Skip to content
  • press@fixgamingchannel.com
  • LinkedIn
  • YouTube
  • Fix Gaming Channel Indie
  • Fix Gaming Channel Trailers

Fix Gaming Channel

Indie Game News, Reviews and Developer Interviews

Fix Gaming Channel banner with the site logo and the text Gaming News and Reviews, Independent Coverage, Honest Opinions.
  • News
    • Industry News
    • Security & Scam Alerts
    • Gaming Events
    • Giveaways
    • E-Sports
  • Culture
    • Fix Stories
      • Submit to Fix Stories
    • Videos
    • Gaming Lists
    • Editorials
  • Platforms
    • Mobile
    • PlayStation Games
    • Xbox Games
    • Nintendo Games
    • Ultrawide
    • VR Games
    • Gaming Hardware
  • Indie
    • Game of the Week
    • Indie Game Showcase
  • Interviews
    • Game Developers
    • Art in Games
    • Industry Insiders
  • Reviews
    • First Impressions
    • PC Reviews
  • Fix Access
    • Fix Access Services
    • Client Testimonials
    • Developer Guides
  • About
    • Support Us
    • Work With Us
    • Contact
    • Inside Fix Gaming
  • Toggle search form
  • Red-treated image of two teams seated at computers on a VALORANT competition stage.
    Riot Sets VCT 2027 Eligibility, Monitoring and Streaming Rules E-Sports
  • A steam locomotive shines its headlight through falling snow as figures move beside the train in Frostrail.
    Frostrail Passes 600,000 Wishlists as Its Extended Demo Ends Gaming News
  • A cartoon apartment building with individually decorated balconies and red tenant alerts in Grandma Left Me a Building.
    Grandma Left Me a Building Brings Neighbourly Chaos to Steam on 13 November Gaming News
  • A Ubisoft Philippines developer smiling at a workstation with 3D artwork displayed on a computer.
    How to Start in Game Development: Advice From Ubisoft Philippines Developers
  • Ubisoft Philippines developers posing together in their studio, wearing Assassin's Creed clothing.
    Ubisoft Philippines at 10: From Ships to Bigger Responsibilities Gaming News
  • Two attendees posing in front of a gamescom asia x Thailand Game Show sponsor backdrop.
    Exclusive: Jin Oh on Indie Games, Marketing and Knowing Your Audience Gaming News
  • Official gamescom asia and Thailand Game Show logos on a black background.
    Gamescom Asia 2026 Day 3: Recharging and Catching Up Gaming News
  • Sandcastle Siege key art with pastel toy tanks, planes, a flag-topped sandcastle, and the game logo over a beach.
    Fix Stories: Sandcastle Siege — The Game in Your Head Is Not the Game Fix Stories
Ominomicon title and the words “sculpt what falls” over a blurred grid of colorful game blocks

This May Be Anti-Inspirational. It Worked Anyway.

Posted on August 9, 2026September 20, 2026 By Ronny Fiksdahl

This may be anti-inspirational. It worked anyway.

After forty years of unfinished projects, Chris Reynolds set one rule before choosing what to build: “This, I ship.”

This is part of Fix Stories, our first-person series where developers share the real lessons behind making games.

In this story, Chris Reynolds, solo developer of Ominomicon, explains why finishing the game meant giving away the part of development he loved most.


Want more developer stories like this?

Get more first-person developer stories, interviews, reviews, indie coverage, and gaming features from Fix Gaming Channel.

Join Our Newsletter

Stay updated with the latest interviews, previews, and indie gaming news.


I have been writing software for forty years. Over that time I have amassed a directory full of unfinished projects. None of them died because of a crisis. They died abandoned, neglected, forgotten.

As I near retirement from the corporate grind, I looked at that directory and decided the problem was worth solving before the next project went in there too. So I set one rule, and I set it before I chose what to build: “This, I ship.”

Two things that kill my projects

There are two things wrong with me, and they work together to kill projects. Only two that are relevant here, anyway.

The first is that I was never in it to build the thing. I was in it to learn something new. A new language, a new database, a new game engine. And the learning ends. It ends well before the project does.

The second is that I love writing code. I learned to program before I had my first girlfriend, literally. And when the learning runs out I do not stop—I obsess over the details: this function could be ten times faster, does that line need to exist at all, is this the right shape for an interface nobody but me will ever see. It feels exactly like progress. I can do it indefinitely, and ship nothing.

Neither of these looks like quitting. Forty years of experience doesn’t fix it. If anything, it makes it worse. By now I can see the bottom of most things before I get there—it’s all lipstick on assembly—and the more you know, the sooner the learning runs out.

So I gave it away

The rule’s first consequence arrived immediately, and I did not like it.

If the place I go to disappear is the code, then I could not be the one writing the code.

So I gave it away. Claude wrote all of it.

Coding is my first love. Handing it over meant sitting on my hands while something else touched the thing I am best at, and knowing that was the point.

This was not vibe coding—typing a paragraph and shipping whatever comes back. It was also not code review. I did not read the code at all, and that was deliberate. Reading it would have been like letting a recovering alcoholic have just one drink.

What I did instead was move the obsession with detail somewhere it could not stall the project. I played the game compulsively. I drove the technical decisions without touching the implementation. And I went back and forth with Claude endlessly, both of us circling something neither could see clearly yet.

The target was the App Store

The target was the App Store. Not “make a game”—get on the store, with a price and a listing and a support address.

I chose it knowing it was doing double duty. It was the goal, and it was also the only part of this I had never done—I knew App Review could be brutal and knew absolutely nothing else about it. A lot of unknowns, all of them sitting on the far side of the finish line, which is exactly where I needed them. For once the personality defect was pointed at shipping instead of away from it.

Notice what is missing from all of that: an idea.

I did not have one. I had a bar to clear—ship something I was not embarrassed of, because the rule said “ship,” not “ship anything”—and no money for assets. So the question I opened with was not “What should I make?” It was: What kind of game can be built entirely out of art generated in code?

Falling blocks, with a roguelite run structure over the top and one mechanic strong enough to carry it, because there was no budget for a second. There are no image files in Ominomicon. Every pixel is computed, and the audio is generated for the same reason.

The vision was not grand. I have grand visions; none of them have shipped.

The rule kept turning up everywhere

No ads. No in-app purchases. No telemetry. No remote configuration of the balance numbers. Every one of those is a position I hold, and every one was also code I would not have to write. I would like to say they were all conviction. Most were conviction that happened to be cheap.

No telemetry has a price. Whatever balance ships is the balance, and I would never know if it was wrong. So it had to be right before it left.

Twenty relic cards, five offered per run: 15,504 possible hands. Not a large number in computer terms, but impractical for a human to test. We built a headless version of the game, the board as a bitboard and the rules as pure functions, and ran every hand.

It found two things. One card combination was overpowered, and the life economy was broken. Together they meant that with sufficiently precise play you could avoid death indefinitely—fatal for a permadeath game, where the run is supposed to end. Both were fixed before the game shipped. Neither would have been found without the bitboard automation.

Ominomicon demo mode at level 117, showing 1,167 cleared lines and a densely packed multicolored board

Level 117, 1,167 lines. The game playing itself, unattended, in demo mode.

No playtester would have found that. It needs one specific set of five cards and play good enough to exploit them, and my playtester is my son, and he had other things to do. There is no QA team either, so early on I built the game to play itself. It ran unattended for hours while I worked on other things, and I caught several bugs out of the corner of my eye. Most of the test suite grew out of it.

None of this is the interesting part of making a game, and on any previous project I would have been long gone. The only reason I was still there is that I no longer had any code to hide in.

Then nothing happened

The game went live on July 29, 2026.

Ominomicon at level 115 with inverted gravity and the multicolored block stack hanging from the top of the board

Gravity inverts. The stack hangs from the ceiling and pieces fall upward.

Then nothing happened. In the first week the store page was seen roughly a dozen times. There was one sale, and I made it myself.

This was not a surprise. I knew that shipping with no audience meant shipping into silence. But knowing that and watching it are different things. The rule said ship. It did not say anyone would look.

The rule worked

The rule worked. It did the one job it was written to do. There is a finished thing now, on a store, with a version number and a support address and a trademark application, and it is not in the directory with the others.

What it did not do is make anyone care. Those turn out to be two entirely separate problems, and I had only built a rule for the first one.

The discipline had a shelf life. For 1.0.1 I read every new or modified line, because shipping an update against something people already have is a different kind of risk than shipping nothing at all.

None of this is an argument for handing your code to a model. It was an answer to my particular defect, and if yours is different the same move will do nothing for you. I finished something, and I did it by giving away the part I love. That is a stranger feeling than I expected.

You do not fix yourself. You find the project where your particular defect points at the finish line, and then you get out of its way.

Which may be anti-inspirational, but true.

Ominomicon

Release: July 29, 2026

Genre: Falling-block roguelite puzzle game

Developer / Publisher: Chris Reynolds

Platforms: iOS — App Store

Bluesky: @ominomicon.com

Related Reading

Instant Estresso Fix Stories: Music, Coffee, and Solo Mobile Game Development

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

Fix Stories: Real Game Development Lessons From Developers


Story by Chris Reynolds, solo developer of Ominomicon.

Edited and published by Ronny Fiksdahl, Founder & Editor-in-Chief of Fix Gaming Channel.

Send interview pitches, corrections, tips, or developer stories to contact@fixgamingchannel.com.

Support independent games coverage on Ko-fi.

Fix Stories, Gaming News, Indie Tags:developer story, Fix Stories, indie game development, Ominomicon, solo developer

Post navigation

Previous Post: 7 Best iPhone Multiplayer Games for 2026
Next Post: Ghost Recon Wildlands: Last Rites Review – Returning to Bolivia After 700 Hours

More Related Articles

Multiplayer Medieval title over castle silhouettes against a pink and yellow sky, with the Fix Gaming Channel logo. Multiplayer Medieval Exclusive Review Developer Interview Game 23 in Todays Showcase Developers
Species: Unknown — four-person crew silhouetted in a blue-lit starship corridor; large title text overlaid. Species: Unknown Steam Early Access — Demo Still Live Gaming News
REPLACED release-date announcement artwork. Cyberpunk action-platformer REPLACED is locked for March 12, 2026 Gaming News
PAC-MAN 45th anniversary logo over classic maze with ghosts Atari 2600+ PAC-MAN Edition Launches October 31 in Retro Tribute Gaming News
In The Drift Game of the Week 57 featured image showing dreamy space artwork and the game logo In The Drift Is Our Game of the Week: Fixing the Internet in Space Game of the Week
UBOAT Xbox Review – Fix Gaming Channel UBOAT Review: Authentic to a Fault Gaming News
Free Newsletter

Stay Close to Indie Gaming

Get indie news, interviews, reviews, previews, recommendations, and giveaways from Fix Gaming Channel.

Featured Guides

Games Worth Your Time

Hand-picked games, recommendations, and regularly updated lists.

Best Mobile Games of 2026 Viking Games to Watch in 2026 Pirate Games to Play in 2026
Browse Gaming Lists
For Developers

Fix Access PR & Marketing

Playtesting, mock reviews, Steam page feedback, press kits, PR planning, outreach, and launch support.

Explore Fix Access
Gameplay & Trailers

Watch Our Gaming Videos

Gameplay, indie discoveries, trailers, first impressions, and 32:9 super ultrawide gaming coverage.

Open the Videos Page

Newsletter · Work With Us · Fix Access · Contact
© 2023–2026 Fix Gaming Channel · Privacy Policy · Terms

Your cookie choices

We use essential cookies to keep this website working. With your permission, Google Analytics helps us understand visits, and embedded media may use third-party cookies. You can accept, reject optional cookies, or choose your preferences. Change your choice anytime using Cookie settings.

Functional Always active
Essential storage keeps the website working and remembers your cookie choices. It is always enabled.
Preferences
The technical storage or access is necessary for the legitimate purpose of storing preferences that are not requested by the subscriber or user.
Analytics
Allows Google Analytics cookies so we can understand visits and improve the website. Optional. The technical storage or access that is used exclusively for anonymous statistical purposes. Without a subpoena, voluntary compliance on the part of your Internet Service Provider, or additional records from a third party, information stored or retrieved for this purpose alone cannot usually be used to identify you.
Embedded media
Allows embedded videos, social posts, sharing tools and Steam widgets. Providers may use cookies to track activity or personalize advertising on their services. Optional.
  • Manage options
  • Manage services
  • Manage {vendor_count} vendors
  • Read more about these purposes
Preferences
  • {title}
  • {title}
  • {title}