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.
Indie Game News, Reviews and Developer Interviews
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.
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.
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.
A newer game trailer does not make the old URL worthless. Fix Access explains why deleting or privatizing an older trailer can break articles, creator posts, newsletters, and embeds that may still be introducing players to your game.
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.
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.
Are one-word game titles really better for Steam visibility, SEO, sales, and players? Fix Access checks large Steam datasets, Valve guidance, Google Search advice, and some extremely long successful game names.
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.
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.
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.
Go North Studio explains how a shamanic legend, seventeenth-century Siberia, and a tactical combat system built around Health and Spirit became the foundation of Spears & Spirits.
Solo developer Michal Kralovic shares how he spent a year of weekends building Road to Headliner, a completely free browser MMO about managing a band, and explains where AI helped and where the human work remained essential.
Redd Kaiman of Kaiman Isles LLC shares how Instant Estresso began as a lo-fi café soundtrack and became a solo-developed barista game for iOS and Android.
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…
Ranger Commando channels ’80s action films into short, explosive missions. Its solo developer explains the influence of Airborne Ranger and Cannon Fodder, the challenge of randomized objectives, and lessons carried over from working on Killzone.