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Software & automation · Full playbook

Indie Game Development

Design, build, and ship your own game as a solo or small-team indie studio

Experience
Advanced
Planning time
15-40 hours/week
Starter budget estimate
$0-$500

Illustrative planning ranges, not earnings projections. Check the full costs and customer demand for your own situation.

Is this a fit?

Design, build, and ship your own game as a solo or small-team indie studio

Skills to bring or develop

  • Game Design
  • Programming
  • Pixel/3D Art
  • Sound Design

The starting sequence

  1. Scope a small, finishable game concept
  2. Build a playable prototype
  3. Playtest and polish
  4. Build a wishlist audience during development
  5. Launch with a demo, then the full release

Find your first customers

Treat this customer profile as a starting hypothesis. Talk to people in this role and find out what they already do, what it costs them, and whether they want help.

Role

Genre enthusiast who follows indie releases

Problems to investigate

  • Overwhelmed by AAA games that all feel the same
  • Wants something with a distinct art style or mechanic
  • Distrustful of early access games that never finish

Channels to test

  • YouTube
  • Twitter/X
  • Communities
  • Product Hunt

First launch approach

Build a wishlist audience during development (devlogs, gifs), launch with a demo, lean on streamers/YouTubers for discovery

Ways to find your first customer

  • Post devlogs and progress gifs weekly
  • Release a free demo before the paid launch
  • Reach out to small streamers/YouTubers in your genre
  • Launch on itch.io first to gather feedback and reviews

Shape the offer & delivery

These are example packages to adapt, not current market rates or promises of sales. Choose one deliverable, set a revision limit, and test the scope with a real buyer before expanding.

Premium (Steam/console)

$5-$25 one-time example price

  • Full game
  • DLC potential
  • Wishlist-driven launch spike

Free-to-play + IAP

$0.99-$9.99 per item example price

  • Mobile-friendly
  • Cosmetics/boosts
  • Ads as fallback revenue

Itch.io / Pay-what-you-want

$0-$10 example price

  • Lowest barrier to first players
  • Great for feedback + community building

Build and deliver the offer

Digital product

File deliverables

File name

Playable build

Format

Windows/Mac/Web export from Godot or Unity

Description

The finished, shippable game build

File name

Store assets

Format

PNG/JPG (capsule art, screenshots, trailer)

Description

Everything Steam/itch.io requires for a store page

Production steps

  • Scope a genuinely finishable game — cut features until the core loop is fun in a 5-minute vertical slice
  • Build the vertical slice and playtest it with strangers, not just friends, before committing months to full production
  • Lock scope after the slice validates the core loop; resist adding new systems mid-production
  • Budget real time for polish (juice, sound, UI) — it is a large fraction of what makes a small game feel finished

Platform listing checklist

Platform

Steam

Requirements

  • Capsule images (multiple sizes)
  • Trailer video
  • Store description
  • Age rating questionnaire
  • Build uploaded via SteamPipe

Platform

itch.io

Requirements

  • Cover image
  • Description
  • Pricing/pay-what-you-want settings
  • Build uploaded per platform

Your launch roadmap

Work through the phases at your own pace. Durations and task hours are estimates; client conversations, sales, and other outcomes depend on the response you receive. Growth and exit steps are optional later decisions.

01 · Prototype 14 days · suggested pace

  1. Define the one mechanic that has to feel good — cut everything else

    Tool examples: Notion

    Planning allowance: 8 hours

  2. One level/area that demonstrates the full experience end to end

    Tool examples: Godot, Unity

    Planning allowance: 40 hours

02 · Playtest & Polish 21 days · suggested pace

  1. Watch them play without helping — note where they get stuck or bored

    Tool examples: Discord, itch.io

    Planning allowance: 10 hours

  2. Sound effects, screen shake, particles — the polish that sells a demo

    Tool examples: Aseprite, Freesound

    Planning allowance: 30 hours

03 · Launch 14 days · suggested pace

  1. Get the game in front of players before asking for money

    Tool examples: Steam, itch.io

    Planning allowance: 12 hours

  2. Send keys with a short, specific pitch — not a mass blast

    Tool examples: Twitter/X, Email

    Planning allowance: 8 hours

04 · Exit 60 days · suggested pace

Prepare your indie game studio for sale, acquisition, or hands-off operation

  1. Create comprehensive standard operating procedures covering every repeatable process in your indie game studio — client onboarding, delivery workflows, billing, and support. A buyer needs to run this without you.

    Target deliverable: Complete SOP handbook with video walkthroughs

    Tool examples: Notion, Loom, Google Docs

    Planning allowance: 12 hours · AI can assist; review the output

  2. Record the questions this step raises for your business, location, and circumstances. Confirm requirements and assumptions with current official sources and a qualified professional before acting.

    Target deliverable: Valuation estimate with supporting financials

    Tool examples: Google Sheets, ChatGPT

    Planning allowance: 6 hours · AI can assist; review the output

  3. Organize all financial records, contracts, customer data, IP documentation, and legal documents into a virtual data room that a buyer or their advisor can review.

    Target deliverable: Organized virtual data room

    Tool examples: Google Drive, Google Sheets

    Planning allowance: 10 hours

  4. Identify every area where the business depends on you personally. Delegate, automate, or document each one. Test by taking 2 weeks off and measuring impact.

    Target deliverable: Owner dependency scorecard (before/after)

    Tool examples: Notion, Zapier, Slack

    Planning allowance: 20 hours

  5. Create a teaser document (blind profile) for your indie game studio and either list on marketplaces (Acquire.com, Flippa, Quiet Light) or reach out directly to 5-10 potential acquirers.

    Target deliverable: Teaser document + 5-10 buyer conversations started

    Tool examples: Acquire.com, Google Docs, Email

    Planning allowance: 8 hours · AI can assist; review the output

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Tools, budget & effort

These are tools named in the original playbook, offered as examples to evaluate. Check current capabilities, pricing, licensing, and data handling with the provider before subscribing. Start with the tools you already have.

  • Godot
  • Unity
  • Aseprite
  • Steam

Tools to evaluate

Item

Godot (free) or Unity (free tier)

Why consider it

Named directly as the export source for the playable build deliverable

Make the numbers your own

Include setup, subscriptions, selling, fulfillment, revisions, support, and your time. Use your actual inputs and compare a cautious case with a better case.

Open the experiment calculator →

AI roles & prompt templates

Assign a clear job, provide approved inputs, and review the result. These are role and prompt ideas; this page does not run AI or connect your accounts.

Test Engineer

Draft a playtest feedback form for this vertical slice

Ui Designer

Suggest a capsule art concept for this game's store page

Use the first task above as your opening prompt. Include your audience, desired output, constraints, and how you will judge quality.

Build a personal AI team plan →

Your first small test

  1. Choose one customer. Find five people who have the problem described in this guide.
  2. Show one useful sample. Ask about their current process, priorities, and objections.
  3. Offer a clearly scoped pilot. Agree on deliverables, a price to test, and what success means.
  4. Record the evidence. Track responses, costs, hours, and what the buyer actually used. Decide whether to continue, change, or pause.

Explore related ideas

Adapted from Ashley’s Waymaker side-hustle playbooks, imported October 15, 2026. This is a published snapshot, not a live connection to your Waymaker account. Source examples are planning material, not verified customer outcomes. Explore Waymaker.

Free download · The Experiment Scorecard

Know if your side idea is actually working.

A 6-page scorecard for testing one income idea: the signal ladder, a four-week evidence log, the true-cost check, and a clear continue / change / pause decision. Download it now, with no signup required. You can also request occasional notes from Ashley’s experiments.

Download the free scorecard

Follow at your own pace

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