Skip to content
  • Discord
  • X
  • Fix Gaming Channel INDIE
  • YouTube Prime
  • Facebook
  • TikTok
  • press@fixgamingchannel.com

Fix Gaming Channel

Indie Game News, Reviews and Developer Interviews

  • Home
  • News
    • Industry News
    • Security & Scam Alerts
    • Videos
  • Indie Spotlight
    • Game of the week
  • Reviews
  • Interviews
    • Developers
    • Art in Games
    • Industry insiders
    • Fix Stories
      • Submit to Fix Stories
  • About Us
    • Support
    • Inside Fix Gaming
    • Contact
  • Fix Access
  • Indie Dev Guides
  • Toggle search form

Golel — A Tick-Based First-Person RPG Built Through Persistence and Hard Lessons

Posted on January 19, 2026January 29, 2026 By Ronny Fiksdahl

A solo developer’s long road to a game that finally has a real shot

This is part of Fix Stories — dev-authored journeys published on Fix Gaming Channel.

How it started

I am Ofer, the developer of Golel.

Golel is a tick/turn-based, first-person RPG.

It allows you to use the environment and mobility-focused talents to combat enemies, all in tickbased/grid-based fashion.

It is inspired by games like classic Rogue likes, Eye of the Beholder or Lands of Lore.

Tick-based means, every action you take, the enemies take an action at the same time. Similar to how original rogue was like, but without the proc gen.

I am 40+ years old from Israel.

The first time I learned to code was about 15 years old, when I went to a C course during summer, before I went to a new school where you study computers.

After finishing the course, I wanted to practice what I learned, and I thought the best way to do that is write a computer game.

I always loved computer and console games(SEGA, not Nintendo).

One of the very first games I played was Karateka on Apple II.

Since 16 years old, I have tried to make games and also sell them online. I might have quite a few games. All of them were failures financially.

One of the big issues is that I always liked doing things on my own, as a solo dev. In addition, I didn’t learn properly how to design good games, and how to bring them into production value that people like.

I have participated in HTMAG courses and Discord, and that is what allowed me to learn how to make more marketable games, and also allowed me to see how a game needs to be designed to look professional and not just someone’s first game.

After joining HTMAG, I did two games that were also financial failures. And only the current game, Golel, shows a chance for success.

Golel — Gameplay / Trailer

Watch on YouTube

Gameplay / trailer footage.


Join Our Newsletter

Stay updated with the latest interviews, previews, and indie gaming news from Fix Gaming Channel.


The previous game, Burial Stone, which is kind of similar to Golel, was released with only 512 outstanding Wishlists.

Golel already have more than 9000 Wishlists, and the release is only in Q2 2026.

Golel

Release: Q2 2026

Genre: Indie, RPG

Developer / Publisher: Ofer Rubinstein

Platforms: PC — Steam

What I did wrong? I didn’t bother to listen to others enough. But not just anyone, people with proven record of success, of analyzing who is successful. Not everyone’s advice is good, but also not listening to anyone’s advice is bad.

Before you take on long, tedious gamedev projects. Make sure you have learned how to design and market games. For that, you should do very small game projects(a few months) so you will see the theory in practice, getting feedback from real players and play testers.

Slime enemy blocking a narrow stone dungeon corridor in Golel gameplay.

A slime enemy fills the corridor, forcing close-quarters decision-making.

Character standing amid falling embers and fire effects in Golel.

Fire and falling embers create a hostile, ritual-like environment.

An undead enemy advances near a chapel under torchlight.

An undead enemy advances near a chapel under torchlight.

It is very important that you see a few hundred people play your game and record it on video.

You cannot understand how players play your game without watching them play it. Only then you will understand how varied and how players really play it. How much attention they have an etc.

Also, be careful of demoralizing “advice” and comments.

Early in my solo dev “adventure”, there were people, also from “Established” competitions and other indies, that were saying very demoralizing things. The things they said weren’t even true, but they were quick to spew negativity.

Maybe they projected their own frustrations.

But on the other hand, make sure to not brush off those who give you good advice, and explore what they are saying. Don’t take it as is, but be open to take action to verify if what they say is true or not.

Hopefully, I will be able to be a real independent solo dev soon, and not just keep making unsustainable financial failures.

Ofer.

Related reading

  • Golel on Steam
  • Golel — Gameplay / Trailer (YouTube)
  • Fix Stories — Dev-authored stories on Fix Gaming Channel

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

Enjoy our content? Support Fix Gaming Channel with a donation via
Buy Me a Coffee to help keep independent game journalism alive.

Support Us
Fix Stories, Indie, News Tags:classic RPG, dungeon crawler, Eye of the Beholder, first-person RPG, Fix Stories, game development, Golel, grid-based, Indie, indie game, Indie Games, indie RPG, Lands of Lore, Ofer Rubinstein, solo developer, tick-based

Post navigation

Previous Post: Cyberpunk action-platformer REPLACED is locked for March 12, 2026
Next Post: The Kingdom Loop demo is live on Steam

Related Articles

Tearscape is GOTW #41 — tough bosses, smart backtracking, and pixel-perfect mood Featured
My Dream Setup title card showing a cozy desk setup with monitors by a window, with the words “My Dream Setup” over the scene. The Practical Formula Behind the Success of My Dream Setup Featured
Crimson Capes key art showing a red-caped warrior holding a sword, with the Crimson Capes logo across the center. Crimson Capes launch-day impressions: brutal timing-based combat and beautiful artwork Indie
ShipShaper logo above a stylized yellow ship with sails and deck cannons on a dark background. ShipShaper demo launch — Tomas Sala on flow, minimalism, and creator-friendly exports Developers
Roots Devour key art showing a red forest, a lantern-carrying figure, and a tangled root-like creature with a glowing eye above. Roots Devour Review — Horror Style, But the Card-Path Loop Feels Too Rigid Indie
Vital Shell logo in gold and silver on a dark background. Marvin on the spark behind Vital Shell Developers

© 2023–2026 Fix Gaming Channel · Privacy Policy · Terms · Discord · Contact