• 0$ Marketing, Steam Demos & Custom Game Engine
    Dec 12 2025

    This is a conversation with the Australian game developer Tommy, co-creator of the tower defense game Gnomes. Thy made it in a custom Rust Engine with just 10 months of time and 0$ marketing budget. It looks like a game anyone could make, but is it? I was curious to learn more.

    Links to my Guests

    ➤ Gnomes on Steam: https://store.steampowered.com/app/3133060/Gnomes/

    ➤ Sea of Survivors on Steam: https://store.steampowered.com/app/2347940/Sea_of_Survivors/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    2:29 - Prototyping, Timeline, Demo

    6:11 - Next Fest, Early Marketing Wins

    8:25 - Early Access and Launch Strategy

    12:23 - Switching Teams, Going Solo, Moving to Godot

    15:06 - 3D vs 2D: Marketing and Development

    22:11 - Solo vs Team Trade-Offs, Is it Luck?

    29:16 - Roles, Content Pipeline, Localization

    35:05 - Core Loop: Moveable Towers, Guilds, Shop, Endless

    38:49 - Game Design: Economy vs Defense

    41:45 - Difficulty, Guild Matchups, Swamp Map, RNG, Power Fantasy

    47:03 - UX-First Design: Minimal Tutorial, One-Hand UI, Juice, Pacing

    52:59 - Constraints, Limits Shaping Design

    56:05 - Marketing: Go Narrow/Deep, Reddit, Creators Timing

    1:03:20 - Fulfilling Fantasies, Don’t Chase Trends

    1:11:18 - Designing Doable but Deep

    1:20:49 - Regrets and Post-Launch Changes

    1:30:43 - Cheat Mode, Jank, and Nostalgia

    1:31:59 - Copycats on Mobile: Kingshot

    1:34:29 - Mobile vs Steam and Why Gnomes Isn’t on Mobile

    1:39:27 - Life Changes, Workflow, and Team Plans

    1:42:32 - Generalists, Triple Threat, and the Coming AI Era

    1:48:44 - Nostalgia Sells; You Only Need the Crumbs

    1:50:29 - Solo vs Team Itch; Don’t Engine-Shop

    1:52:02 - Do You Have to Suffer for your Art?

    1:54:20 - Godot Navmesh, Sunk Cost, State Machines

    1:55:16 - Trailer-First, Vertical Slice, and Variable Scope

    1:57:08 - Testing Appeal: Playtests vs Trailers and Honest Feedback

    2:00:30 - Appeal-First vs Gameplay-First

    2:04:47 - Build a Playtest Community; Observe Actions, Not Words

    2:08:46 - 500 Testers, Steam Playtest vs Keys, Superfans

    2:12:40 - First-Time Players Are Gold; Demos and the First 15 Minutes

    2:17:40 - Treat Your Demo Like a Launch

    2:18:36 - There is a Playbook and a Splash of Luck

    2:20:07 - Outro

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

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    2 hrs and 20 mins
  • Industry Veteran About Coding for Games
    Dec 4 2025

    This is a conversation with Ricard Pillosu, an industry veteran with over 20 years in both AAA and indie teams, currently working as Co-Founder at Epictellers a 30+ head team working on the CRPG Starfinder: Afterlight.

    Links to my Guests

    ➤ Starfinder: Afterlight on Steam: https://store.steampowered.com/agecheck/app/3245640/

    ➤ Epictellers Website: https://www.epictellers.com/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    1:21 - Why Big Success Can Be Dangerous

    3:31 - Luck Is 70%

    6:13 - The Hardest Part of Building a Studio: People

    7:57 - Ric’s Journey so Far

    9:45 - Becoming a Lead and Manager

    12:30 - How Does AAA Build Games?

    16:02 - Prototyping Rituals in AAA

    18:29 - Pre-Production and Messy Realities

    20:41 - Scrum Era, Sub-Teams, and the Human Factor

    22:50 - Charisma, Toxic Positivity, and Milestone Negotiations

    26:51 - Reputation Traps in Big Teams

    29:19 - Is Experience Overrated?

    30:56 - Culture Clashes and the Timeline Fallacy

    32:49 - Wisdom Over Experience

    39:12 - Choose Simple Solutions

    41:55 - Enforcing Pipelines

    42:26 - From Overengineering to Readability

    46:24 - When Copying Is Okay

    47:18 - Don’t Pre-Architect

    49:18 - Pick Patterns Per Problem

    54:16 - Be Nice to the CPU

    55:45 - Why Godot?

    58:40 - Signals, Call Stacks, and Deferring Work to the Frame

    1:00:37 - Queues and Frame-Slicing

    1:02:43 - Start From the Game: Feature Wishlists

    1:04:24 - Why Decoupling Matters

    1:05:46 - Turn Manager Example: Building Layer 0

    1:12:06 - Layer 1 Orchestration: Game States and Combat Manager

    1:14:18 - Syntactic Compression

    1:17:47 - Micro-Managers: Mouse and Targeting Systems

    1:20:48 - What Makes a Great Gameplay Programmer

    1:22:56 - Anti-Patterns: Ego, Overcomplication, Blame

    1:24:39 - Coding Into a Corner: It’s Part of the Journey

    1:28:49 - Jonas’s Background and Goals

    1:31:18 - Coding Mastery vs Commercial Success

    1:34:02 - Path to Mastery: New Engines, Teams, and Contexts

    1:35:22 - Reuse and Scalability Myths

    1:36:10 - Why Build Multiple CRPGs: What Really Transfers

    1:37:48 - Boredom and Scope Creep

    1:41:42 - Why Second Games Take Longer

    1:42:53 - Everyone Should Build an Engine

    1:48:20 - Why Unity/Unreal Feel Bloated

    1:50:49 - Godot’s Incentives: Smaller, Developer-First

    1:52:11 - Will Godot Grow? “Fighting the Engine” Metric

    1:56:41 - When to Pick Godot, Unity, or Unreal

    1:57:05 - Closing Thoughts

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

    Show More Show Less
    1 hr and 59 mins
  • You (Probably) Can’t Trust Game Dev Formulas
    Nov 27 2025

    This is a conversation with my game dev friend and former collegue Friedemann Allmenröder. We created ISLANDERS together, he then went on to make many more fantastic indie games such as Pizza Possum, Summer House and recently Slots & Daggers. In this conversation with dive into the philosophy of game dev creativity and I try to understand more about how Fridemman's process for making hit games looks like these days.

    Links to my Guests

    ➤ Slots & Daggers on Steam: https://store.steampowered.com/app/3631290/Slots__Daggers/

    ➤ Summer House on Steam: https://store.steampowered.com/app/2533960/SUMMERHOUSE/

    ➤ Portfolio Website: https://allmenroeder.com/

    ➤ Twitter/X: https://x.com/Friedemann_A

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Better At Games, Worse At Advice

    1:20 - Appeal × Retention As Core Formula

    3:35 - Beyond Visuals: Many Kinds Of Appeal

    5:05 - “Make Something Almost Too Small”

    6:35 - Finding The Fresh but Familiar Twist

    8:19 - Useful vs Pointless Innovation

    11:07 - Why Clear Formulas Break Down

    13:20 - Intuition As Compressed Rules

    15:05 - Training Taste With Good “Data”

    18:30 - Creativity As Remix, Not Creation

    20:07 - Labeling What You Like And Why

    22:22 - Missing Discourse On Creative Work

    23:56 - Ideas vs Execution In Modern Dev

    24:35 - Origin Story Of Slots & Daggers

    27:21 - Why So Many Gambling-Like Games?

    29:20 - Randomness, FOMO And Accessibility

    32:07 - Farm Game, Weekend Prototype, Publisher Test

    36:10 - Six-Week Jam To Seven-Month Project

    41:46 - What “Execution” Really Means

    45:36 - Sculpting Ideas And Minimalism

    49:55 - First Prototype And Sketchy Pixel Style

    52:24 - Unity Lighting, Bloom And Cheap Coherence

    55:28 - “Everything Must Animate” Philosophy

    1:00:22 - Fast Polish With DOTween

    1:02:36 - Sound Design, SFX Packs And Screen Shake

    1:05:22 - Visual Feedback Instead Of Text

    1:08:06 - Reused Tech, Wiggly Leaves And The Famous Glass

    1:10:27 - Building A Strong Tabletop Vibe

    1:15:25 - Color, Post-Processing And Mood Swaps

    1:18:53 - Dangers Of Overdoing Post-Processing

    1:22:01 - Marketing Starts With An Appealing Game

    1:24:45 - Publishers, Demos And Next Fests

    1:30:17 - No Secret Hacks, Just Good Basics

    1:35:11 - Is The Indie-Pocalypse Real?

    1:38:47 - Dopamine Farming And Attention Economy

    1:42:10 - Will Quiet Games Come Back?

    1:43:56 - What To Make After A Loud Game

    1:44:47 - Game Recs: Rainy Season And Eastshade

    1:48:43 - Outro And Future Catch-Ups

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

    Show More Show Less
    1 hr and 50 mins
  • How to Make Brilliant Games With 0 Combat
    Nov 20 2025

    This is a conversation with Danny Weinbaum from @EastshadeStudios, the creators of one of my favorite roleplaying games, Eastshade, currently working on a new game called "Songs of Glimmerwick". How do you make successful adventure game? What makes for good quests? How to write peaceful games and bring them to satisfying conlcusion? How to craft beautiful environments?

    Links to my Guests

    ➤ On YouTube: @EastshadeStudios

    ➤ Eastshade on Steam: https://store.steampowered.com/app/715560/Eastshade/

    ➤ Songs of Glimmerwick on Steam: https://store.steampowered.com/app/1706510/Songs_of_Glimmerwick/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    1:00 - Leaving Lyndow

    3:30 - From AAA to indie

    6:12 - Eastshade in a nutshell

    8:52 - Designing a living world without combat

    11:13 - Appeal vs fun; discovering the painting loop

    15:43 - The “walking sim” problem

    18:06 - Explainer trailers

    19:50 - Grizzly Games team size and roles

    21:20 - Market research, scraping Steam

    27:32 - Eastshade sales and budget breakdown

    28:55 - Full voice acting

    31:18 - Environment art fundamentals

    36:03 - Performance strategy

    43:35 - Composing “hero shots”

    44:40 - Unique landmarks, modular tilesets

    49:41 - tiny open worlds; Glimmerwick’s world

    51:11 - What makes a good quest

    54:29 - Case study: the island mystery

    56:03 - Glimmerwick’s budget, team, and timelines

    57:35 - Glimmerwick’s origin and the “one captain per game” rule

    59:49 - Positioning in the witchy/magic-school space

    1:03:00 - Early reception: wishlists, betas

    1:06:41 - From free camera to fixed

    1:13:58 - Prototyping adventure games

    1:20:02 - Locks and keys done right (Outer Wilds)

    1:26:18 - Magic systems in Glimmerwick: spells, farming, potions

    1:28:31 - Tech art pipeline and approach to writing

    1:31:38 - Marketing; word of mouth

    1:36:20 - Time system innovation: “event pucks”

    1:40:57 - Why time makes worlds feel alive

    1:43:21 - YouTube strategy: audience, impact, and shorts

    1:49:12 - Turning illustrations into worlds

    1:53:48 - Where to start with an adventure game

    2:04:07 - Replacing combat: a merchant-driven adventure idea

    2:11:06 - Glimmerwick status: wishlists, demo, conversion

    2:12:22 - Show the verbs: improving the store page

    2:16:37 - Marketing plans and development status

    2:18:10 - Designing satisfying non-combat endings; Eastshade’s farewell

    2:22:48 - Glimmerwick’s ending approach: reunion and nostalgia

    2:25:26 - YouTube ROI and streamlining devlogs

    2:31:10 - Thumbnails, hooks, and careful advice

    2:32:42 - Game quality vs marketing; reading Steam’s middle class

    2:34:18 - Game show idea, “friend slop,” trends vs art, and co-op

    2:38:38 - Wrap-up

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

    Show More Show Less
    2 hrs and 39 mins
  • This Young Solo Dev Built a Steam Hit in 4 Months
    Nov 13 2025

    This is a conversation with @zoroarts8930, a young solo dev who managed to land an indie hit with his co-op game Paddle Paddle Paddle. We talk about that success, how to potentially replicate it and also about the role of luck.

    Links to my Guest

    ➤ YouTube Channel: @zoroarts8930

    ➤ Paddle Paddle Paddle on Steam: https://store.steampowered.com/app/3570070/Paddle_Paddle_Paddle/

    ➤ Makis Adventure on Steam: https://store.steampowered.com/app/1843110/Makis_Adventure/

    ➤ Rogue Jungle on Steam: https://store.steampowered.com/app/2352850/Rogue_Jungle/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    1:09 - Path Into Game Dev

    4:49 - Maki’s Adventure Postmortem

    9:15 - Building a Level Editor

    15:40 - From Rogue Jungle to Paddle Paddle

    17:59 - 3-Hour Prototype and Viral Validation

    20:21 - Two-Week Demo, Streamers, and Early Momentum

    21:39 - Publisher Deal, IGN Feature, and Wishlist Velocity

    24:00 - Shipping in 4 Months; Reviews and Netcode

    25:21 - Graphics vs Gameplay: Stylized Jank

    26:54 - Capsule Art and Voice-Over Trailer That Converted

    28:46 - Playtesting and Bug-Free Launch

    30:58 - Handling Hate and Prioritizing Fun

    33:13 - Networking: Photon Fusion, Shared Boat, Prediction

    39:24 - Passion vs Business: Making Games for a Living

    41:57 - Balancing Heart and Market

    48:45 - Future Plans: Small Games and a 3D Sequel

    49:50 - Sales Momentum, Regions, and a Major Update

    51:44 - Working With Assemble and Filtering Spam

    54:20 - Pitching Devolver, Publisher vs Self-Funding

    56:23 - Investing in Audio: Composer Plans, Budget, and Impact

    59:28 - Influences: Pokémon OST; Learning From Others

    01:07:24 - Can You Repeat a Hit?

    01:11:14 - Luck: How Much It Matters and How to Reduce It

    01:18:43 - Early Flops, Iteration, Strong Steam Pages, and Being First

    01:22:25 - Launch Day: Hitting Publish, Friday Strategy, and Early Sales

    01:27:03 - When the Right Game Markets Itself + Next Steps

    01:31:20 - Rogue Jungle

    01:39:52 - Outro

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

    Show More Show Less
    1 hr and 37 mins
  • Grow Your Game Dev Success Gradually
    Nov 6 2025

    This is a conversation with Stephen Huang from @isto_inc. They made games such as "Get to Work" and "Atrio: The Dark Wild", each game more successful than the last. Sptephen tells his story and shares his best advice on how to grow your game dev success long term.

    Links to my Guests

    ➤ On YouTube: @isto_inc

    ➤ Get to Work on Steam: https://store.steampowered.com/app/2706170/Get_To_Work/

    ➤ Atrio: The Dark Wild on Steam: https://store.steampowered.com/app/1125390/Atrio_The_Dark_Wild/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    0:52 - From Microsoft to making the first game

    2:49 - Disjoint’s gameplay

    4:28 - Paid mobile launch flop

    6:25 - $30k total; hard lessons and humility

    10:45 - Starting Isto Inc; choosing automation-survival (Atrio)

    13:50 - Why picking a good idea is so hard

    15:29 - Atrio architecture (Zenject)

    17:58 - COVID, starting the YouTube

    19:56 - Early Access launch

    21:54 - A lucky break: Atrioc and the Xbox exclusive deal

    23:58 - 1.0 goes a bit better

    25:04 - Atrio postmortem: hook too abstract

    26:06 - Art/style didn’t signal the automation audience

    27:32 - "We didn’t validate early" (and why that hurt)

    30:06 - Learnings for next time

    34:36 - From Atrio to Get To Work; the key‑remapping fiasco

    36:42 - Building Isto Core: reusable systems

    40:35 - Pitching Atrioc: data, strategy, and a rage game idea

    44:49 - How they got Atrioc to care (Reddit bits, rapport)

    46:43 - Standing out in easy‑to‑make genres

    49:44 - Get To Work explained: a flowy rage platformer

    54:32 - Story focus and landing CDawgVA

    01:02:06 - Skipping Next Fest for streamer momentum

    01:05:55 - Wishlists via YouTube and what streamers value

    01:12:00 - Launch plan: hold Atrioc; run a speedrun contest

    01:14:36 - Designing the Hat sequence for streams

    01:18:37 - Many paths to success; regional surprises (KR/China)

    01:21:11 - 3‑part postmortem framework

    01:25:57 - YouTube vs Steam

    01:27:16 - Engineering the speedrun comp—and the viral video

    01:32:33 - YouTube as insurance; leveraging big videos for sales

    01:35:55 - Build your channel vs courting creators

    01:47:08 - Short‑form vs long‑form videos

    01:48:34 - The “Idea Gap”: from “cool” to “I must play this”

    01:50:52 - Pivoting the next game; streamers as partners

    01:54:25 - The four most streamable genres

    01:58:58 - Next up: online co‑op multiplayer

    02:01:17 - Think long‑term; add one big skill per game

    02:05:28 - Closing

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

    Show More Show Less
    2 hrs and 7 mins
  • Their Second Game Did Worse, Now What?
    Oct 30 2025
    This is a conversation with Julian Colbus from DigiTales Interactive, the creators of Lacuna and Between Horizons. We talk about regrets from their last game, how to succeed with story based games and how to make it as an indie game developer. Links to my Guest ➤ Lacua on Steam: https://store.steampowered.com/app/1364100/Lacuna__A_SciFi_Noir_Adventure/ ➤ Between Horizons on Steam: https://store.steampowered.com/app/1921980/Between_Horizons__A_SciFi_Detective_Adventure/ ➤ The Great Sassanelli on Steam: https://store.steampowered.com/app/2195490/The_Great_Sassanelli__An_Interactive_Novel/ ➤ Unburied Kickstarter: https://www.kickstarter.com/projects/1911240994/unburied?lang=de ➤ DigiTales Interactive (More Links): https://digitales.games/ Listen to the podcast on the go (Spotify, Apple Podcasts, etc.): ➤ https://tyrollerjonas.podbean.com/ 0:00 - Intro 1:01 - Building Without Marketability in Mind 2:04 - Making “Detective” Readable at a Glance 3:33 - The Market Shift: 2021 vs 2024 4:24 - 3D vs 2D: Cost, Detail, and Personality 6:20 - Modernizing Point-and-Click 7:57 - Growing Team and Scope (and Losing Creative Control) 12:23 - Elegance Over Features 14:24 - Lessons from Cheap Horror Hits: Nail the Hook, Skip the Fluff 15:11 - The Essence of Detective Games 17:38 - Solution Inputs That Resist Guessing 20:33 - “Choices Matter” 24:16 - Semi-Open World Detectives: Combinatorial Explosion 26:46 - What Makes a Good Story in Games 28:00 - Selling Story Games via Setting; Be Oddly Specific 34:05 - Design by Committee vs Strong Vision 36:57 - Studio History and Team Scaling 39:49 - Becoming a Publisher 41:26 - New Business Plan: Smaller, Cheaper, More Frequent Releases 42:18 - Stepping into Survival Horror (and Why) 43:30 - Survival Horror’s Proven Formula and Feel 45:20 - Disempowerment and the Illusion of Scarcity 49:45 - Next Detective Game 52:09 - The Second-Game Slump: Causes and Fixes 56:45 - Don’t Make Direct Sequels as an Indie (Most of the Time) 01:00:50 - Steam Cross-Promotion: “From the Creators of…”, Bundles, Discounts 01:03:59 - Writing Better Dialogue 01:10:27 - Make the Story the Gameplay 01:14:57 - Hidden Mysteries and Multiple Active Cases 01:17:53 - Open-Ended Inputs vs Bespoke Reactions 01:21:48 - Dialogue System: Custom Tool, Booleans, and Logs 01:29:40 - Make It Obvious: Premise, Key Art, and Core Loop at a Glance 01:31:44 - Descriptive Trailers and Demos That Filter Buyers 01:36:45 - Screenshot Best Practices 01:39:22 - Design for Trailer Moments 01:41:36 - Budgets and Team Sizes: Why Mid-Size Struggles 01:44:53 - Indie Math: Real Costs and Platform Cuts 01:49:29 - Scope Discipline: Focus Saves Money and Quality 01:50:25 - Team Composition: Be Selective 01:52:31 - Work with Equals or Better; Pragmatic Dev Beats Over-Engineering 01:55:42 - Know What’s Possible (and Where AI Helps) 01:59:21 - Marketing in the For-You Era: Authenticity and Hooks 02:06:09 - Creator Outreach That Works (and Tools to Do It) 02:11:30 - Wrap-Up and Plugs: The Great Sassanelli, Socials, Unburied My game "Thronefall": ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/ ➤ Discord: https://discord.gg/gVYctptyg8 ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview My game "Will You Snail": ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/ ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK For the game developers among you: ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
    Show More Show Less
    2 hrs and 13 mins
  • Making a Cozy Game Hit in 5 Months
    Oct 23 2025

    This is a conversation with Kathrin Radtke from Spellgarden Games, the tiny development team behind Sticky Business and Ritual of Raven. We talk about making successful cozy games, scope, marketing and more.

    Links to my Guests

    ➤ Sticky Business on Steam: https://store.steampowered.com/app/2303350/Sticky_Business/

    ➤ Ritual of Raven on Steam: https://store.steampowered.com/app/2066520/Ritual_of_Raven/

    ➤ Spellgarden Website (Social Media links etc): https://spellgardengames.com/

    Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

    ➤ https://tyrollerjonas.podbean.com/

    0:00 - Intro

    0:41 - Why People Play Cozy Games

    2:28 - Cozy Games on Steam: Size and Growth

    5:06 - What Makes a Game Cozy?

    7:08 - Spellgarden Origins and Sticky Business in 5 Months

    10:20 - From Idea Board to 3‑Week Prototype, TikTok Devlogs

    12:38 - Finding Ideas in Trends, Hobbies, and ASMR

    14:09 - Designing Stickers with Stickers + Low‑Pressure Creativity

    17:12 - Steam Page, Viral Tweet, and Finding a Publisher

    19:51 - TikTok Strategy: Language, Algorithm, Results

    22:36 - Turning Social Posts into Wishlists

    24:31 - Why Simple Concepts Market Better

    27:05 - Smaller, Clearer Projects and When to Share

    30:05 - Will Spellgarden Stay in Cozy Games?

    32:05 - Why “Work” Simulators Feel Relaxing

    34:13 - Designing for Intrinsic Motivation (Not Scores)

    40:01 - Ritual of the Raven: Automation and Coding

    43:52 - From Concept to a Big Narrative

    45:28 - Managing Scope Under Publisher Milestones

    47:31 - Progression Across Regions, Tutorials, and Pacing

    49:20 - Marketability vs Vision and What’s Next

    51:11 - Crafting Ritual’s Art Style with One Artist

    52:54 - The Pacing Problem in Automation Games

    55:20 - Making Designs Click and the Cost of Lock‑In

    59:46 - Advice for Aspiring Cozy Devs and Testing Interest

    01:03:35 - How They Playtest Cozy and Creative Games

    01:07:44 - Marketing Cozy Games: Platforms, Demos, Events

    01:11:04 - Sticky Business DLCs: Why, How, and Backlash

    01:17:29 - DLCs vs Early Access and Player Expectations

    01:22:51 - Post-Launch Support and Cozy Recommendations

    01:26:26 - Outro

    My game "Thronefall":

    ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

    ➤ Discord: https://discord.gg/gVYctptyg8

    ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

    My game "Will You Snail":

    ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

    ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

    For the game developers among you:

    ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

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    1 hr and 27 mins