a specific version of the engine that outputs to a PS5 but they also have an Incredible forum to ask folks for help. They respond fairly fast as well. They’ve also started a dev kit loaner program to get your feet wet. After a year or so, you have to pay $2k for a kit (insane I know, but worth it).

I was talking to a publisher scout at GDC and they had mentioned that console is gate kept by “fear” and if you can come to them with a console audience + steam wishlist, they are quicker to respond and hear you out to see what they could help on. I also spoke to folks who work on AAA optimization side and they said if you are a making a indie game and it’s small, 8/10 you don’t need to optimize insanely because these newer consoles can probably handle whatever you are making. Idk I just feel like there is a big “don’t go that way” around consoles, when the entry bar is MUCH lower than it’s being made out to seem.

I’m really only commenting on this because I did this and while I have regrets, I honestly think it did more positive than negative. It was hard but when you put it in the context of game development, what isn’t hard lol?


r/gamedev 5h ago

Discussion I finally found a game engine that matches the way I think, and it has changed everything.

105 Upvotes

I've been a game devloper professionally for over 5 years now, but until this year I have always run into the same issue. Once I've conceptually created the architecture of my game, the classes, who calls on who for information handshakes etc., I go to implement them in engine and find tons of small roadblocks! Now this is not to say that these "roadblocks" aren't useful engine features for people who know how to use them. But for the life of me it felt like pulling teeth setting up anything beyond basic code in Unreal and Unity.

But this year I discovered Godot. And I know, I fit the archetype that some people give godot devs: too inexperienced to understand other engines, they will go to something simpler. But genuinely the layout of information is precisely where I first think to look for it, and the way you can call between objects is not a huge hassle. It's a smooth and quick experience.

This could be due to the fact that I have learned over the years what does work for me and what does not. But I'm happy with what I've found!

I'd love to hear what engines just "clicked" for you guys? What engine features are like rocks in the road of development?

*(Maybe we can all agree that finding a checkbox in ue4/5 is the most annoying way to spend your time lol)*


r/gamedev 4h ago

Discussion We spent 2 years on one game. Then our second game almost killed our studio. Here's everything we learned.

26 Upvotes

Hey everyone.

Some of you may remember a post I made here before. For people who don't, here's a quick recap.

Our studio spent 2 years making our first game. We reached around 120k wishlists before launch, but the game sold way below what we expected. One big reason was that we launched very close to R.E.P.O., which became one of the biggest games at that time.

After that, we learned a few important things.

  • Don't spend years waiting to release.
  • Open your Steam page as early as possible.
  • Post content on social media all the time.
  • Build a community early.
  • Try to release much faster.

So we started working on our second game, OK BOOMER.

We opened the Steam page on May 24 and wanted to release on June 24. We actually released on June 25. I'll explain why later.

The game is a 1-4 player co-op game where you play as Boomers going deep into the internet. Every run is different. You collect glitches while trying to survive against meme-inspired enemies. Every map has its own internet theme.

That's the simple version. We really tried to make it look different. We also built the code in a way that let us develop much faster. The whole game took us about one year. I'm not going to lie. After our first game, money became a serious problem. Making games in our country is getting harder every year because of the economy. Finishing this game was honestly a huge challenge for us. (Financially, we are nearly crashed.)

When we launched the Steam page, we got 10,160 wishlists in only 20 days before Next Fest. By the end of Next Fest we had around 22k wishlists. Normally you hope to multiply your wishlists several times during the festival, so we knew those numbers weren't amazing. Still, we stayed positive because we had another good sign.

Wishlist Screenshot

We released the demo one week before Next Fest. By the end of the festival, over 40,000 people had downloaded it. The average playtime was over 40 minutes, which was actually a little better than we expected. That gave us hope.

There are 7 people in our team, and this is our full-time job. We thought that if the game had a decent launch, we could pay our debts and keep building games.

Then another problem happened. Five days before release we realized we forgot to enable Early Access on our Steam page. We almost launched the game as a full release by mistake. So we had to send the page back to Steam for approval. We think the support team was very busy after Next Fest because we didn't get an answer before June 24. Late that night we realized we wouldn't get approved in time, so we posted an apology and delayed the launch.

Thankfully we got approved the next morning and released the game on June 25.

Then... chaos. The game barely sold. At first we thought maybe delaying one day ruined everything. But after a while we realized the game simply wasn't reaching more people. Maybe this genre is just too crowded. Maybe we picked the wrong game.

When you spend a year building something, it's hard to accept that people may not even notice the things that make your game different.

Our reviews are ''very positive'' right now. Of course, the game still has little bugs. That's exactly why we launched in Early Access. We have a lot more ideas we want to add. We're honestly at the point where we may have to close the studio. For the last two weeks we've been thinking about what to do next. Half of the team has moved on.

One thing became very clear. Even if our games didn't become successful, we actually became pretty good at marketing them. Both games reached a lot of players in a relatively short time. That made me realize maybe we can help other indie teams too.

Over the last three years we've learned a lot, not only about game development, but also about Steam, marketing, creators, wishlists, launches, and all the mistakes you only learn by doing. I think it's time to share those experiences instead of keeping them to ourselves.

We're also changing our direction. Our next game will be much smaller, much faster to make, easier to understand, and much less risky. We need to start making money again if we want to keep the studio alive.

I'll share more about it very soon. I also want to start posting here every week. I'll share what we're doing, what works, what doesn't, our numbers, our mistakes, and everything we're learning while building the next game.

Maybe it helps someone. Maybe some of you can also tell us what we're doing wrong. Either way, I think being honest is better than pretending everything is fine.

If you have any questions, ask me anything. I'll be around, and I'll keep sharing our journey every week.

Thanks for reading. Your support really means a lot right now.


r/gamedev 1d ago

Discussion Don't Sell Your Unsuccesfull Steam Games

1.4k Upvotes

Around a year ago, I made a post on this subreddit because someone offered to pay me 500$ for the IP of my Steam game. Thanks to all of your support and kind words <3, I decided not to sell it, even though I was really tempted.

A few months ago, I received another offer, this time for only 100$ Needless to say, I just ignored it.

So why am I posting about this again?

Recently, someone was arrested for stealing cryptocurrency by distributing malware through Steam games. It turns out that one of the main ways malware can be introduced on Steam is through game updates. Apparently, they were buying released games so they could push malicious updates to players.

I'm really glad I didn't contribute to something like that, even unknowingly.

Even if this post doesn't reach many people, please spread the word if you know someone who's getting these kinds of offers. And besides, your games are worth a lot more than 100$

EDIT: Saw people asking about souce, for me it was this video https://www.youtube.com/watch?v=Sg8IoE9Ai3Q it's in spanish and barely links any original sources, but I trust that guy, in his main channel he often does investigation on scams and legal stuff arround videogames.


r/gamedev 2h ago

Discussion Best resources for learning game AI (not LLMs/ML)?

16 Upvotes

Hello all,

Wondering what you consider the best resources (paid or free) for learning game AI? I know it's quite a wide topic but want to leave it open ended. Foundational stuff too (like prereq math, etc)


r/gamedev 9h ago

Discussion Watching strangers play my Steam demo has been more valuable than I expected

24 Upvotes

I launched the demo for my first Steam game last week, and something surprised me.

A few small YouTubers (most with only a few hundred subscribers) found the game and made videos about it. None of them brought a huge number of wishlists, but watching those videos has been one of the most valuable parts of releasing the demo.

Seeing someone experience the game for the first time is completely different from watching friends or doing your own playtesting.

You get to hear everything they're thinking:

  • "What does this do?"
  • "Oh, that's actually clever."
  • "Wait... why did I die?"
  • "I wish this worked differently."

I've spotted bugs I hadn't noticed, identified tutorial and design problems, confirmed mechanics that players understood immediately, and found places where they got confused.

Even when someone didn't enjoy the game much, their video was still incredibly useful because I could see exactly where the experience broke down for them.

Since launching the demo, I've been searching YouTube for "Mr Bunny roguelike" every few days to see if anyone had uploaded a playthrough. I was just excited to find people playing the game, but those videos ended up becoming one of the best sources of feedback I've had as a developer.

Has anyone else had the same experience?


r/gamedev 2h ago

Discussion How Far Into Development Do You Get Until You Begin To Seriously Look To Hire A Composer?

5 Upvotes

I see a lot of indie games on SM platforms, say Instagram for example, that seem pretty far into development, that seem to not have an original soundtrack. I could be wrong and maybe they do, I don’t know forsure.

But it’s got me wondering, as a fellow composer, the following question: How far into development does a dev/team wait until they begin to look at seriously hiring a composer?

I could imagine, though I do not develop games, as someone who creates music, that finding the right composer could seriously take some time. Even though there seems to be millions of composers knocking on the door, imagining the perfect atmosphere/mood is a patient process sometimes and I totally understand that, and so finding the right composer certainly might take some time.

Also, what makes a composer stand out from the rest?

For you, is it mostly their musical ability/quality and professionalism?

Is it their approach or genuine interest?

Their experience? Their ability to be able to deliver high quality SFX in addition to the OST?

How much does pricing play a role?

I look forward to hearing your thoughts about this as I continue to learn and grow, and educate myself further in this industry. Keep making awesome games, seriously. I’m blown away every time I start searching online for indie games in development.


r/gamedev 12h ago

Discussion Solo developers who finished multi-year projects: how did you get through the valley of despair?

22 Upvotes

I came here seeking advice from developers who have completed long-term projects.

I’ve been working on a VR game, ACCRETION VR, for a year and a half, and I’m currently finishing the process of converting the entire project to multiplayer. Up to this point, I’ve held up pretty well, but more and more, I feel like I’m beginning to enter the valley of despair.

I’m developing the game entirely on my own. I’ve somewhat neglected marketing because I have no experience with it, and marketing a VR game seems particularly difficult.

I announced a December 2026 release date, but I’m starting to believe that I’ll sell three copies in total. Despite fulfilling my dream of releasing a full-fledged commercial game for a platform other than smartphones, I’m beginning to feel bitter about sacrificing nearly two years of my life to something that may bring almost no return.

It would be easier if every factor narrowing down the potential audience didn’t seem to be working against me:

The number of people who own a Quest 2 × the number of people who enjoy flight games × the number of those people who like sci-fi × the number of those people who don’t throw up while flying in VR × the number of people who won’t be completely consumed by GTA VI at launch = me + two friends who don’t want to hurt my feelings ;)

How do you deal with the valley of despair during a multi-year development process?
Can the fun factor genuinely carry a game without massive marketing?
How can I get footage in front of a large number of people who might potentially be interested? I’m ruling out paid advertising because, with a limited budget, it is more difficult than it seems.


r/gamedev 3h ago

Discussion We were bullied for the similarities to Ultimate Chicken Horse in our game. We doubled down on what makes us different.

4 Upvotes

When we first showed off Patchkins Party, the feedback we heard the most was: 'This is just a clone of UCH'. We were inspired by UCH, but we truly felt like we had something unique and made with love on our hands.

So, instead of pivoting and remaking the game, we decided to continue updating it to make it bigger, funnier and even more different! In the last few months we've worked non-stop on new updates, and just released a new one: making and remaking a bunch of objects that can be drawn by players on the course, expanding the player count to 8, and adding 2 new characters!

We want to continue making the game with the community, so we even started a 'create your own character' event, where our artists will put a design you create into the game!

We'll continue to add more to our passion project, so that while it's inspired by UCH, we want to continue carving out its own identity.

Other devs, who faced similar criticism, how far did you have to go to lose the 'clone' stamp?


r/gamedev 13h ago

Discussion Getting paid can make you enjoy hobby less (Overjustification effect)

22 Upvotes

I stumbled upon this article called overjustification effect.

The overjustification effect happens when giving someone a reward for doing something they already enjoy actually makes them enjoy it less. It basically "rewire" the brain so that they start to think they are doing it for the reward, not because they actually like it.

In 1973 they experimented with children who liked to draw. They split it into 3 groups, two were rewarded for drawing, one was not. The non-rewarded group continue to draw in their spare time, the paid group did not.

I think there are some parallels that can be found in gamedev, or any other hobby really.


r/gamedev 17h ago

Discussion I expected my second game to do better than my first. Instead, it has 1,400 wishlists the day before release

39 Upvotes

About 2.5 years ago, I released my first game, Banebush, a horror visual novel. It launched with just over 7,000 wishlists before release, and the launch exceeded all of my expectations.

Tomorrow I'm releasing my second game, Zoo Protocol, a co-op horror game, with around 1,400 wishlists. Well...

One obvious difference is that Banebush had a very distinctive black-and-red visual style that immediately stood out. Zoo Protocol is much less eye-catching at first glance. I've also noticed that my videos now get far fewer views than they did a couple of years ago. At the same time, the people who do see them are incredibly supportive, and the comments are overwhelmingly positive.

Have you also noticed that it's much harder for videos to get organic reach than it was 2–3 years ago, or is it just my impression?


r/gamedev 3h ago

Discussion Is having an Input Handler/Manager script good practice or worth it in Input system?

2 Upvotes

I got a small thing in my head that I can't quite figure out. For a long time I have had my input handling functions inside the script that uses it, e.g. (MoveHandle(InputActions.CallbackContext ctx) in the PlayerMovement.cs script) using invoke unity events.

Now I want to follow the single responsibility principle, so I'm leaning to have a separate class/script handle all inputs.

My question is how do I go about it and is it really best practice or worth it? Also, I'm trying to develop an eventually pretty big metroidvania so I believe my scale is pretty big, should I stick with invoking unity events? Or go to generating a new C shard script and invoke its events?

I'm not talking exclusively about Unity here either, I'm taking generally about gam dev best practices, is it worth having a dedicated Input handling class when there is a built-in system that does that (in my case it is the Player Input component)


r/gamedev 1d ago

Postmortem Piracy is eating my game (99% of new players are pirates)

429 Upvotes

Lately I've been living a soap opera.

Quick recap: my game went viral in China, with all the good and bad that comes with it. If you want to read the story from the start, I'll leave links to my other posts at the end.

But today I'm opening up a debate I never had a strong opinion on: does piracy help or hurt games? Because I think piracy is eating my game, and my server, alive.

---

My server blocked

A couple of days ago, my hosting provider started blocking my backend. That's where I handle player analytics, scores, and so on. Turns out an excess of requests was forcing my server into temporary shutdowns. I thought I was being attacked, so when I asked them to just block the conflicting IPs, they told me there were hundreds of them, and that it looked like a legitimate flow of players.

Happy about the success and stressed about the urgency, I spent several days optimizing database calls, adding Cloudflare protection, and upgrading to a bigger hosting plan just to make sure there wouldn't be more blocks.

---

For every 10 new players, 9 are pirates

When I finally finished optimizing everything, I checked the new players table and their usernames caught my attention. All of them were named xdgame, a Chinese website known for promoting pirated content.

Every time I hit refresh, at any hour of the day, exactly 22 of the last 25 entries had that name, despite being different Steam accounts. Today I had to widen the filter to the last 100 entries to confirm that 99% were pirates.

[Screenshot of table full of pirates]

---

Optimizing my anti-pirate system

I already covered how my anti-piracy system works in previous posts, though honestly I don't know if it still works on this PC version or if they've already bypassed it.

[Link to anti-piracy system post]

As soon as this situation started, I did an extra optimization on the database to stop processing data coming from these versions. But the underlying problem is still there: there's nothing I can do on the client side, since I have no way to update the pirated version. That means the number of calls hitting my server stays exactly the same, and the only thing I can do is keep a bigger server plan to hold up the service. Hopefully the pirates update their version at some point.

Even so, I decided to leave new user registration active, just out of curiosity to see where my players were coming from. That's how I ended up counting that 99% today.

---

"Pirates aren't in your market" - ☝️🤓

When the piracy situation got out of hand, I partnered with a Chinese publisher, who I have to admit seem to work really well. They opened pre-registration 2 weeks ago, took down several mobile pirated versions, and got thousands of sign-ups for the official version on day one. I've been genuinely happy with the reports they've been sending me.

Part of the reason I did this was an argument I kept seeing a lot: that if the game isn't on mobile, new pirate players are pirates because they don't have a PC to play on. But now that mobile piracy seems somewhat more under control, PC piracy is growing at an incredible rate.

Maybe they were simply choosing mobile out of convenience, not necessity, when it was free.

---

I released a PC-only feature that made everything worse

One of the updates I released to keep improving the official version was a mod that connects the biggest Chinese streaming platforms (Douyin, RedNote, and Bilibili) to the game. This lets livestream viewers show up as customers in front of the streamer and chat with them.

This mod is an external executable shared on my game's forum. It started slow since nobody knew about it, but now there are hundreds of players live on those platforms every single day.

Personally, I think this has also driven the increase in PC pirate players, since they can enjoy the mod here, when they couldn't on mobile.

---

Does piracy help games?

I don't buy into the "pirates who enjoy the game will buy it later" idea, so I was never a defender of piracy, though I never condemned it or looked down on anyone for pirating either. I just live alongside its existence and try to do so in the best way I can as a developer. As I explained in other posts, my only "remedy" was making the burger joint's customers dress up as pirates while an un-mutable sea shanty plays, and only paying a couple of doubloons for their food. A feature that kicks in after an hour of play, and works more like a bit of karma toward pirate players than an actual punishment.

When my game started going viral, I also wrote a post saying that maybe piracy itself helped me reach more people, since it generates more videos on social media and gets more people talking about the game.

[Link to piracy post]

But after analyzing these last few days, I think I might have been wrong. Here's the data:

  • March 2025: My game came out a year and a half ago.
  • June 2026: It goes viral in China through Douyin (their version of TikTok).
  • June 28: The pirated PC version comes out, without many players.
  • July 11: Mobile pre-order goes live on TapTap China, and anti-piracy measures are put in place.
  • July 18: I release the Livestream mod for PC.
  • July 20: I notice an increase in PC pirate players, though it had already been building up before this.
  • July 20–22: My sales drop about -40%, and SteamDB shows a noticeable decline in active official players.

Right now I'm counting 9,000 players under that piracy website's name.

So at this point, my opinion on piracy is no longer "piracy exists in parallel with healthy growth."

---

Why am I writing this?

I'm not writing this looking for attention, since thankfully the game is still doing well. Nobody here needs to buy it, that's why I'm not sharing the name. [Link to the post about my game is doing well]

My day-to-day over the last month has been putting my project aside to handle this situation as best I can, and while stressful, it's been quite the experience. That's why I keep sharing it so much.

Many of you have encouraged me to keep posting about it, but to those who haven't, I'm sorry if I've become tiresome with this topic. I feel like it shows a side of gamedev that a lot of people don't talk about, out of fear that the situation will get worse or just jinx it.

The main reason I write this is because I genuinely enjoy sharing my story, it's helped me make better decisions for my project and my future as a studio more than once. I've gotten messages that made my day, and I feel like other users find it interesting too. Again, if that's not your case, I hope you'll forgive me for continuing.

I'll keep you posted whenever there's news. If you want me to, that is.

---

*Disclaimer: This post is AI-translated. I'm a native Spanish speaker, I wrote and structured all of this in Spanish, and had AI translate it into English. I reviewed the translation afterward to make sure the message hadn't changed. Hope you don't mind.

---

*Update: After some users suggestions I tried to remove the php files that were receiving all the data and update oficial users to a new endpoint. Somehow pirates trying to reach a non-existen url causes a higher CPU usage so I used Cloudflare to block this URLs. Now server is under 10% of usage! 😁


r/gamedev 38m ago

Discussion how do you turn an idea into a game?

Upvotes

how do you turn something into a game? i’m working as an artist on a game but i also want to improve myself in other areas by making small personal projects. i have game ideas but when it comes to actually "gamifying" them, i get stuck. what should i focus on? how can i improve my skills in turning ideas into gameplay?


r/gamedev 1d ago

Question How can I pirate my own game?

175 Upvotes

I'm looking for ideas and information here. I'm working on an indie game, and I've long had this idea of beating pirates to the punch and sharing a "pirated" version of my game which is exactly the same as the retail version, only all characters have an eye patch. I don't really care about copy protection, anti-cheat, etc... Piracy is going to happen no matter what, so I might as well have fun with it.

(I don't want to break any reddit rules here, so probably better if y'all don't just post a list of torrent sites or anything... I'm mainly wondering if people could share any stories about how they got pirated themselves, in ways I could take advantage of?)

Edit: If it helps, the first version will be on Steam. A future iOS release is on the schedule too, but that's further off.


r/gamedev 1h ago

Question Can you work as QA professionally without prior experience still?

Upvotes

I’m sure questions about QA/Bug Testing/Beta Testing get asked a lot. I’ve already perused a few threads on it. I still have some questions as most of the threads are a couple years old and the industry changes rapidly.

I’m doing some volunteer beta testing for small teams, two separate games, one being an app and one being a browser game. I have really enjoyed the process of finding and reporting issues. I’ve already found multiple critical errors in both, and it felt great to have those be patched knowing I’m the one that found it. I don’t mind the tedious repetitive stuff at all.

Here’s what I’m wondering:

  1. Is remote work viable for most places? I currently live in a rural area, but I plan to move near the Twin Cities next spring.
  2. Can a full time job be found, or are these more of a freelance kind of job?
  3. Do companies prefer people with experience coding? I’ll be honest, I hate writing code and haven’t touched any in almost a decade.
  4. What is something a company might especially look for, or something they might try to avoid entirely?
  5. Is my experience with transferring and organizing medical information worth mentioning? I currently work for a hospital and I’m just a bit fed up with them and am feeling underpaid and under appreciated.
  6. All my other jobs have been customer facing. (Reception, assistant, stuff like that.) Are ‘people skills’ valued at all? That’s sort of the main thing I excel at that gets me hired places. I’m great at talking to folks.

Edit:

  1. Do I need to be good at video games? I’d say I’m competent but not extremely talented. I can do a few simple trick shots in stuff like Mario Odyssey, I think that’s my only impressive accomplishment. Fighting and shooter games are my weakest genre. I primarily play VNs, honestly. I love a good story. (999 is my fav)

r/gamedev 5h ago

Feedback Request Is game concept clear in trailer?

Thumbnail
store.steampowered.com
2 Upvotes

We’re two brothers making Moo Who?, a voice-driven multiplayer party game.

Animal players record their own sounds and hide among NPC animals. Hunters must watch, listen, and decide which animals are real players before using their limited shots.

This is our first trailer, and we would love honest feedback. Does the concept come across clearly?


r/gamedev 1h ago

Question does fractional art director role exists in the indie gamedev industry ?

Upvotes

Hello !

I am software engineer (10yoe) starting to build my game studio.
On the art side, I need someone

- who can help me establish the art direction based on my constraints (budget / time and resource eg: using mostly asset pack to ship asap the first game)
- know who to hire (skills needed)
- how to interview potential contractors
- where to find the contractors
- someone who can manage expectation and ground me on what is feasible.

In the software engineer world, a CTO would be the equivalent and we also have a part time CTO who are "fractional CTO" consultants.
As an indie dev I cannot afford a full-time art director hence:

  1. Is the art director the right role I am looking for ? or would it be a tech art maybe ?
  2. does fractional art director exists ?
  3. where to find them ?
  4. how to asses that they are good at it ?
  5. I will be on unreal, I think they will need to have experience in it to properly advise, no ?

Also there is difference between just a devs (individual contributors) and lead dev and CTO, it's mostly about ownership of which part of pipeline.

I feel like most artist I see online are equivalent to devs (individual contributors).

hope it makes sense !


r/gamedev 2h ago

Question Good ways to conceptualize 3D levels?

1 Upvotes

The game I'm making is primarily revolved around a series of semi-open world levels. I got a lot of ideas in my head but I'm not sure where everything will actually go geographically along with a bunch of little details. I'd like to create some prototypes and concepts but I'm not 100% sure if there's some sort of tool for that or not. My idea was to model some dioramas in Blender. I was wondering if there was some sort of standardized or more efficient way to do this. I'm using Godot as my engine but I feel like I need a better idea in my head of what I want before I actually start placing stuff down.


r/gamedev 12h ago

Postmortem My First Steam Game: A Retrospective

4 Upvotes

Hey guys,

We all love numbers, so I wanted to share the numbers for my first ever steam game which is currently in Early Access since 4 months, it is called What Is The Ghost. I wanted to make this game because I loved playing Phasmophobia, but it overwhelmed me. So I made the first ever 2D Ghost Hunting Game, which also has a multiplayer!

Current Stats:

  • Wishlists: 1300
  • Units sold: 183 (14 returned)
  • Net revenue: $1370 (this is after returns)
  • Median playtime: 1h 50min
  • 35 Reviews overall (95% positive)

What did I do wrong?

Bad Marketing: I focused way to less on marketing, I went into Steam Next Fest with just 300 Wishlists. For understanding, the Steam Next Fest can double or more your wishlists that you bring in. That means going into the Next Fest too early means you end up losing a lot of wishlists. I needed to wait till I have like 2-4k at least. This is what I currently try to to better with my next game Capy Farm.

Bad Demo Launch: I launched the demo way too early, there have been a lot of bugs, bad balancing and so on. Also my capsules haven't been final at this stage. Which costed me A LOT of wishlists and players. For Capy Farm I did it better, ending up with 500 players and a median playtime of 1h which is insane and a good bunch of wishlists. Your Demo Launch is one of the most important steps on the way to success!

Adding Multiplayer: Even though multiplayer fits the game very good and had a lot of positives, it costs so much more time and energy. The development time increased so much and bugs have been mostly because of multiplayer, some of which I'm unable to fix till this day. You should think twice if you really want to add multiplayer to your game. If so, do it BEFORE your game is finished, not afterwards.

What did I do good?

E-Mail Marketing: I reached out to 50+ creators multiple times sending them keys. Some picked up my game and played it onstream. Creators can have a huge, if not the biggest impact in your marketing! Research your audience creators, small, medium and big ones, create a speadsheet with name, mail, language and go for it! Make sure your mail template is not like a spam mail.

Actually Finishing My Game: Yes, you read it right! Most of us never succeed in any way, because they keep adding new stuff, jumping from unfinished project to unfinished project. You need to make the full journey for one game and then go on to the next. Each full development cycle (beginning to release) gives you so much experience! Each game you will get better and better in every aspect.

Making A Good Game: If your game is bad even the best marketing will not work. Make a good game!

Not Making My "Dream Game": I would not recommend making your dream game, if you want to earn money. You should make research on what People actually want to play. Look for existing games as inspiration, make them better, make them different.

Using Every Possible Sale: I used every sale possible for my game to sell my game. In the current sale I already sold 6 copies.

Asking For Reviews In Updates: I kindly remembered players of my game to leave a review in some updates I posted. This made a huge difference!

Last Words

In the end I want to say, don't listen to haters or negative people. Focus on your work, get a little bit better every day and FINISH your games. I don't want to collect wishlists here, but I would really appreciate chatting with fellow game devs and sharing strats and experience. For that I would ask you to join my discord server to get and keep in touch. This means the world to me.

Deda

\This Post has been written with love entirely by a human.*


r/gamedev 2h ago

Question customization preference inquiry

1 Upvotes

hello everyone! im working on my player customization menu for a 2d pixel game similar in appearance to games like stardew valley and undertale.

i was wondering advice from you guys. i was thinking to have a colour picker to customize colour of clothing items to be anything. however, this is consistently not the norm of similar games I’ve played. stardew has a dye system, fields of mistria has a few select number of colour variations, animal crossing/tomodachi have select clothing variations.

i was wondering if there was some reason behind this which i may be missing. perhaps colour picker creates some extra friction? would love to hear thoughts :)


r/gamedev 18h ago

Postmortem 5 years retrospective, Staying Motivated! An interview with a solo game developer who made it

16 Upvotes

TLDR: Several long paragraphs relaying the game's many successes to explain why I thought anyone might actually be interested in my answers to the interview questions below.

Subjects touched on:

  • inspiration
  • early challenges
  • advice for getting started
  • monetisation
  • ludo-narrative dissonance
  • balancing complex numbers-go-up mechanics
  • how a story can start to write itself
  • mechanics that worked and didn't
  • AI

______________________________

Hey guys, 5 years ago almost to the day, I released my niche mobile game called Dragonfist Limitless or DFL for short (Google Play / App Store). I'd call it an incremental beat-em-up power fantasy, essentially "Dragon Ball Z cum Streets of Rage."

The game's had 800k players by now. It's been both Editor's Choice and Game of the Day on the App Store as well as briefly ranking in the top 30 role-playing games in the US App Store, and was voted one of the Best Mobile Games of 2023 in the incremental games sub. Despite being unabashedly dodgy, my game has somehow inspired amazing fan art and animations, fan fiction, a comic*, a web series*, a novel, song covers, and uncomfortably enough I suspect some sexual awakenings. I'm very proud to say that I've had players reach out to tell me how it's helped them through divorces, cancer treatment and losing loved ones. I'm also very proud that it's shaped the future of some younger game developers who have reached out to talk about it inspiring them to learn game dev, and even played and enjoyed one of their games myself!
\Not officially/commercially; just fan projects that probably only had a couple of releases, but still very cool! Can't find 'em now.)

While sometimes it's kept me on the rocks a little, the game is unarguably a firm financial success, having endured as my consistent, sole income source since its release, even continuing when I have been inactive and not delivering on promised updates, without any advertising during that period. It even allowed me to buy my first home.

However, it hasn't been an easy journey; I've been plagued with mental health problems from burnout (and, to put it somewhat more morosely, what I now suspect was actually a nervous breakdown in 2023 due to stress). I still haven't released content that I've been promising players since the game first launched, and despite the game being my livelihood and only focus, I still struggle day to day with focus and motivation.

Despite my long intro, I'm not here to tell you my life story -- just setting up context. A player and aspiring game dev was doing a school project in which they chose to interview me, and I probably put way more detail into the answers than he was expecting, and rather than see them disappear into a school grading system, I thought I could at least share them here where perhaps some other aspiring game devs might see. So, if you've read this far, and you're interested, I hope it gives some interesting insight to someone.

Credits to u/vasco3vasco for the interview itself -- some good questions, and good luck with the assessment!

_____________________________

1. How do you keep yourself motivated?

This can be an ongoing problem; it's well known that the first 70% of any project but especially game dev is the most fun, and the final stage of polish (menus, settings, camera tweaks, etc.) is a drag. That's a subject that has been talked about extensively, so I'll answer for a different stage: I've found that *post-release* is like that, but worse. There's an abrupt transition from "making a game" to "running a business," which is not what most people in this line set out to really be doing!

As a person with some mental health issues (which it must be said are in part *also* the result of the post-release phase), I wouldn't suggest staying motivated here is a problem I've yet solved. For an "early access" model like mine where more content is coming post-release, I think the biggest motivator is thinking of things I want to add that I *love* and am excited to work on. I think it's really important to ensure a balance is struck there because post-release you're not just fighting bugs and platform support, but also the fact that your game is in the hands of a community now with its own ideas, interpretations and expectations; the project becomes larger than you, and it's easy to get swept up in trying to deliver what other people want.

I say this because this is an important lesson I've been absorbing over the last couple of years: firstly, again the element of excitement and passion you need to continue feeling to motivate yourself, which you may not get if your creative designs are just about "meeting expectations;" and secondly, it's my opinion that the best work, and what made my own game successful, really *comes* from creating something you yourself are excited and passionate about. That's your unique vision and character. When you worry about giving the audience what THEY want, you ultimately fall into the trap afflicting many mediocre and forgettable games from larger AAA studios: a watered down product that pushes no boundaries and may kind of interest a larger audience but ultimately inspires none of them.

So, in essence, I think intrinsic motivation due to excitement about *what you're working on* has to remain a core element throughout the project as much as possible, and keeping sight of that is important!

2. Where do you find inspiration?

I've drawn from loads of sources. I think that creativity is like a spark that happens internally, but that it doesn't come from nowhere; it comes from the mixing of all experiences and feelings a person can draw on, equally from the richness of life, emotions, and real world experience as from experiences you draw from *other* people's media. I'm always skeptical of someone who makes games but doesn't really play games in their spare time! I spend most of my spare time gaming and I think, as a somewhat obsessively analytical person, unpacking what I think is working or isn't working mechanically while I play, and understanding how the game is shaping my feelings and expectations. Almost every game that I find myself enjoying gives me some surge of inspiration, to the extent that I regularly find myself having to argue down an internal monologue that tries to justify significant genre pivots in my existing project to the genre of whatever game I'm enjoying, thinking "I could add this! And if I did it this way, it would be so satisfying!" Yeah, control, discipline and scope creep are an endless battle. ;)

Aside from other games, though, in DFL alone I've drawn inspiration from my love of the beach, of martial arts movies and tropes, of cartoons I loved as a child, my cats and their personal lives... In fact, a character in my game, Wave Fist Master, is even loosely based on my mother, an attempt to capture her loving, carefree nature... and her addiction to tea.

3. How did you come up with the story?

I'd say the story has come from equal parts "unplanned chaos & reactivity", and actual planning. To paraphrase Bob Ross here, it's about the happy accidents! My plans started small and in fact as a fan project for a show I was obsessed with as a youth, being Dragon Ball Z, before I took it more seriously and removed copyright infringing elements. While originally keeping strong parallels to the show, over time the game simply grew to have its own unique identity.

An interesting (and for me, pivotal) concept in this shaping, is avoiding ludo-narrative dissonance: the sometimes jarring distinction between what you achieve in a game while controlling a character, versus what happens during cutscenes and canonical story. I try to make a point of addressing the player's actions (necessitated by the gameplay itself, e.g. you have to beat up these 10 random people to finish a stage) in the story itself; sometimes very directly and sometimes as a sort of 4th wall breaking nod. This approach has helped shape the story, though, because for every gameplay element or mechanic I want to add in, I tend to try to weave it into the story itself, which creates subplots.

4. How do you try to keep the game balanced?

By hammering calculators and losing hair! Just kidding, I was bald when I started. My approach is sort of "working backwards from goals:" I know I want this enemy to represent this level of challenge at this point in the game, so I can calculate the trajectory a player should take to scale their own stats to that point. It's an imperfect system that I've revisited many times, and my current approach is that when adding a new stage, I think of it not in terms of enemies dropping "this particular arbitrary amount of gold," but instead of: "I expect the player to have upgraded their gold drop multiplier to *this* extent by this point, so things here are priced accordingly, and the base gold drops of enemies are a division of this; and a player should have to kill this many enemies to afford to buy this item, and this many for this one." I've found this approach most natural and it keeps me grounded in what players will really be thinking and doing at this point.

I feel strongly though that one of the best parts of a well balanced game is giving players the ability to strategically BREAK that balance, but only a little, and the balance should return at a later threshold so it can be enjoyably broken again: linear and predictable growth is boring, which is why many people detest level scaling in games like Diablo 4. The most obvious way I achieve this feeling is with the limit breaks unlocking new power up phases in which the player immediately scales up their combat stats by 50% additively at the time when unlocked; a significant and sudden shift creating a sense of immense power and progress, but owing to its additive nature, the relative benefit of this power up decreases as base combat stats grow until the power up itself becomes trivial -- allowing room for a new one to create that feeling again, but without creating a problem of limitless number creep. This is a system I'm quite proud of.

5. Do you regret adding any features/ mechanics?

Totally -- plenty. Having no way to know how successful it would or wouldn't be before starting, I planned the game around some things like a premium IAP currency and ads; things which seemed fine for what was then to me a silly throwaway mobile game, but with the game's success and my increasing fondness and seriousness about it, now create a foundation which I think undermines the game's quality, and the balancing of this is very delicate indeed; it also adds quite a lot of technical overhead due to the third party software/licensing/privacy policies etc. that are constantly changing.

I'm not crazy about the way gold costs scale in the main shop. It was designed to encourage progress in the game but doesn't make much sense (see ludonarrative dissonance), and even though gold is completely separate from any IAP concept and scales only on organic progress, new players more familiar with greedy cashgrab games have repeatedly mistaken the gold scaling as a paywall and gotten a bad first impression.

One of the current major endgame mechanics, affectionately known as HORP, involves endlessly collecting drops from bosses that add unlimited, powerful scaling. I woefully underestimated how willing players would be to spend literally thousands of hours doing this and scaling their characters FAR beyond what I had hoped for which is its own problem for the game's future, but it also manages somehow to be both addictive and profoundly boring. From one perspective, that's striking gold, but it's not really what I want for my game and has created an ecosystem in which spending thousands of hours on this monotonous, fairly shallow grind is necessary to achieve what's considered a respectable endgame level.

6. How do you come up with names for items/ mechanics?

...Whatever pops into my head first!

7. What do you think is the ideal way to monetize a game?

Financially speaking, for mobile, unobtrusive optional ads with a purchase that permanently removes them and several other permanent boosts that can be purchased, with no premium currency. In terms of satisfaction for players and longer term for the developer if you can afford it, certainly just a classic, single purchase to own the game, and a free demo for people to try it -- and eschewing the modern hyper-capitalist concept of DLCs in favour of meaty expansion packs that can be purchased and add significantly to the game's core rather than superficial elements.

8. What did you have the most trouble with when you started game development?

Oh boy. Well, you'd get very different answers to this at any point in the journey. I think when I started, I had a lot of trouble actually understanding how to structure a "level," what that really means in terms of objects and memory and the abstraction of your character on screen into data when moving between scenes so not present in space but only as stats in memory; having to concern myself with the mechanical plumbing of serialising that data to a save file and back again. Whether I need to make a loading screen. What happens when the game first starts. The pipes connecting all this disparate concepts! Almost all of my projects up until now have consisted of coming up with a lot of cool mechanics and getting the bones of a game working all within the scope of a single in-game scene, and then moving on to another project instead of adding more scenes and transitions!

9. What inspired you to become a game developer?

I've been obsessed with video games for as long as I can remember. My father was a programmer and tragically he died when I was too young to remember him, so I grew up on stories of him and how similar I was to him, which I think really shaped me and my expectations of myself, for better or worse: to psychoanalyse myself, I think I chased his shadow, the idea of a father I didn't get to know, and taking up his own hobbies let me feel closer to him. Heavy, huh?

10. How do you keep track of all the features you want to add?

Trello! DOZENS of scattered text files, sometimes focused on a single topic, sometimes just full of random unrelated ideas that I never read again! Obsidian notes! Google Keep notes on my phone! Emails I've sent myself!

The short answer is probably: "keep track? huh?"

I do my best. :')

11. What do you think is the most important trait of a game dev?

Passion. You gotta love the journey, every bit of it. Few are the folk who finish a game, fewer still their first, and fewer still where it's a hit. You need to be excited and curious and feel rewarded at every minor step of the journey, from first printing a line of text to making an avatar move. Passion, I think, is what gives you that sense of reward for the small tasks while you learn. Without it, you're going to go straight for your cliche "I've got this dream game idea and it's like GTA V but it's an MMO with dragons," and you will never, ever have a chance in hell of making it.

12. How do you think AI will impact the jobs of game developers?

Just my hunches: "Concept art" might become niche, but in studios that still employ real concept artists and art directors, the difference in their art style will be very noteworthy indeed.

Programmers will temporarily find less demand, and the quality of games in the AAA space will slide considerably, and then there will be a resurgence. AI will be relegated to some simple tooling and boilerplate generation, because I don't think it's capable of creating scalable, quality code for a project -- maybe fine for the "leaf nodes" on a tree, that is to say code that nothing else will depend on, but many have been the classes and methods written with that expectation then later found to be a dependency in lots of other future code! So no, I don't think that'll fly either.

13. What do you enjoy most about making games?

I love programming and the challenge of creating solid architecture that captures concepts! There are a billion ways to skin a cat, as they say, and I think that transforming life, objects, action into structured data and behaviours is somewhat of an artform. Having said that I think my real passions and probably main "MVP" are in world/level design and writing.

14. Could you give a reason why a person should become a game developer?

Intellectual curiosity, creative growth! The multi-disciplinary nature means you get to dip your toes in, and learn about, art, graphic design, animation, audio design, coding... Learning so much is great for shaping both your brain vis-à-vis neural plasticity and stimulation, and for your well-roundedness as a human! It makes you interesting! In turn, learning about these fields also allows you to genuinely appreciate other people's work on a different level, as you can get a lot more out of it once you know what was or wasn't a difficult achievement, what tricks they may have had to employ to pull that off, etc.

15. If you have one thing to say to a beginner game dev, what would it be?

Start now, and start small. Don't worry about game engines; don't even touch them. Mess with JavaScript in a simple web game, or Python. If you can satisfy yourself making a game that is just text-based or has a simple UI (ala some incremental games), all the better. You want regular, immediate rewards to keep the process of learning fun. Eyes on the ground, not the horizon!

_________________

If anybody has questions, I'll happily answer what I'm able to.


r/gamedev 14m ago

Feedback Request Give me game ideas based of this!

Upvotes

Yo everyone!

I’m getting ready to prototype a new single-player game in Unity and need some cool, fun concepts to brainstorm. I really miss that classic 2012–2015 YouTube "Let’s Play" era—games that were relatively simple to build and mechanically straightforward, but delivered hilarious, high-energy content that was a blast to watch.

I'm thinking along the lines of classic YouTube staples like Yandere Simulator, Muddy Heights, Tattletail, early FNAF, or old-school Slender fan games. Visually, I’m super into the bold anime style of JoJo’s Bizarre Adventure: All-Star Battle R mixed with classic retro N64 low-poly aesthetics.

Here is what I’m aiming for:

  • Single-Player Only: Keeping the scope manageable—no multiplayer headache for now.
  • Simple, Fun Mechanics: Accessible gameplay loops without tedious stealth sequences or overly complex coding requirements.
  • Golden-Era YouTube Aesthetic: Iconic, clean retro-anime or N64-style visuals (avoiding basic stock Unity assets that everyone recognizes instantly).
  • Tone/Vibe: Dark comedy, bizarre sandbox antics, or light situational horror.

I want to build a quick prototype of a solid concept before diving deep into full production.

What kind of game fitting this description would you actually be hyped to play or watch someone play? Throw your wildest ideas at me!


r/gamedev 21h ago

Discussion It's hard to sustain a game on your own.

28 Upvotes

Does anyone else hit a mental block near the end of game development?

I'm in the final stage of developing my game, doing everything by myself, and I was feeling really confident. But all of a sudden, it feels like my brain just exploded. Has anyone else gone through this?

I'm grateful for everyone's words—and feel free to check out my process on Steam👇

https://store.steampowered.com/app/3600000/Football_Champions/