Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+11)

It’s something I’ve noticed for years in the indie scene. A developer appears with a great concept, impressive art, maybe even a playable demo. People get excited. There’s buzz. Then slowly the updates fade, the momentum dies, and eventually the project disappears.

It’s easy to assume they just lost interest. But after watching this cycle repeat since the mid-2010s boom of itch.io and Unity accessibility, I don’t think it’s that simple.

Game development is heavy. It’s long-term. It’s unpaid work layered on top of real life. Burnout creeps in. Scope expands. The market is overcrowded. Discoverability is brutal. And the truth most people don’t say out loud: the odds of making real money are slim.

Most projects don’t fail because the developers are lazy. They fail because finishing something this demanding requires a level of stubborn consistency that’s hard to sustain.

As a player, it’s frustrating to watch promising ideas vanish. You start to hesitate before getting invested in anything new.

Maybe that’s why I’ve approached my own project differently.

It’s not built around trends or fast returns. It started as something personal — a father-son project, thousands of miles apart but connected through building something together. Four years later, it’s still going. Financially? It’s basically a loss so far. One person paid $5. I’ve put in around £250. That’s fine.

Because I’m not doing it for the payout.

I enjoy the process. The building. The problem-solving. Watching it slowly become real. If it earns something eventually, great. If it doesn’t, I’ll still have finished what I started.

And honestly, finishing feels rare enough these days.

In a space full of abandoned prototypes and “coming soon” pages that never arrive, simply shipping something — even small, even imperfect — feels like the real achievement.

(+1)

Mate, this hit so hard.