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Crashtest dummy wearing red suit with dramatic emoji overlay — featured in Crash Test Idiots 2 and Fix Gaming Channel soundtrack

Do Developers Make Games for You, Me, or Themselves?

Posted on August 2, 2025May 2, 2026 By Ronny Fiksdahl

What drives us to create games, and when does it stop being just for us?

I’ve been thinking about this question a lot lately—especially as someone who’s spent years covering games, and more recently, tinkering around with something myself. Nothing serious (yet?), and I’m not saying it’ll ever go public. But it’s sparked a deeper thought about motivation, and where that leads.

Because let’s be honest—a lot of devs don’t start with you in mind. They start with themselves. Not in a selfish way. In an honest way. They’re trying to fill a creative gap they feel in the world. They want to build something they would play, something they think is fun, meaningful, or just weird enough to exist.

And maybe that’s where the “blindness” creeps in. They’re so deep in their own head, their own ideas, their own world, that they forget—no one else knows what they’re building, or why they should care.

From the Heart: A Few Words from a True Indie

One of the indie devs I really respect is Airem. His philosophy on game creation says everything you need to know about why some games stand out—because they come from somewhere personal and real.

“If you try to please everyone, you end up with a game no one remembers.”

“A game is an experiment. If someone wants to take part — they’re welcome.”

“I start with a game I want to have in my own collection. Everything else is a bonus.”

“I don’t make games to fit the market. I make them so the market has to fit me.”

That mindset? It’s what keeps indie games bold, weird, and memorable. Check out one of his titles, Apartament 1406: Horror. A game that scared the crap out of me, same time you’re doing puzzles and trying hard to survive in the dark.

Explore more of his catalogue here: Airem on Steam


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That’s a real risk. You end up with something that means the world to you, but hits no one else. Or worse—you don’t even want to explain it to others. You think the art should speak for itself. But it rarely does.

I’ve Been There—With My Music

I’ve never made a full game. Not yet, anyway. But I have released music. And I can tell you this: I didn’t make it for streams, fans, or “the industry.”

I made it for me.

I wanted my “greatest hits” in one place—one album that reflected what I loved, what I felt. No plan. No label. No real distribution strategy. Spotify and the rest? Sure, it’s out there. But it’s like Steam: just being there doesn’t mean anyone sees it.

One of the tracks from that album even made its way into a game: the official soundtrack for Crash Test Idiots 2.

Crash Test Idiots 2 – Official Soundtrack on Steam

And the earnings? It’s almost a joke to even mention. But that’s not the point. I needed to make it. I wanted to put it out. And that’s the for many indie game devs.

So… Who Are Games Really For?

Truth is, it changes.

  • Some games are made just for the dev—an outlet, a sandbox, or as a personal project.
  • Some are made for you and me—tight, polished experiences with market research and feedback baked in.
  • Some are made for money—pushed by trends, publishers, shareholders, deadlines.

But the best ones? They start from the heart. Then they grow to reach others.

But If You Want to Make Money, You Need Help

Here’s the reality: If you’re thinking about making a living from your game—you’re going to need help.

Not necessarily expensive help. There’s a lot of free advice, real support, and experienced voices out there willing to guide you. Some offer insights without strings attached. Others, like small indie marketers or consultants, charge—but compared to what you get, the right help can completely change the game.

If you’ve got goals—if you want to reach milestones, grow a community, or eventually make more games—then at some point you need to treat your work like a real product.

That means:

  • Creating a press kit
  • Planning a launch timeline
  • Spending some dollars on outreach, assets, or promo
  • Learn how to talk about your game so others care
  • Reaching out to press, creators, influencers… and not just blindly

And here’s something I’ve learned after years of doing this: Don’t assume that just because a creator plays your game’s genre, they’ll automatically want to cover it. In reality—it’s often the opposite.

Streamers and YouTubers who regularly play strategy games, horror, or survival sims already have favorites. They’re picky. Their audience expects a certain level of polish, or a certain vibe. And if your game doesn’t immediately click? They’ll pass—quietly, without ever saying why.

That’s not personal. It’s a reality. So don’t just look for a genre match. Look for genuine fit. Look for creators who enjoy highlighting the type of experience your game offers—not just the label on the box.

If You’re Serious—Let’s Talk

If you want to have a talk, feel free to reach out. Maybe I know a thing or two. And maybe I know a couple of the right people who could help.

Influencers, streamers, creators, press? Well—I’m press. I do PR. I run several YouTube channels. We’ve got the experience, a solid team. We’re open to helping in a way that moves things forward.

Check out our Developer Feedback service—where we offer honest critique, tailored guidance, and full campaign support for indie devs ready to level up.

I can’t say what I can do for you before I know you or your project. But if it’s real, and you’ve got goals—Let’s talk. Sometimes, a single honest conversation is all it takes to move things forward.

If that sounds like something you need, don’t overthink it—just reach out. I read every message.


Written by Ronny Fiksdahl, Founder & Editor of Fix Gaming Channel.

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Gaming News, Indie, Indie Dev Guides, Industry News, Inside Fix Gaming Tags:Airem, Apartament 1406, Crash Test Idiots 2, developer feedback, Fix Gaming Channel, game dev advice, game launch tips, game outreach strategy, how to market a game, Indie, indie developer support, indie game, indie game marketing, indie game PR, Industry News, influencer marketing for games, press kit tips, promoting your indie game, Ronny Fiksdahl, soundtrack in games

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