How Verice Bay Came to Life in Whirlight – No Time To Trip
Ciro Camera shares how Verice Bay grew from a visual concept into a city shaped by time, continuity, and worldbuilding in Whirlight – No Time To Trip.
Indie Game News, Reviews and Developer Interviews
Ciro Camera shares how Verice Bay grew from a visual concept into a city shaped by time, continuity, and worldbuilding in Whirlight – No Time To Trip.
SULFUR has now sold 300,000 copies on Steam during Early Access, with the team thanking players, streamers, partners, and friends for the support.
Pizza Club Games has announced that it is shutting down, bringing development on DOOMTRAIN to an end after the game had recently started building momentum on Steam.
Riftwalker has passed 9,500 Steam wishlists, and Ethan McKinnon’s public, community-first approach helps explain why this ambitious solo project is gaining traction.
Steam Next Fest can be a strong visibility boost for indie developers, but it is not a shortcut. Here is why timing, demo quality, messaging, and pre-launch planning matter more than ever.
Fix Stories follows Archor Games’ milestone of 100 Steam releases, covering the solo developer’s meme-game reputation, kitbashing approach, long-running ARG clues, collaborations, and soundtrack work.
Aidan Minter breaks down how My Dream Setup reached 500,000 sales through a simple room-building concept, short-form social reach, 90,000 pre-launch wishlists, and steady post-launch updates.
Tomas Sala explains how ShipShaper grew from a Bulwark tool into a relaxing standalone ship builder focused on flow, minimalist design, and creator-friendly exports.
Vital Shell developer Marvin explains the game’s inspirations, abandoned ideas, balance philosophy, iteration process, and why its arena-shooter identity was shaped by years of experimentation.
Seven years in spare time — and the moment Droplet finally hit 1.0 This is part of Fix Stories — dev-authored journeys published on Fix Gaming Channel. For another long-form creator journey, read This May Be Anti-Inspirational. It Worked Anyway. Story My name is Karl “Krayfishkarl” Ast. I am a hobbyist solo developer, and I…
One simple outreach fix: name the access model (demo, trial, beta, playtest, Early Access) and add cost, time limit, and scope. Less confusion, more replies.
Fix Stories follows how blunt feedback pushed Killing Momentum: Umbral Moon through an ‘Oil revolution,’ replacing mismatched visuals with a more cohesive art direction while preserving its tactical core.
Fix Stories follows solo developer Ofer Rubinstein’s long path to Golel, a tick-based first-person RPG shaped by years of failed projects, hard lessons, persistence, and a stronger understanding of game design.
A Unity puzzle concept from a decade ago comes back stronger: Cubuleto’s rebuilt PC version adds a full in-game level editor, community sharing, and 250 handcrafted levels — straight from the developer in Fix Stories.
Fix Gaming Channel didn’t start with a plan — it’s been under construction ever since When I started Fix Gaming Channel, I literally started from scratch. No blueprint. No safety net. Just years of life experience and an attitude that told me: if I want something real, I have to build it myself. Indie music…
Read More “Indie Means Independent: My Long Road Back to Music” »
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