Show HN: I got laid off from Meta and created a minor hit on Steam

1581 points by newobj ↗ HN
I was at FB/Meta from late 2013 to early 2023, mostly working in the compiler/runtime spaces. I got hit in the spring 2023 layoff wave. I immediately started making games in my newfound free time (a lifelong interest, and I even worked in AA(A?) back ca. ~2000), and in October 2023 I stumbled upon the idea of a roguelike pachinko/plinko game inspired by Luck Be A Landlord. Things snowballed quickly, I started talking to publishers, then worked like crazy through all of 2024, almost the hardest I've ever worked in my career, and launched the game in December 2024. It's sold ~200,000 units in its first 10 weeks on Steam. So it's no Balatro, but I'd still say it did very well :) AMA?

(my game is Ballionaire: https://store.steampowered.com/news/app/2667120/view/5264614...)

378 comments

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Congratulations! The game looks amazing—its quality is truly impressive.

I'm currently feeling burned out. I have an app idea and a prototype that I believe could turn into a viable project to support myself. However, I don't have the courage to quit my job—I’m afraid of the anxiety that comes with paying rent and insurance without a steady paycheck. I do have some savings to sustain me for a while, but I'm unsure if taking a break to recharge, learn new things, and build something I'm passionate about (which could potentially become profitable) is a good idea? I'm also worried about how a long gap on my resume might be perceived when I look for a job in the future.

I'm also interested in making video games, but I often get discouraged by the sheer amount of artwork required—something I struggle to handle and afford. How did you manage the artwork side of your project?

Thanks Bill :)

I can relate to the first thing you mentioned, and I never really took action. Layoff was thrust upon me, with the privilege of a severance, and I had been working for decades, so I figured "why not try now?" I'm not sure if I ever would have been brave enough to proactively try, but that's just me. Video games in particular are brutal, economically, and not something I would ever recommend someone take a risk on in hopes of a payday.

Regarding art: don't get distracted by art. The original prototype of Ballionaire was made using Twemoji -- you can see a video of it here: https://www.youtube.com/watch?v=CwIwcGewZME Later I switched from Twemoji to images sourced from https://www.flaticon.com/ When I signed a publisher, I was lucky enough for them to hook me up with an in-house artist. I knew the style I wanted (the style you see in the game) and luckily the artist Hanja absolutely nailed it.

I would recommend avoiding art as long as possible if it's not your strength. You will go much further on making something feel really fun then making art that's one click above terrible. If you get traction, the art can come later. For future prototypes I am working on straight up text mode (or near to it, in like stock Godot UI) right now.

Thank you for the helpful tips! How do you gain traction or test an early prototype? Is finding a publisher more like job hunting (where there is a standard application process) or pitching to a VC (where you need to be social and build up connections)?
btw this was the moodboard I put together for the artist -- https://www.canva.com/design/DAF1ZIStuTY/j66Hl6xPyMNU6cfRsw2...

imho even if you can't make art, it's good to have inspirations for a coherent vision that hopefully you'll be able to articulate to someone!

Adventure Time! No wonder the art style feels familiar and lovable.
Thanks for sharing this!
I haven't played the game haha but I was curious whats going on in that last moodboard slide.
Have you considered switching careers rather than quiting. I took a two year break from tech and did English teaching. The pay was low but it sustained me with my savings and I had tons of mental energy to work on my side projects. Any job that's easy to clock in and clock out, where the work gets done on the same day, no deadlines. Can do wonders for your mental energy.

When I returned to tech I had a pretty impressive portfolio of projects. Turns out unsurprisingly that not coding all day for work makes me want to code more for fun.

Thank you so much for the suggestion. I’ve thought about it, but I don’t feel like I have any strong skills outside of coding. I can draw decently as an amateur, but not at a professional level.

I genuinely love coding and often do it in my spare time. My burnout isn’t caused by coding itself but rather by poor management and working on assignments that feel meaningless.

I get that. Honestly I never thought I was skilled enough to teach until I tried it. There are a lot of jobs out there that are easy to learn and adapt to.

Before teaching I did a cleaning job which was satisfying. Headphones in and end my day with the satisfaction of a clean office for the workers tomorrow. City gardening jobs were also lovely. Being out in the sun does wonders for mood. Impossible to get stressed doing the job.

But yeah, it's always scary that bad management can ruin a good thing.

In that case, switching employers may be what's needed, rather than switching careers (I know, easier said than done but easier if you already have a job). But if you do switch careers or have a career break, you can still code! If you're not maintaining a big project, working on your own side-projects is more like a hobby than work for most coders I know, so it wouldn't necessarily be incompatible with a break from the industry.
200,000 units is a far cry from just a 'minor hit' - congratulations!

During the project, what was the biggest instinct you had that was ultimately validated by its success, but still surprised you? What was a lesson you learned that you didn't expect? How was working with a publisher? What did they do right and what did they do wrong?

Honest answer? Dancing stick figure guy on the title screen. I did it very early in the project, in a fugue state at 3am. It lingered and lingered there, with ppl wondering "Is this real? Is this the actual title screen?" and luckily by the end I think everyone had drank enough psychedelic koolaid to agree - stick figure man stays. The artist made some better art for his hands/feet, and that was that. He's divisive, but everybody at least remembers him :)

Lesson learned that I didn't expect - hmm. Ah, one good one: I spent a LOT of time worrying about stuff being "OP" or degenerately good. Well, turns out, people like OP stuff, or degenerately good stuff, at least in single player score attack games. My biggest lesson learned on the project: people experience your game individually. If they find something broken, in their head, they are the one to have found something broken, and it feels good. You don't have to design for the entire community at once. Don't over-balance your game. Embrace the jank.

> Embrace the jank

Love this! I wish you would be been involved with the release team for Helldivers II.

The minute I read “dancing stick figure” I knew exactly what game we’re talking about.

I’m not a stoner and am not really into stoner culture but I’ve watched that figure dance for like 10 mins once, entranced by it. I dunno what exactly it is, but it’s just an absolute home run.

I’m not joking, I’d pay for an app that’s literally just that guy dancing to some music.

Did the dancing stick is Meta AI applied to some stick like this research paper ?

https://ai.meta.com/blog/ai-dataset-animation-drawings/

It's a stock animation from mixamo :P
Stock assets: the first “AI”. Honestly still a better option than AI for most anything in game dev with a few workflow-oriented exceptions.
Stock assets were still made by humans, even if the effects of a poopular stock asset remain similar.
Stock assets are nothing to do with AI?
They both let you have assets in your game without making them.
That classification would mark things like libraries and packages as AI. Hell, that'd make my house AI.
Code libraries and your house do not fall in the category of "things that give you game assets without you having to make them" because they do not give you game assets without you having to make them. (Code is not considered a game asset.)

Asset packages are in the category of "things that give you game assets without you having to make them", because they give you game assets without you having to make them. The assets in the package are, by definition, stock assets.

Sure they do: stock assets are the most obvious market that AI is taking direct aim at in games development, and the AI tools on the game dev market were largely trained on stock assets. If you need anything from a sound library to a 3D model to an animation to an icon set to background music to network gameplay code… sure you can get it through stock asset marketplaces… but AI tool vendors have ingested many of these stock assets and hope game developers will buy their tools to generate assets rather than buying the stock assets they built their tools with.
Balanced games feel like a chore: you just sit through them, trying to avoid those mistakes that aren't balanced away and there's never any hope for some positive discovery. Decisions do not matter and the pro-balancing crowd even thinks that this is a feature, not a bug.

Yes, discovering the city-per-tile problem in Civ would ruin the game for you (I never did). That clearly is the bad kind of overpowered. But sending that single chariot to the edge of the known universe before it gets constrained by phalanxes? Awesome.

Agree. Over-balancing everything in single player games sucks out the fun.

"Single-player" here is key - minutely perfect balancing is often a necessity in multiplayer games, and I suspect sometimes that mentality is carried over to single-player experiences without stopping to question it.

The trouble with the internet is that it's hard to stop competitive mentality leaking in; the game may be single player, but there are lots of people playing it, and they can watch each other and show off.

(this basically killed puzzle / mystery box games, which survive only in a weird corner for not-very-online people playing on mobile)

I think that's a great lesson about art: trying to polish things into "objectively good" doesn't work, while human connection and weirdness and jank stay in the memory.
> Ah, one good one: I spent a LOT of time worrying about stuff being "OP" or degenerately good. Well, turns out, people like OP stuff, or degenerately good stuff, at least in single player score attack games.

One of the greatest joys in score-attack games like Ballionaire is discovering certain combos that feel brokenly good.

During one of my early playthroughs, I got some combo that would spawn a crazy number of balls on every drop. The game would seriously lag for about half a second while the playing field absolutely exploded with balls. It was incredibly entertaining!

https://youtu.be/blHxSe9I9WQ

Some developers see this happen and will nerf things into the ground to prevent them, but that's an absolute fun-destroying choice. In a PVP game, yeah, absolutely you should prevent broken builds like that. But a single-player score attack? Nah. Leave that in.

Was it your intention that the dancing stick figure gives people nightmares?
I suppose that when your previous employer has over 3B users (FB alone, not even counting IG and WA and whatever else they have going on), 200k might seem like a small number of people :P

But I agree. OP, 200k is a hugely respectable number for a game or any piece of software for that matter. I’d be happy if 200 people used any of mine, never mind the k :p Congrats! :)

Hey, Meta has something like 67k employees for those 3.35 billion users (for simple stats I could find), and thats. That's 50k users to an employee. I think this dev is doing quite well by those standards. :)
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even with a publisher, 200k copies at launch for a very small indie team is easily on pace for the 1%.

https://intoindiegames.com/features/how-much-money-do-steam-...

TBH I forgot the 1% was so high, even for an indie. But network effects are crazy, so getting to 700k will eventually be a thing.

That article is 5 years old. Sadly the article lacks a date, but you can tell because it claims Steam is 15 years old, when it had its 22 anniversary last year.

Next that 7M number is for self-published games. Aka, games where the dev is listed as the publisher. OP has Raw Fury as his publisher. Next Raw Fury posted their contract publically a while ago: it is a pretty harsh contract. 50/50 split, but there is a profit ratio baked into the recoup which is super odd. If OP had held off, did his own marketing for a bit, then negotiated with publishers once he had traction, he might have gotten a better deal.

The challenge for Indie devs with publishers is how the good publishers ask a pretty high take. Meanwhile the good deals come from new publishers with poor or no track record. Personally we signed with Hooded Horse which publically offers better deals and is highly effective. The trade off being Hooded Horse is famously quite selective.

Thus honestly: self publishing is the default-best choice. We did that for our last game and effectively replaced a publisher by just spending a bunch on marketing.

Yeah I failed to find a date but figured it wouldn't be severely out of date. If anything, that would mean the thresholds would get lower and Steam games more games being submitted. It's a

>Next that 7M number is for self-published games. Aka, games where the dev is listed as the publisher.

That's fair, I can conflate "indie" in the colloquial sense with "indie" in the traditional one. I suppose 1% would be a sttretch if competing with any game with a publisher (indie label or AAA).

>it is a pretty harsh contract. 50/50 split, but there is a profit ratio baked into the recoup which is super odd. If OP had held off, did his own marketing for a bit, then negotiated with publishers once he had traction, he might have gotten a better deal.

Yeah, I figured the article was referring to gross revenue after steam's cut. Itd be nearly impossible to truly guess at all the other cuts taken out from publishers, tools, and labor. Money made =/= money in your pocket.

>Thus honestly: self publishing is the default-best choice. We did that for our last game and effectively replaced a publisher by just spending a bunch on marketing.

It's still a tough choice, and really comes down to the person. There's a lot of technical and artistic people out there that can make a high quality game but can't sell water in a desert. If money is your primary goal, it may still be worth giving up 50,70+% just so people know your game exists to begin with. From there, the momentum should either encourage to self-publish next time or lets you seek a better deal. MArketing also tends to be one of those areas where many people feel they can do it themselves and then completely corner themselves in the end (as a certain YC startup recently learned).

I think the true best choice is self-publish, but partner up with someone who knows how to sell (assuming you're getting great feedback on your game. Can't polish a turd). A singular media marketer shouldn't ask anything close to what a "good" publisher will offer.

You are correct:

    "datePublished":"2020-08-06T07:12:56+00:00"
If an article has no visible date, I often just check the source of the document, because most of these blogs use a generic CMS that puts the date in the code anyways.
He mentioned the publisher got him the artist, which is a very big component in the games success.
Looks awesome, congrats on your success 200k sales is a huge achievement!

What factors led you to seeking out a publisher, was it mostly getting art for the game or did the publisher bring more to the table that made you decide it was worth it?

What advice would you have given yourself just starting out knowing what you do now?

What did you get stuck on the most when making the game? I know a lot of people who have great ideas for games but a lot of the ideas don't translate well into being able to realistically do them in the game because of complexity. Did you ever have ideas that you thought would be really cool to do but it ended up being too hard / time consuming to do?

How close was the functionality of the game when you released it to what you had envisioned at the start? Did you go through any major design changes while developing it?

You should make a youtube series or a long series of blog posts explaining your journey from a personal perspective, the emotional ups and downs on working on this instead of getting a new job, from a technical perspective, and from a business perspective. What types of skills did you have to learn, what were the technical challenges, what pieces of code are you particularly proud of. What was your marketing strategy?
That might be challenging as large companies tend to hit people with strong NDAs which means that any reference to time at $company would need to be approved by $company. IF you don't do this then you might be rinsed by the court.
That’s not a thing. I’m not sure where you heard that. Large companies definitely don’t try to prohibit you from telling people you worked there.
> Large companies definitely don’t try to prohibit you from telling people you worked there.

They don't. But they do sometimes prohibit talking/writing about their work, the nature of it or anything remotely connected to it.

My current employer explicitly prohibits us from blogging about technical topics, creating learning material or even teaching anyone on technical subjects(e.g. on weekends at nearby school) outside the job for free/money.

That’s not very common either. I’ve never signed anything like that in 20 years in the industry (worked everywhere from tiny startups to very large tech companies).

In the case where your company does have a policy that that prohibits you from discussing the nature of your work, it’s likely completely unenforceable beyond them firing firing you.

The prohibition from teaching or blogging is definitely unenforceable.

That starts to sound like a non-compete, and those were recently ruled illegal unless you know some trade secrets or something (very few people do)

https://www.whitecase.com/insight-tool/white-case-global-non...

Of course, that was the FTC in 2024. Who knows what the administration will change this year?

Sure, I can't talk much about company games I worked on outside of "I worked on this", even after release. But they sure as heck can't prevent me from making a tutorial on C++ in my free time.

That's the only thing they tend t answer when background calls come in. They will answer if you worked there and no what dates unless it's your working under clearance. Even then I thiink you can mention most companies in a vague matter.
> Large companies definitely don’t try to prohibit you from telling people you worked there.

no, thats not what I said.

Large companies that pay generous severance generally want a non disparagement agreement in return. This means that yes you can say you worked there, you might even be able to say what department you worked in.

What you can't say is that you worked on x,y or z, your opinion on the company direction or anything else that might be related to the company or is actions.

If you even speak of this NDA/non disparagement agreement to anyone other than the listed highly limited number of people, you'll have to pay back all the severance, plus legal costs.

So OP might want to tell you about their time, but they don't want to because it'll cost them a house worth of cash.

If I'm understanding this correctly, the game was nothing to do with Meta, and done as a solo dev effort? So no NDA applies.

A certain amount of talk about previous projects is routine in interviews. As long as it doesn't get too detailed or makes the previous employer look bad in public nobody will complain.

Appreciate the thought but that's a full time job. I have to conserve whatever energy I have to actually work on the game.

(Seriously, I think a lot of devs distract themselves with this stuff. Just make your damn game.)

That type of content is extremely useful for younger developers and the publicity probably has other benefits, but it's not for everyone.
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>why should young developers matter at all?

Well you clearly don't care for society's survival, so Let's put it selfishly: I want more good games. I'm not going to make the next katamari or Baba is you or Papers Please or Orba Dinn. I accepted I do not have that kind of auteur mindset when I approach art.

But I do have technical skills and a lot of tech discourages a lot of would be artists. If I can make those parts easier, less buggy, and more performant while bringing in more people to make games, that's a win-win.

Is apathy toward society—which is, really, only your local community you're trying to defend and not something that is universally significant or even objectively capable of growth and sustainability—a dire crime I've committed? Because I do not in fact care about the "society" thing.

And claiming to have technical skill while also claiming that technology is stopping you from creating is a contradiction. An artist would have the technical skill to make something, by definition of the concept of an artist. If within your epistemology you're separating technical skill from an artist's creativity, then you have a perception of art and engineering that is tainted by something unrefined and harmful like liberal democratic society's lowest common denominator preference. In other words, there should not be a difference between an artist and a technical engineer.

Furthermore, it's strange that, with all the current software out there, you said you are at an impasse when it comes to game creation or game development. Everything already is easy, not error prone, and performance acceptable. What are you waiting for, exactly? An artificial intelligence aid that will do all the work for you?

And, lastly, an increase of the development population does not necessarily mean a good thing. Because, why should a bunch of people always be a good thing? Why not cull away those that are unfit for some task too? Unless realizing the philosophy of globalist liberal democracy is what you're aiming for? In which case I can see why you're repulsed at the idea of reality encroaching in on your fantastic ideals. Ethno-genetic Malthusian filters and reality should now be recognized as being synonymous with each other, or two faces of the same coin.

>Is apathy toward society—which is, really, only your local community you're trying to defend and not something that is universally significant or even objectively capable of growth and sustainability—a dire crime I've committed?

Not particularly. You're free to interpret and navigate as you see fit.

>And claiming to have technical skill while also claiming that technology is stopping you from creating is a contradiction

You misread my comment. I'm not held back by tech, I'm held back by artistic creativity. It's a lot easier to make tech more accessible to the creative than to figure out how to expand my creativity to comjour novel ideas. I'm helping the other with my knowledge.

>Everything already is easy, not error prone, and performance acceptable.

You have not seen modern games if that's your perspective. AAA games are buggier than ever (whom I'm not interested in assisting), and there are still some surprisingly unoptimal games. We're far from post-scarcity performance.

>Because, why should a bunch of people always be a good thing?

If you stagnate, you lose developers. If you lose developers, the odds of good games decrease. I like good games.

I'm not even convinced I'm making "more developers" so much as trying to slow down the decrease of developers. The youth of today are shifting from old media production to being self-made content creators. Playing video games is much more enjoyable than making them, after all. I've long given up on the western AAA development, so I still want to inspire future indies to potentially make more Hollow Knights or subnauticas or even Balartro.

>In which case I can see why you're repulsed at the idea of reality encroaching in on your fantastic ideals

Once again, you clearly misinterpreted something. I'm still working on games and planning on making my own mid-scale game. But making my own games is not my end goal, and I highly doubt I'm going to make anything close to profitable.

But making games is not the only way to succeed as a game developer. Just ask Valve, Epic Games, or the Blender Foundation.

If you are held back by a lack of artistic creativity, then you should simply expend the effort to do a journey of self-improvement in the name of acquiring artistic creativity. Life is that simple, yes? Because game development without game development is what leads to consequences like the stagnation of the game development industry whose population decline you lament. Making tools for nobody or nobody in particular is aimless unproductivity. But the desire for quantity over quality is the fatal economic mistake you are making. Especially when you're not amiable toward the idea of filtering bad development skills out of your social industry you're envisioning. You only need one good game, made by one good developer, at the minimum. Any more enthusiasm than that is just silly post-scarcity arrogance and delusion which is very harmful to sensible progress.

What is more ambitious would be something like incubating or founding a small province of dedicated developers who aim to fulfill your wish. Exclusivity, selection, and culling ineffectiveness would definitely be essential here, rather than being tolerant to policies which would want to try to cram a bunch of diverse individuals into a melting pot of a future failed empire of creative ideas and technology that only serves as an ironic example of what not to do in building your own development industry and securing your own game production economics. Caring one bit about the ontological time of today and its youth, a mere phenomenological axiom which leads to concerns about some content creator crisis, is the tendency you need to abandon, if you want to start your theoretical project and see its successful completion.

>If you are held back by a lack of artistic creativity, then you should simply expend the effort to do a journey of self-improvement in the name of acquiring artistic creativity. Life is that simple, yes?

Not with bills to pay, and family to care for. It's not something I can do on the snap od a whim. I plan to take art classes to understand the fundamentals, but I'm not sure I can just "gain artistic creativity" the way I can "just learn 3d modeling and color theory". At this stage in life it's probably easier to help out other inspired creators with objective hoops.

>Making tools for nobody or nobody in particular is aimless unproductivity.

Sure, that's why evangelism has to be a part of this type of marketing. Help those who remain so far and have them inspire. If you get to advertise your tools on the way, it's 2 birds.

And yes, I worked at Unity at one point. I've seen firsthand the consequences of not dog fooding your own tools to make sure the pipeline fits with what an actual dev would do in production. I will still make games with such tools just to make sure I'm not disconnected from the audience. Something more than just a fancy tech demo with horribly mangled code that no one can learn from. A sub-goal is to encourage best practices and make sure my documentation is well covered (I'd say "better than Unreal/Unity", but that's a very low bar).

>What is more ambitious would be something like incubating or founding a small province of dedicated developers who aim to fulfill your wish.

I won't lie, I've thought about it. You're essentially saying to either found up a small studio or to make soke form of masterclass. To mold future students or employees to that vision. I'm not going to actively pursue such a dream, but steps in that direction does help with that mentality.

I need at least a decade more experience and a lot more capital before I could really pull thst off, though. So yes, that will still be a decade of me proving I can launch useful tools and well-made (not necessary profitable) games to gain that trust. I gotta do one to accomplish the other.

>Caring one bit about the ontological time of today and its youth, a mere phenomenological axiom which leads to concerns about some content creator crisis, is the tendency you need to abandon, if you want to start your theoretical project and see its successful completion.

Perhaps. I'm not claiming I can change an entire generation's mindset on what to pursue in life. I simply want to show the path for those may have been interested but are put off by entire avoidable factors of the industry. I was simply rejecting a notion thst somehow the industry of devs is becoming bloated.

Or even better, he should just come over to your place, crash in your garage and spend his days teaching you how to make a game, right?
Damn nice. Love seeing indies make it! I hope for a small fraction of your level of success when I finally ship Tentacle Typer.
Wishlisted! I love the premise and the look of your game! Good luck!!
what engine did you use? anything you would you have done differently in hindsight?
Godot 4.2 with C#. Done differently? Hmm. It was an intense duration of work and I set a firm deadline for myself of EOY 2024 to avoid it dragging out into a longer-than-it-should-be project. Gaining design skills along the way, I could make better use of the same amount of time now, just by being a better designer. But that's not hindsight. There were trade-offs in that aggressive schedule, and a lot of triaging. One of the things that probably could have used a little more time in the oven, perhaps trading off against content, was the meta progression. I wasn't in love with what shipped, and it seems to be the main criticism of the game, besides RNG. It's something I may still potentially address in a patch though.
I realise you can make games in any language/engine. But could you explain the language/system/engine you used?

How did you go about validating the game is fun? Did you end up having an intuitive sense for it, or did you need external feedback to refine the mechanics?

My steam deck might as well be a billionaire/balatro machine.

Godot 4.2 / C#. Godot is an amazing engine and I highly recommend it for indie devs. The iteration cycle is a few seconds. IMHO, using Unity will absolutely slow you down, as a designer/programmer. I can't comment on the reality of a 3d game with a complicated art pipeline, however. But for a game like Ballionaire, Unity or Unreal would have been a mistake.

Ballionaire was fun by day 3, the first time a ball dropped and hit a trigger that caused an effect. It was luck a bolt of lightning to me. I am a VERY pessimistic person. So the fact that it felt compelling that early, and like, anyone who saw it could understand it and felt the fun, was a huge sign to me. Unfortunately, not every game has a premise that allows for that. I don't think you could hope for the same kind of feeling while making a 4X for example.

But if you're making a game that ultimately should feel fun from moment to moment, like these kind of quick-play games are, well, I think you can get there quickly and with little work, if the idea is solid. And if you can't get it to feel fun, I would be wondering if the idea is solid, versus it needing more time/polish etc.

>I can't comment on the reality of a 3d game with a complicated art pipeline, however. But for a game like Ballionaire, Unity or Unreal would have been a mistake.

Going from Zero to Working 3d Game is very quick in Unity as long as you do everything the Unity way.

Going from Zero to Working 3d Game if you need to create functionality from scratch in Unity is a heartbreaker.

I am actually planning to take one of my old projects and rebuild it from scratch in Godot, for exactly this reason.

A fellow Godot enthusiast here. Love to see Godot being used in commercially successful indie game like this. In 2021-22 time, I tried (unsuccessfully!) building educational video games for maths using Godot and I have fond memories of being in the flow state while working with Godot. IMO Godot fits well with programmer's brain much better than Unity etc.
> I realise you can make games in any language/engine

It's actually a bit more constrained than people realize ... Well, for desktop, you can literally use anything. But for mobile it's a bit harder because of specific platform quirks, i.e. on iOS you can't make a language that relies on a JIT compiler, so for a Java/libGDX game the best option is https://github.com/MobiVM/robovm which compiles the JVM bytecode to LLVM IR and then to native machine code.

And then for consoles (switch/xbox/ps5) it's way worse because you're relying on commercial stuff, and the only support you get is from the engine makers themselves (Nintendo/Microsoft/Sony) so there's a lot less open source options. Basically you're stuck with C++ at that point (which Unity actually compiles your C# to under the hood for non-desktop platforms).

Not what you asked, but I found out this stuff a while back and find it interesting, hopefully it's interesting to you too :)

Technically you can ship an FNA-based game with a commercial fork of .NET's NativeAOT that works on Nintendo Switch: https://viridiansoftware.com/blog/csharp-on-game-consoles Of course Xbox can just ship C#-written game normally AFAIK. So it's not like you're stuck with just C++ but yes, mobile platforms usually are highly constraining.
Congrats on the game! Did you ever do game jams at all with the original idea or was this a larger project from the start?

And a more realistic-adult question lol: how did you handle not having insurance from your workplace after severance?

Thank you! I absolutely suck at game jams. Like, really bad. Ballionaire is the one time a gamejam (https://itch.io/jam/eggjam-20) went right for me (good idea, microscopic scope) - you can see a video from about ~10 days into development here: https://www.youtube.com/watch?v=CwIwcGewZME

Normally I either scope way too big, or scope small and lose motivation because the idea is too itty bitty to maintain motivation. I have no idea how to hit the sweet spot more frequently. Some people are just really good at this, but not me.

For insurance: private insurance via ACA/Obamacare. I had savings.

what engine did you use? what's the best advice if someone wants to go down the same route?
Very cool!

- What choices did you make to give yourself more time to work on this project?

- At what point did you begin getting feedback of some sort?

- Were there clearly things you wished to include in the game but had to cut out in the interest of time? How did you decide what would be "good enough"?

I very explicitly, with my family's support, set up the expectation that the game was my #1 priority in 2024. I only took one small vacation, during which I still worked. My wife and I would watch one 30 minute tv show at night, and do the crossword in the morning, and other than that, aside from meal time, the expectation was that I would be working on the game by default (not that I worked non-stop, just that the default was "the game"). It was fully 7 days a week for like 30% of the project. Involuntarily, I sacrificed exercise and diet too :( I just couldn't manage the discipline. I also absolutely annihilated the quality of my sleep.

I got feedback from my wife within a few days, the first time she saw the game. Even she, a non-gamer, could tell that there was something compelling about the idea. And if you look at an above response, you'll see that I explained that the prototype, about a month into dev, go streamed to thousands of people. The feedback was VERY early and very positive. I wouldn't have been brave enough to keep at it otherwise, knowing myself.

I wish meta progression was better, what shipped was a compromise with respect to time. "Good enough" was just purely just vibes and an editorial eye. No articulable criteria. Just a lot of vibes and trusting my intuition (a skill I gained verrrrrrry late in life)

Congratulations! How did you get the process started for distributing your game? Were there any early channels for marketing you found particularly effective?
Out of curiosity, what kind of margins do you get when you sell a game on Steam? Like, what percentage of a sale ends up in your bank account (pre-taxes). Also, how do Steam sales affect that?

Congrats on making a game to completion, and doubly so for making something that gets fairly popular. Making a real game has been on my bucket list for about as long as I've known how to program, and I haven't completely given up on it, but I would need to make friends with someone who knows how to do art and music.

Steam takes 30% and the publisher ( https://rawfury.com/developer-resources/ ) takes 50%, so the dev should end up with 35% of revenue (which then needs to be taxed etc.).
Maybe a dumb question but... in the age of Steam, what does the publisher do these days? Advance funding? What do those numbers look like?
Most of the marketing will come from the publisher. It's easy for a game not to be noticed, and to crater thanks to no audience. The publisher runs the early and mid ad campaigns.
Depends on the deal. Promotion and fronting of cash are the big ones (usually). They can usually also offer various development services (testing, translation, porting, getting special deals with platform holders). They can also act as a stakeholder for quality, advising on certain things that should be improved (as an editor would in book publishing).
Really depends on the deal, but porting, marketing, localization and cash advances are common ones (Porting for the switch for example is known to be a big one, even for experienced solo/indie devs)
Who is the publisher? Isn’t it steam or the author itself?
If you look on the Steam page it's Raw Fury.

Steam is just the storefront. A game publisher's role varies a lot - sometimes they're just financing the project, usually they handle stuff like PR and marketing, and sometimes they help quite a bit more with the development of the game (sounds like the case in this case based on his other answers) as in programming/art/sfx/whatever else.

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You're right, but unfortunately you forgot that:

1 - Before Steam take it's cut there are taxes and refunds, 15-20% depend on geography of sales.

2 - Publisher need to recouperate spendings agreed in contract, but yeah then it's likely between 40 and 60%.

For 1., I had the taxes afterwards and since every factor is just multiplied, it doesn’t matter for the end result. And do refunds count into the final sales number?

For 2., I linked the page where you can find the document where the publisher claims to take 50%, if I didn’t miss something while skimming it.

Unfortunately when selling games on Steam you pay taxes twice. First of all Steam pay VAT all around the world. It's not included in their 30% cut. And then you pay corporate tax from your net profit after Steam or publisher sent royalties your way.

Refunds on Steam can happen after a while so it's important to keep them in mind. If you sold 100 copies of your game 5-10% will be refunded.

> I linked the page where you can find the document where the publisher claims to take 50%.

I havent worked with Raw Fury and wouldn't be able to talk about it then anyway, but:

1 - If a publisher funded your game they will recuperate expenses by taking 70-100% of net profit. After that it can be 50%

2 - Some publishers also include localization, QA, LQA and even marketing budget into recoup amount.

Between returns, taxes, and other stuff, I think you can model at ~55% of gross Steam sales. Then, whatever your split w/ your publisher is, on top of that. So I think it's easy for ppl to severely overestimate how much a dev is actually earning by just multiplying units times price :)

I think in general the uptick of sales volume more than offsets the discount during a Steam sale. There's a reason Steam sales have a cooldown, they generate marketing emails to your wishlists. So sales are always good, from what I can tell.

Thanks for the congrats, and all I can say is: don't give up, I'm an old-ass man and made it happen. Don't get stuck on art or music either, IMHO. Total distraction. You can make a game fun without that stuff. At least, fun enough to be sure the investment into the next stage is wise.

What factors made you choose to go with a publisher vs. self-publish?
One major benefit of publishers is a salary while the game is being developed. The other major benefit is marketing, the linked Steam page is titled:

> 200K Ballionaires!

> Where do you all keep coming from?!

A good portion of those came from the publisher's efforts.

Related to this: is there any kind of contractual language that keeps Steam creators from saying how much money they made on the platform? Please note that I'm not asking how much you made on this game, that's none of my business! Just wondering if there's an NDA or something like that. I've been curious about it for a while.
Steam dont do anything like that, but 99% of contracts with game publishes will include NDA on financial information.
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Congrats! This game looks amazing.
I haven't played your game but I've watched a ton of Real Civil Engineer's videos on it. It looks like a blast and I love watching his videos. How did you get into game development? Congratulations on the success!
I started trying to make games as soon as I got an Apple //c when I was like 9 years old. I went to MSFT out of college but quit to work on games like a year into it. My first games job was at Monolith (RIP as of yesterday) and was there for ~4 years, then I helped S2 Games ship "Savage: Battle for Newerth, but then went into FAANG for like 20 years. I always wanted to come back to gamedev. Glad I got the chance :)
Oh neat! I wishlisted it when it came out but was heavy into balatro, slay the spire and the diceomancer demo but I will pick it up soon.

Curious if you would be up for recording a podcast about the project? I love to pick people's brains about stuff like this. I recorded one with Ange the Great about his creation of Engine Simulator, for example.

Congratulations! That's a huge accomplishment, and not something I'd call "minor."

When I think about game development, these are the skills and types of work that come to mind:

- software development

- game design

- graphical art

- musical composition

- writing

- marketing and promotion

and I'm sure there's more that I'm missing. I'd be very curious to know how you navigated through all of that...like did you start on one end, like with a game engine, and then fill in the rest, or was it more of a holistic iterative process? I hope that's not too broad of a question, but frankly I'd appreciate any insights you can share.

I had to stop playing for a while because the music really got stuck in my head. What a fantastic game though, it really is so fun. The "Woooow" at some upgrades always make me chuckle. I'll definitely come back to it soon.
haha the "wooow" was very last second, and meant to kind of be ... "snide" ... watching streamers play it and saw "wooow" along with him every time absolutely delights me to no end.
Why did you go with a publisher rather than publishing it yourself?
Congratulations. Looks fun and one of those "omg, I've spent so much time on this" kind of game.

Can you expand in the part of talking to publishers. How did you approach it, how much previous context did you have, how did you evaluate what was good vs not. I know what mobile game publishers ask for but not desktop/steam ones.

Any advice? (Not that I'm making games but just curious what form it actually takes)

Not author, but fellow indie gamedev founder. Already answered one similar question in comments, but here is usual process of choosing publishers:

  1 - You need to decide whatever you looking for a funding and how much you need. No matter where you're located majority of indie publishers operate with budgets under $300,000. AFAIK there is under 30-50 companies that can even provide funding over $1,000,000.
  2 - Even big publishers dont like to take risks. So if you're self-funded or have investor your chances to sign publishing agreement are much higher since then publisher risks almost nothing.
  3 - You go and check what games each publisher release on Steam and check how much marketing there are for their titles. "Good" publishers usually only release 1 game a month or less since marketing is both time consuming and costly. So obviously it's much harder to get selected.
  4 - There are "spray and pray" publishers that can even give you some money easier than others, but they sometimes release 3-10 titles a month and just look what sticks. They mostly dont do marketing before release whatsoever so it's not exactly an optimal choice unless you working on a games that can be built cheap and under 6 month.
  5 - When you start any negotiations normal net revenue split after budget recouperation is around 50/50 (with 40 / 60 both ways also possible). So you can filter out those who try to pray on inexperienced people.
  6 - Also unless you getting serious funding (not $300,000) publishers usually only get exclusive distribution license on your specific title for 3-5 years, but they dont get your IP. If some small publisher ask for full IP transfer it's not a good deal.
And yeah to reach out you only need at playable and fun prototype for 5-15 minutes of gameplay, but if your game is closer to release it's will drastically increase your chances for a deal. Everyone loves to publish games with no funding needed and no one loves to fund development with risk it will never be completed.

Getting published by likes of Raw Fury is a huge success though, very small percent or projects get such a chance.

PS: If you wish feel free to reach me, will happily share my experience.

Congratulations! Looks fantastic. I'm curious about marketing and your relationship with the publisher.

There's a LOT of games launching on Steam all the time, some solid games go largely unnoticed. How did you get word out about your game? Did you build an audience during development? How much assistance did the publisher provide? Additionally, did you have contacts that introduced you to publishers? If not, what got their attention? Fanbase, demo, you personally?

Amazing work! Questions:

- How/why did you decide to talk to a publisher? When in the process did you feel like you had a good enough prototype to do that?

- What have been the pros/cons of working with a publisher? When, in your opinion, should someone do that vs. self-publishing?

- What was your confidence level throughout various stages of the project? Was there a point before releasing the game where you maybe got a glimpse of the success you were going to have? (I guess probably Steam wishlists?)

- What's next?

Congrats again on the hit!

I worked with a publisher for a few reasons: 1) I didn't know what I didn't know, and didn't want to "find out" AND make the game at the same time. I needed a partner for the business/marketing end. 2) An advance (funding) helped de-risk things for me. 3) I needed help to find an artist. I was having no luck on my own. Even with the traction the game had!

Publishers actually came to me. In a weird coincidence, I happened to show the game in a Discord where localthunk, the Balatro dev, was hanging out, and he shared it with a few big streamers. The prototype was streamed to thousands of people like ~5 weeks into its development, and the publishers started showing up immediately. Not normal. Very lucky.

I started very confident, and stayed relatively confident, for myself, but there were some weird days where you'd get a paranoid feeling: "Wait, all you do is drop a ball in this game. Why do people like it? Are they just blowing smoke up my ass? Am I having a manic break, thinking the gmae is good? It really can't possibly be good enough, right? Making successful indie games is something other people do, not me." Needless to say the demo getting reception in October 2024 Steam Nextfest (before being released in December) was hugely validating and was like the "pinch" I needed to prove it wasn't a dream.

Next is healing and recovery ... and supporting Ballionaire. Working on a creative project intensely for a year at the exclusion of almost everything else in your life, esp. at my age -- doesn't leave you in a great state when it's over. It was self-imposed crunch mode. It's not easy to be bounce back creatively or energetically.

Thanks :)

Appreciate your vulnerability. Awesome to hear your good fortune along the way, receiving positive feedback. Working a year heads-down even with that though does sound quite difficult. I think about all the time how one doesn't have to deal with these kinds of doubts when at FAANG-style jobs. I think that, moreso even than the EV on compensation, is the reason FAANG can be so sticky.
Thanks for the in depth answer! Good luck with the recovery - hopefully the game has left your financials in a good enough spot that you don’t have to worry about the next project for a bit, at least.
Who did the art work? You?

Which engine have you used?

Also, congratulations!

Godot 4.2 w/ C#

The artist is Hanja Grgičević.

Thanks!

Congratulations!

This is a huge achievement and work -- although I do not know the space.

What is the stack used? Did you end up substantially switching things in the stack during your journey?

It would be great if you follow up later with experiences like the maintenance journey post-launch. Also, what do you feel the publisher provided besides the artist and guidance?

Thanks! Godot 4.2 w/ C#. I started with Godot 3 and C#, but ported to Godot 4 a couple months into the project, because it was my understanding that would help console portability in the future. It was a bit of a pain, but not too bad. Maybe a week's worth of work.

Raw Fury I think also did a great job w/ marketing and promotion, e.g. connecting the game to streamers, and the trailer knocked it out of the park IMHO :)

The amount of genius talent that is being wasted making addictive products for Meta is borderline criminal.

Congrats on shipping a huge hit