Real Gaming Stories From Developers, Players, and Creators
Fix Stories is where developers, gamers, creators, modders, and gaming communities share the personal stories behind the screen. These are stories about games, lessons, setbacks, creative work, and the moments that usually never make it into a press release.
Have a story to share? Visit the Fix Stories submission page.
Recent Stories
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Fix Stories: Sandcastle Siege — The Game in Your Head Is Not the Game

Sandcastle Siege creator Aydın Polat explains how a three-person team turned a memory of a beach shooter into a toy-filled mobile defense game, rethinking its camera, bosses, artwork and ads.
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Fix Stories: Why I Threw Away Every Board That Needed a Guess

Hidenori Kawamura, the developer behind KEEPYBOO, shares the thinking behind a ghost-themed logic puzzle where every board can be solved without guessing.
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Fix Stories: I Built an iPhone Duo Game Without Owning the Phone

Adrien Friggeri shares how 20 years of origami inspired Orisuji, a folding-phone puzzle game he built in four weeks without ever holding an iPhone Duo.
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Fix Stories: How RushOrb: Storm Atlas Turns Weather Into the Puzzle

Jim of Honest Little Apps shares the decisions behind RushOrb: Storm Atlas, from its three-state Weather Dial and 36 hand-built stages to speed, readability, and monetization.
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Fix Stories: I Put My First Game Away for Months — Then Released It

Tony of LNDRS Studio shares the story of making Don’t Tap Red alone, from Android testing trouble and months away to releasing his first game on iPhone and Android.
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Crazy Pilots: From Setbacks to 24 Million Roblox Visits

After repeated setbacks on Roblox, Crazy Pilots creator Bohdan Verteletskyi shares how changing his approach led to a viral breakthrough.
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Fix Stories: Four Years Making a Combat-Free Metroidvania

Gustavo Galembeck of Flat Voxel explains why he spent years building A Simple Expurriment as a combat-free metroidvania, and what the journey taught him about playtesting, music, and his next projects.
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Fix Stories: From AI Research to a Game Built on Weekends

PhD candidate Matteo Angeloni shares how an experiment with generative AI became NO AI ACT, an independent browser game about investigating the consequences of AI decisions.
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Fix Stories: Two Weeks in Cambridge Stayed With Me for 20 Years

Twenty years after his summer school experience in Cambridge, Konstantin Kosolapov explains how it inspired It Was That Summer, a visual novel about identity, memory, and young love.
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Fix Stories: One Swift Engine, Two Phones — How Stelline Came to Android

Andelis Studio explains why Stelline’s Android version runs the same Swift puzzle engine as the iPhone release, and what it took to make that work.
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Fix Stories: Games Don’t Always Need to Ask More From Us

Nicholas Jacob shares why he began building Luminids as a calm colony game where players can create a home, step inside it, and simply spend time somewhere kind.
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Fix Stories: Building Software From a 2006 Pathfinder

Travis shares what it means to build software, game-development tools, and AI-assisted projects while living and working from a 2006 Nissan Pathfinder.
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Fix Stories: The Parts of Futbolle an AI Could Build, and the Parts It Couldn’t

Solo developer Mert Eker shares what AI-assisted coding genuinely enabled while building Futbolle, and how the same workflow introduced failures that looked finished but were wrong.
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Fix Stories: What Should Happen After You Defeat a Boss?

Seonyeop Jang of Mongma Studio shares how player feedback reshaped boss rewards, progression, readability, and build choices in Revenant Survivors.
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Fix Stories: A Coma Sent Me to Another World. I Brought It Back With Me.

After a motocross accident left him in a two-week coma, one of The Orange Giant’s founders began sketching the world he remembered. Those sketches eventually became ZHAI.
