
I spent 60 days trying to balance solo dev and weekly vlogging. My plan failed, but here is what actually worked.
Hey everyone,
Just wanted to share a quick postmortem of my last two months because I think a lot of solo devs fall into the same trap I did.
My goal was straightforward: Build a prototype in 30 days, get playtesters and put out a high quality YouTube vlog every single week.
What failed: The first prototype was way too big. It needed endless modeling, animations, and a dungeon-generation system I had zero experience with. I had to kill the project after two weeks and pivot to a small-scope tower defense game that I actually have the experience to deliver. I also completely underestimated how much time running an active Steam title (Deepstone Rift) and handling community QA takes away from pure coding time.
What worked: I actually hit the weekly YouTube goal! Even better, it wasn't just a vanity project those videos successfully funneled over 1,000 targeted visits directly to our Steam page and grew our Discord.
The biggest takeaway: If you are working on a game alone or in a tiny team, do not beat yourself up if you miss a deadline. Even major studios miss milestones. Being an indie dev means wearing 10 different hats (marketing, community management, video editing, QA). Making the game is simply not enough anymore.
I put together a detailed video tracking the exact metrics, traffic stats, and why I had to pivot if anyone wants to check out the full transparent breakdown: https://youtu.be/DKyCpJsBV_4
Let me know how you guys handle the balance between marketing and actual development!
thank you very much!