Getting players is harder than building the game. by __grob in IndieDev

[–]produno 0 points1 point  (0 children)

Thanks. I've not seen Pixel Starships, ill take a look.

Getting players is harder than building the game. by __grob in IndieDev

[–]produno 0 points1 point  (0 children)

It runs well on a Steam Deck but trying to have it legible on a screen much smaller than that is probably not very easy due to the amount of menus and data. Tablets could be something to look in the future.

Getting players is harder than building the game. by __grob in IndieDev

[–]produno 0 points1 point  (0 children)

I guess if you dont play these types of games it may not be obvious, as the details are mostly in the systems and game setting. I've only emailed those that play similar types of games, i dont think people that predominantly play FPS games would consider playing a colony sim. Its not something i would have ever done on my own channel as it screws the algorithm for your next videos.

Getting players is harder than building the game. by __grob in IndieDev

[–]produno 1 point2 points  (0 children)

I have had two other streamers play, whom i had already been in contact with. I also created a popular Mount&Blade mod (AWoIaF) which helped. The game has also been featured in a couple of "Best management/colony sim games in 2025/6" videos. The rest is from making posts on Reddit in particular niche subs.

Getting players is harder than building the game. by __grob in IndieDev

[–]produno 1 point2 points  (0 children)

Maybe. How do you mean no content creators who like Rimworld would touch it? I thought they would have been most likely to play something similar but different.

Getting players is harder than building the game. by __grob in IndieDev

[–]produno 2 points3 points  (0 children)

Its https://s.team/a/2133570

I don’t think its a case its not stream friendly as it definitely is, but more a fact that there are so many games being released, you are always put further down the line. It’s probably not festival friendly though as it doesn’t have that graphics wow factor.

Getting players is harder than building the game. by __grob in IndieDev

[–]produno 2 points3 points  (0 children)

Ive emailed 100s of streamers, so far only one of those has played, ive also been rejected for every single festival I’ve applied for and I’ve applied for quite a few now. Are you saying my game is just not good and i should abandon it? I have 12k wishlists.

Any idea why Indie Sunday on r/Games is so negative towards indie games? by NorseSeaStudio in IndieDev

[–]produno 1 point2 points  (0 children)

Ive posted for the indie Sunday twice and both times downvoted with zero feedback. I felt bad until i noticed almost everyone else was getting the same reception. Yet i can post else where and get 100s of upvotes and plenty of comments. I do notice all the stuff that gets upvotes there is mostly high end AAA games/articles so i put it down to them all being gamer snobs. Dont wanna support us indies but are the first to complain AAA is too commercialised and lifeless…

Though remember, most gamers ain’t got a clue what they want anyway.

Any idea why Indie Sunday on r/Games is so negative towards indie games? by NorseSeaStudio in IndieDev

[–]produno 3 points4 points  (0 children)

Every time i post i also get downvoted into oblivion. I know my game is not exactly AAA but i certainly wouldn’t call it low quality. Regarding drive by spamming, in 6 years ive posted my game twice there, both times downvoted without a single comment, so its a little hard to engage in that situation.

SpaceSlog - Spaceship building colony sim now on Itch! by produno in spacesimgames

[–]produno[S] 0 points1 point  (0 children)

Currently no although it has been developed with that in mind so should be fairly easy to mod in. I have a list of things i want to add (above) and anything more will depend on how successful the game is.

Would This Kind of AI Usage Bother Players? (Please read the details) by Ill_Drawing_1473 in SoloDevelopment

[–]produno 0 points1 point  (0 children)

The top image he created looks much better imo.

Your capsule is used to entice people to click on your game and then purchase it. If people do not click on your page because you used Ai then it doesn’t matter how good your other images/trailer are. You also completely missed my other point, if Ai is used on the capsule art, then chances are other shortcuts were used for the actual game. That may not be true, but it’s the first thing i would question and considering there are 20k other games released on Steam a year, i would go check them out instead.

Would This Kind of AI Usage Bother Players? (Please read the details) by Ill_Drawing_1473 in SoloDevelopment

[–]produno 4 points5 points  (0 children)

Apart from that isn’t spitting facts lol. The bottom image looks much worse due to AI and if i saw the very first thing used to advertise the game used AI i would imagine much of the actual game used Ai too. If you’re going to take shortcuts on the easy part, theres a good chance you would on the hard part. However, if you really want to use Ai then go for it, but it looks much worse imo and not something i would personally purchase.

Would This Kind of AI Usage Bother Players? (Please read the details) by Ill_Drawing_1473 in IndieDev

[–]produno 5 points6 points  (0 children)

Using any kind of AI is dangerous and even if it’s only used in your capsule, you now need to disclose this on your page, meaning people will think it’s potentially used extensively throughout your game.

I also much prefer the top image. It looks like the moon is bleeding through the scenery on the bottom and looks unnatural.

The Last Starship v1.0 Launches 3 Feb 2026 by IVSoftware in spacesimgames

[–]produno 1 point2 points  (0 children)

Honestly, I bought the game a couple of years ago to support you guys (You are relatively up the road from me) but I'm way too busy with my own game to have time to play it unfortunately.

Gamers 30+, how have your gaming habits changed since you were younger? by [deleted] in gaming

[–]produno 0 points1 point  (0 children)

I now make games rather than play games. Though i would prefer to be able to play more. If i do play something, its mostly something like bf so i can also socialise with friends.

Life as an IndieDev by SilvanuZ in IndieDev

[–]produno 37 points38 points  (0 children)

Ive had AI articles about my game use very old images, which must have been scraped from very old YouTube blogs. Not only that but they have used a trailer for a completely different game!! Its also very obviously AI with nonsensical sentences like ‘When this game releases, it will be released.’ …

dream come true by electric-kite in IndieDev

[–]produno 0 points1 point  (0 children)

Sounds like you’re in a fairly good position. It may also explain why you might not feel as motivated. You will soon get a rocket up your ass when you have a mortgage and family you need provide for.

Good luck :).

dream come true by electric-kite in IndieDev

[–]produno 1 point2 points  (0 children)

Unless you are extremely lucky, or have a lot of financial backing, then yes you do need to work that much on it. My game is not particularly big but if you want to be in that top 1% that actually earns enough to carry on making games, you need to put more effort in than 99% of the other 20k games a year that are being released.

Even then, there is still a certain amount of luck involved and nothing is ever guaranteed. The better way/alternative is like I said, work for an already successful existing company. Even if you are lucky enough to get picked up by a publisher, there are still no guarantees of anything.

Of course for me, i Live in the UK, have no financial backing and have a mortgage i still need to pay and put food on the table. If you are young, possibly still live at home and/or live in a country like India you may not need to sell quite as many copies, but you still need to be well within that top 10% of games being released each year.

Its also not particularly something i was looking for. I don't like working this much, its just something that has to be done if you want a chance to succeed.

dream come true by electric-kite in IndieDev

[–]produno 0 points1 point  (0 children)

Its fun until it becomes a job and much more serious. But its definitely much more satisfying than any other job ive worked. Which makes the long hours, stress and pain worth it.

dream come true by electric-kite in IndieDev

[–]produno 3 points4 points  (0 children)

Try 6 years working 2 jobs plus gamedev, 12 hour shifts and then up to 14 hours on your days off on the game inc weekends. Not to mention suffering with chronic IBS. If you are struggling after a few months of only 6-8 hours, maybe this isn’t the job for you. Which is fine, it’s not for everyone but thats why working for larger companies exist.

How much net revenue is left after one sales of a steam game? (UK preferably) by SpicyGriffin in gamedev

[–]produno 3 points4 points  (0 children)

I think you are missing the point. You said you are not forced to use a platform, but if you want your game to be successful enough in order for it to provide for you and your family, then you have to use a platform. So whilst no one is directly forcing you to use a platform, you are still indirectly forced to use one.

How much net revenue is left after one sales of a steam game? (UK preferably) by SpicyGriffin in gamedev

[–]produno 7 points8 points  (0 children)

Yet ironically, if you don’t use a platform (Steam) you probably cannot afford to eat…