I’ve sold just 31 copies of my game as of today, which doesn’t warrant expanding to mobile platforms, BUT at the same time I want the experience and I also…
#indiedev
Figuring out how to create a code-signed, notarized MacOS version of my game to publish through #steamworks on a testing branch as an additional depot on the existing CD Key…
Think I got to integrate @blockbench into my workflow, could look great with my current voxel stuff, adding a bit more fidelity. Video by @gamefromscratch #gamedev #voxel #indiedev
youtube.com/watch?v=OyYk5Q…
“How to get ahead of 83.5% of indie Steam devs in 2025” Totally not clickbait. #gamedev #indiedev
tomwor.com/how-to-get-ahe…
Releasing my indie game a day before #Silksong would be absolute madness – so I’m releasing mine two days before. store.steampowered.com/app/1442050/Su… #gamedev #indiedev
So I guess this means better backup all those #Unity packages right? 🤷♂️ 😬 #gamedev #indiedev
A short love letter to simpler times, as I remember them. #gamedev #indiedev store.steampowered.com/app/1442050/Su…
“Every step filled with dread” –
The Hidden Costs of Convenience: Choosing Between Control and SaaS in Game Dev #gamedev #saas #selfhosting #indiedev
#digitalsovereignty #gamepreservation
tomwor.com/every-step-fil…
Some time into the development of my game I unwittingly started naming things of certain sizes “double-” and “triple-” something. I’m now at “quintuple” and fast approaching “sextuple” and maybe…
I think looking at bullet hell games as inspiration for my game was the wrong approach. It came naturally due to the apparent proximity of the genre, but I don’t…
