Going from hobby project to first sale in a year is possible, but it rarely looks like the highlight reels. This post is a straight recap of one solo dev's first 12 months—what actually moved the needle, what wasted time, and what I'd do differently so you can shortcut some of the pain.

Where I Started
I had shipped game jam projects and small prototypes, but nothing with a store page, a price, or a real audience. My goal was simple: one small, finished game, for sale, within 12 months. I chose a 2D action-arcade concept—single player, clear core loop, no multiplayer—so I could own the full pipeline (design, art, code, sound, release) without depending on others.
Stack: Unity, C#, itch.io + Steam (Steam later). Art: mix of bought assets and my own pixel art. Sound: free libraries and a few custom edits.
Months 1–3 - Scope and the First Playable
What I did
- Wrote a one-pager (genre, core loop, 3–5 features max) and stuck to it. No “and also a roguelike mode.”
- Built a vertical slice in about 10 weeks: one level, one character, one enemy type, basic UI, win/lose state. No polish yet—just playable.
- Showed it at a local meetup and in a Discord. Feedback was “fun but short” and “needs more juice.” I wrote that down and didn’t add scope; I noted “juice” for later.
What I’d do differently
- I spent too long tweaking the character controller before the level was fun. I’d lock gameplay feel earlier (movement, one attack, one feedback moment) and only then build levels.
- I’d record a 30-second GIF of the slice in month 2 and post it somewhere (Twitter, Reddit, Discord) to see if the hook landed. I waited until month 5; that was too late for a reality check.
Takeaway: A tiny, finished loop beats a big, unfinished one. Get to “someone can play and say I won/lost” as fast as possible.
Months 4–6 - Content and the “Is This a Game Yet?” Crisis
What I did
- Added 3 more levels, a simple progression (unlock level 2 after 1, etc.), and a basic menu (play, levels, quit).
- Hit a wall: the game felt repetitive. I added one new mechanic per level (new enemy, new hazard, new power-up) so each level had a clear “new thing.”
- Put the game on itch.io as free / pay-what-you-want to get eyes and feedback. I got ~200 plays and a handful of comments. One person paid a few dollars; that was my first sale and a huge morale boost.
What I’d do differently
- I underestimated how many levels “feels like a game.” For this type of game, 5–7 short levels was the minimum before people said “okay, this is a real thing.” I’d plan that number from the start.
- I’d ask for emails (e.g. “get notified at launch”) on the itch page from day one. I only added that in month 8; I left a lot of early visitors on the table.
Takeaway: “First sale” can be tiny (one person, a few dollars). The psychological win is huge. Use itch or a similar low-friction store to get there early.
Months 7–9 - Polish, Steam Page, and Wishlists
What I did
- Juice pass: Screen shake, hit stops, better sounds, simple particles. No new features—just making the same game feel better. Playtesters said it “felt 2x better” for maybe 20% more work.
- Created the Steam page: capsule, short description, a few GIFs, one trailer. Went live and started sharing the wishlist link everywhere I could (Twitter, Discord, Reddit where allowed).
- Set a launch target (3 months out) and stuck to it. That forced me to cut one “nice to have” level and ship the rest.
What I’d do differently
- I’d build the Steam page 2–3 months earlier (even with placeholder art) so I could drive wishlists during the polish phase. I only had ~6 weeks of “real” wishlist push; more runway would have helped.
- I’d reuse one or two GIFs from the itch phase for Steam. I re-made everything; that cost time I could have spent on one more level or bug fixes.
Takeaway: Wishlists are the best leading indicator for a small solo launch. Start the Steam page and the wishlist ask as soon as the game looks and feels like “the real thing.”
Months 10–12 - Launch and First “Real” Sales
What I did
- Launch week: Posted on Reddit (r/IndieGaming, etc.), Twitter, and a few Discords. No press kit or big outreach—just “my game is out, here’s the link and a short pitch.”
- Pricing: I went low ($4.99) to reduce friction. My goal was “first sale” and “some reviews,” not max revenue in year one.
- First 2 weeks: ~50 sales, a few reviews. One person left a long, thoughtful review that actually described the game well; I used that quote everywhere after.
What I’d do differently
- I’d schedule a small discount (e.g. 10%) for the first week and say “launch discount” in the copy. I didn’t; I think I left a few impulse buys on the table.
- I’d reply to every review (thank, or short response). I did that halfway through; doing it from day one would have been better for visibility and goodwill.
Takeaway: Launch is the start, not the end. The first sale and first reviews give you something to build on—quotes, confidence, and a baseline to improve from.
What Actually Moved the Needle
- Finishing a vertical slice early – One level, one loop, win/lose. Everything else was built on that.
- Putting it in front of people – Meetup, Discord, itch. Feedback and the first pay-what-you-want sale came from there.
- One juice pass – Small UX and feel improvements made the game feel “real” without adding scope.
- Steam page + wishlist link – Even a small list gave me a target audience for launch.
- Launching on a date – Picking a date and cutting scope to hit it beat “one more feature” forever.
What I’d Skip or Shorten
- Endless tool and plugin tries – I spent time on add-ons that didn’t ship in the game. I’d stick to the minimum toolset and add only when blocked.
- Perfect art before gameplay – I’d keep placeholders longer and lock fun first.
- Waiting to “be ready” for Steam – I’d put the page up earlier with “coming soon” and a wishlist button.
One Year Later
I have one game on Steam and itch, a few hundred copies sold, and a handful of reviews. It’s not a living wage, but it’s a real first step: I went from hobby to “I shipped something people paid for.” The next project is already scoped smaller and with a Steam page from month 2.
If you’re in your first year, focus on one small game, one playable slice, and one place people can play or wishlist as early as possible. The rest is iteration.
For more on shipping and marketing, see our Launch Your First Indie Game course and How to Get Your Game Featured on Steam.