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: 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.
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Fix Stories: Building a Match-3 Game Around One Promise: “No Ads. Ever.”

Aevryn Studios developer Ricardo Tavares Santos shares how removing ads from Aevryn Candy became more than a business decision and began shaping the game’s pacing, difficulty, scope, and identity.
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Fix Stories: Why I Built a Grand Strategy Game I Could Actually Finish

Solo developer Colin Teberg shares why he built Iron Dice around shorter campaigns, readable systems, meaningful provinces, and the goal of letting grand strategy players reach the end.
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Fix Stories: Hound Riders and the Fight to Stay Original

Morgan of Morganic Games shares the story behind Hound Riders, from a rapid Godot prototype and guerrilla demos on a Steam Deck to GameBCN, Gamescom, and the challenge of keeping its mechanics distinctive.
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Burned Out From Game Development, I Made Tiny Tape Store

Morras of Slakkedis Studio shares how burnout and childhood memories of VHS rental stores led him to create Tiny Tape Store, a cozy desktop companion built to quietly live alongside your work.
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Fix Stories: How I Turned Mobile Gaming Into a Growing Creator Career

Blood Strike creator MOVVS33 shares how experimenting with mobile gaming content, viral videos and community building helped turn a hobby into a growing creator career.
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Fix Stories: The Game Existed Before the Interface — How AI Helped Me Bring Hoop Dynasty to Life

Solo developer Giulio began building Hoop Dynasty: Rise of a Legend in 2014. In this Fix Stories feature, he explains how years of simulation work came before the interface, and how AI-assisted workflows now help accelerate UX, selected visuals and QA without replacing creative ownership.
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Fix Stories: Oops! You’re the Hero! and the Thief Who Never Wanted to Be One

Kit of Artificium Games explains how his own relationship with responsibility shaped the Thief in Oops! You’re the Hero! and one of the game’s hardest design decisions.
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This May Be Anti-Inspirational. It Worked Anyway.

After forty years of unfinished projects, Chris Reynolds found a way to ship Ominomicon: stop writing the code and move his obsession somewhere that could not delay the finish line.
