▲ 593 r/gamedev

Testers kept telling me my game was "missing something." It wasn't missing. I just locked it in a room they never walked into.

For like three weeks straight I got the same feedback over and over for my demo. Fun, works fine, but something's missing. No meat to it.

And it drove me insane because I knew the meat was in there. I spent months on it.

Quick context, it's a dark fantasy shop sim. Core loop is buy stock, put it on the shelf, set your prices, make money. Pretty standard. But I didn't want to stop there so I kept piling stuff on top. Rarer items on your shelf pull in more thieves. You're never forced to sell your whole shopping list, you sell what you feel like selling. There's contracts. And the thing I'm honestly most proud of in the whole game, world events.

Most shop sims just do that little daily price wiggle, five percent up or down, whatever. I wanted events that actually move the whole economy. So sometimes every alchemy ingredient goes 50% off and if you're smart you buy in bulk right then. Or a war kicks off and weapon demand shoots up, but good luck if you didn't already stock up because now your suppliers jacked their prices too, while all of your customers are buying only weapons. Or there's a witch hunt edict and these aggressive NPCs start showing up and scaring your customers off. Small ones, big ones, price stuff, straight up shortages. This was the system I was proudest of, the one I really wanted people to run into.
So why was nobody feeling any of it?

I went back and watched the recordings of people playing. And I just watched them walk right past everything. Two hours in on some of them and still nothing, no events, no contracts, none of it ever fired.
Because I'd stuck all of it behind the tutorial!!!

Here's the dumb part. I was terrified of overwhelming new players so I set the tutorial up to walk you through the basics before it unlocked the deeper systems. Sounds reasonable right. Except every single tester ignored the tutorial. All of them. Clicked through it like it was spam, treated it as a chore, and ignored very last steps at all, and because of that my entire world event system just sat there behind a door none of them ever bothered to open. One of my favorite features basically didn't exist for the people playing.

The thing I added specifically so players wouldn't feel lost is the exact reason they never found the good part. Still annoyed at myself about it honestly.
So I ripped the tutorial apart. Now it teaches you the couple of things you actually need and then it shuts up. Everything else you pick up as you go, through the quests and contracts while you're actually playing instead of reading about systems you're not even allowed to touch yet.

Anyway the takeaway I keep coming back to is that caring too much about the player messed me up almost as bad as not caring would have. I thought I was protecting people. I was basically hiding my own game from them.
Don't gate your best stuff behind something people skip. Lesson very much learned.

reddit.com
u/Tough-Bag-8494 — 1 month ago
▲ 10 r/gamedev

Almost at the magic 100 wishlists on Steam!

Small milestone but it feels huge right now. My game is sitting at 94 total wishlist additions and I'm this close to crossing the magic 100.
What's got me most excited isn't just the number, it's the trend. The page has only been up since mid-May, and the biggest chunk of that growth happened in the past month. Seeing the line actually curve upward instead of flatlining does something to your soul when you're doing this solo, haha. First 100 is supposed to be the hardest, so fingers crossed the momentum keeps going.

Would love any tips from folks who've pushed past that first few hundred. What moved the needle for you?
How hard did you work on social media posts, etc?

reddit.com
u/Tough-Bag-8494 — 1 month ago

Looking for a Social Media expert

Hi everyone!
I'm trying to grow my wishlist count and spread information about my game, and I'm trying to do social media stuff, like Instagram, TikTok, youtube etc.
And it takes way more than I expected, so I am looking for someone who is good at it and wants to work on it. Payments can be negotiated.
I do wanna focus more on the game development and so on rather than social media.

So if anyone knows a person who is good at it, please dm me here!

Thank you!

reddit.com
u/Tough-Bag-8494 — 1 month ago
▲ 39 r/gameDevPromotion+1 crossposts

Went from 20 wishlists to 60 in a week after posting my trailer. Small numbers, big lesson.

I know 60 wishlists is nothing compared to what some of you are pulling. But as a solo dev with zero marketing budget and no audience, tripling my wishlists in a week felt worth sharing.

I've been working on Dark Workshop Simulator, a first-person dark-fantasy shop sim built in Unity. Had the Steam page up for a while, sitting at around 20 wishlists.
Then I posted the trailer. That's it. No ad spend. No influencer outreach. Just the trailer on Steam and a few posts on social media.

Within a week: 43 new wishlist additions. Previous week was 3.
The takeaway for anyone sitting on a playable build without a trailer: just make one. It doesn't need to be cinematic. Mine is gameplay with text overlays and music. But it gives people something to actually react to instead of a description and two screenshots.

If you want to check it out: https://store.steampowered.com/app/4730290/Dark\_Workshop\_Simulator/

Happy to answer questions about the process. Still figuring most of this out honestly.

u/Tough-Bag-8494 — 2 months ago
▲ 31 r/gameDevPromotion+2 crossposts

Thanks to everyone who helped me

Hey everyone,
A few weeks ago I posted here asking for advice about a publisher who reached out to me for my first Steam game. I got some really helpful responses, so I wanted to follow up.
After reviewing the contract, I decided to decline the offer and self-publish.
The exit terms were too one-sided: indefinite contract, expensive buyout clauses, and getting my own game back was nearly impossible if I ever wanted to leave. The deal looked good on the surface but the fine print told a different story.

So here I am, going solo. I just published the demo for my game Dark Workshop Simulator on Steam. I’m a solo developer and this is my first project.

If you’re curious, I’d love for you to check out the demo and let me know what you think. And if you like what you see, a wishlist would mean the world to me.
Thanks to everyone who helped me navigate that publisher decision. This community is solid.

https://store.steampowered.com/app/4730290/Dark_Workshop_Simulator/

u/Tough-Bag-8494 — 1 day ago
▲ 29 r/gamedev

Thanks to everyone who helped me!

Hey everyone,
A few weeks ago I posted here asking for advice about a publisher who reached out to me for my first Steam game. I got some really helpful responses, so I wanted to follow up.
After reviewing the contract, I decided to decline the offer and self-publish my work.
The exit terms were too one-sided: indefinite contract, expensive buyout clauses, and getting my own game back was nearly impossible if I ever wanted to leave. The deal looked good on the surface but the fine print told a different story.

So here I am, going solo. I just published the demo for my game Dark Workshop Simulator on Steam. I’m a solo developer and this is my first project. (can't post a link since it will break a rule)

If you’re curious, I’d love for you to check out the demo and let me know what you think. And if you like what you see, a wishlist would mean the world to me.
Thanks to everyone who helped me navigate that publisher decision. This community is solid.

reddit.com
u/Tough-Bag-8494 — 2 months ago

Please share your experience

Hey everyone,
I’m a solo indie dev working on my first Steam Game. A well-known publisher reached out to me offering a rev share deal: no upfront funding, just marketing support, QA testing, localization help, console ports, and access to their influencer/press network.
Sounds good on paper, but I’ve never worked with a publisher before and I want to make sure I’m not walking into anything blindly.
For those of you who’ve signed rev share deals with publishers:
• Was the support they provided actually worth giving up a cut of your revenue?
• Did they deliver on their marketing promises?
• Anything in the contract you wish you’d pushed back on?
• Any red flags I should watch out for?
I’m self-funded so I don’t need money from them, mainly interested in the marketing reach and publishing expertise. Just want to hear real experiences before I commit.

Thanks in advance!

reddit.com
u/Tough-Bag-8494 — 2 months ago
▲ 58 r/gamedev

Publisher reached out to me.

Hey everyone,
I’m a solo indie dev working on my first Steam Game. A well-known publisher reached out to me offering a rev share deal: no upfront funding, just marketing support, QA testing, localization help, console ports, and access to their influencer/press network.
Sounds good on paper, but I’ve never worked with a publisher before and I want to make sure I’m not walking into anything blindly.
For those of you who’ve signed rev share deals with publishers:
• Was the support they provided actually worth giving up a cut of your revenue?
• Did they deliver on their marketing promises?
• Anything in the contract you wish you’d pushed back on?
• Any red flags I should watch out for?
I’m self-funded so I don’t need money from them, mainly interested in the marketing reach and publishing expertise. Just want to hear real experiences before I commit.

Thanks in advance!

reddit.com
u/Tough-Bag-8494 — 2 months ago

Need help with my trailer

Hi everyone! I am finishing my game and now it is time to make a trailer, and I have no idea where to start. Do you just screen record a few minutes of the gameplay or do you cut the video into a fancy video with subtitles and audio effects? I am a first-time publisher so learning as I go.

Thanks everyone for suggestions and advice!

reddit.com
u/Tough-Bag-8494 — 2 months ago
▲ 42 r/IndieGameWishlist+4 crossposts

Steam page is ready and want to hear feedback! Demo soon!

Hello everyone! I recently had my page approved, and the game is almost ready (70-80%), so maybe I started the page a little bit late. I'd love to hear your feedback and, if it is not too much trouble, help with growing our wishlist!

Adding demo soon!

The game is a shop simulator set in a medieval dark magic world. You serve dark forces, react to exonomy, and build your workshop, decorating it and opening new rooms to explore!

store.steampowered.com
u/Tough-Bag-8494 — 15 days ago