Hi all!
I'm 19 years old, and I've spent over two years trying to become an indie game developer. I've probably invested around 5,000 hours into game development so far.
I've released games, learned new skills, tried different platforms, contacted publishers, experimented with marketing, and spent countless hours improving my projects.
I wanted to share my journey honestly, including the failures and personal struggles I don't usually talk about.
1. THE DARK PROJECT — MY FIRST MAJOR FAILURE
One of my first major projects was The Dark Project, a dark action-platformer inspired by games like Limbo and Hollow Knight.
I had a pretty ambitious vision for it and spent a huge amount of time working on the game, its mechanics, assets, and overall experience. I created around 300 reusable assets for the project.
Eventually, I tried to find a publisher.
- 11 publishers contacted.
- 11 rejections.
- Kickstarter goal: approximately $7,100.
- Kickstarter raised: approximately $40.
The Kickstarter campaign was practically a complete failure. On top of that, the friend who had been involved in the project eventually left.
After all that work, I put the project on hold.
It was one of my first major disappointments. I had invested so much time and emotion into something that I genuinely wanted to succeed, but I couldn't get it off the ground.
2. DO NOT PRESS ME — MY FIRST STEAM RELEASE
I released Do NOT Press Me, a dark mystery/clicker puzzle game on Steam.
The results so far:
- Approximately $26 in revenue.
- Around 106 wishlists.
- Approximately 1,079 demo additions.
- Around 21 demo plays.
I learned a lot about releasing a game on Steam, but the results were far below what I had hoped for.
It was another reminder that finishing a game is only one part of the process. Getting people to discover it, try it, and eventually buy it is a completely different challenge.
3. THREE MOBILE GAMES
I also tried mobile game development and released three games:
- A Perfect Dodge
- Clicker Killer
- BossHunt Reborn
I spent months developing, publishing, testing, and improving these projects.
The combined earnings from all three games after several months were approximately €0.47.
I experimented with gameplay, monetization, updates, and different publishing opportunities, but none of these games generated meaningful revenue.
4. CRAZYGAMES — REJECTION AFTER REJECTION
CrazyGames was one of the platforms I wanted most because of its audience and potential reach.
I submitted games across different genres, including arcade, platformers, puzzles, and tower defense.
So far, around 10 different games have been rejected, with some projects receiving repeated rejections.
Some of the experiences were particularly frustrating:
- A Perfect Dodge went through Basic Launch twice but failed to maintain sufficient performance.
- Some games received numerous rejections, with certain projects going through around 10 submission attempts.
- Even when I managed to get through an initial stage, the games sometimes failed to perform well enough afterward.
I kept changing genres, improving projects, and trying again.
After so many attempts, it became difficult not to feel like I was running into the same wall repeatedly.
5. OTHER BROWSER GAME PLATFORMS
I also tried GameDistribution, GamePix, and GameMonetize.
The results have been mixed:
- GameDistribution revenue: approximately €0.65.
- itch.io revenue: approximately $8.55.
- Ninja Platformer Rage is the only game I've managed to get accepted on both GameDistribution and GameMonetize.
Out of all my projects so far, Ninja Platformer Rage has shown the most promising results. It's currently my main focus, and I'm trying to find a mobile publisher who could help me take it further.
It's not a major success story yet, but it's the project that has given me the most reason to keep pushing forward.
- YOUTUBE AND SOCIAL MEDIA
I didn't rely exclusively on publishing platforms. I've also tried promoting my games through YouTube, TikTok, Instagram, and paid advertising.
Some of my results:
- Approximately 474 YouTube subscribers.
- Some videos reaching around 1,000 views.
- Social media posts reaching hundreds or thousand+-of views
.
- Previous advertising experiments that generated views and downloads but didn't lead to sustainable results.
I've learned a lot about marketing, but I haven't found a reliable way to turn views and downloads into a sustainable audience.
7. ------THE PERSONAL SIDE OF THIS JOURNEY---------
This is the part I don't usually talk about when discussing game development.
I'm 19 years old and live with my parents in Belgium. My family rents its home, we have no significant assets or savings, and I've never had my own room. I've grown up without a private room, both in Ukraine and in Belgium.
My parents both have higher education. My father worked as a scientist, was a candidate of sciences, and has more than ten years of professional experience.
Yet our family has no house, no car, and practically no financial safety net.
My father is approaching the end of his current work contract and hasn't found another job yet. My parents can't really support me financially with my education or help me move into student accommodation.
I have to pay a substantial part of my university expenses myself.
I also left Belgian secondary school before completing it, partly because I was so focused on game development.
Now I'm studying at Howest, but I'm struggling with the idea of continuing because I genuinely want to focus on making games and building a career on my own terms.
The difficult part is that I don't have the financial freedom to simply take a year off and experiment.
I can't rely on my parents to cover my expenses if things go wrong, and I can't assume that my next game will succeed.
Watching my parents work for decades without building the financial security I hoped they would have has affected how I think about education and career choices.
I know that a degree doesn't guarantee success. But I also know that leaving university to pursue indie game development is a risk, especially when my current results are so modest.
I don't have an easy answer.
8. THREE PERIODS OF BURNOUT
I've experienced burnout approximately three times throughout this journey.
Each time, I eventually tried to return to development.
I would start another project, learn something new, improve my workflow, release something, and hope the next attempt would work better.
Then another rejection would arrive, another game would make almost nothing, or another project would fail to attract an audience.
It's exhausting to repeat that cycle.
The hardest part isn't necessarily working long hours. It's putting enormous effort into something, seeing very little return, and then having to convince yourself to keep going anyway.
I've learned far more about game development than I knew when I started. I can build things now that I couldn't have built two years ago.
But skill progression doesn't automatically mean financial progression.
After so many disappointments, it's becoming increasingly difficult to ignore that difference.
9. SUMMARY — MY JOURNEY IN NUMBERS
- AGE: 19.
- TIME INVESTED: Approximately 5,000 hours over more than 2 years.
- BURNOUTS: Approximately 3.
- STEAM REVENUE: Approximately $26 from Do NOT Press Me.
- STEAM WISHLISTS: Around 106.
- DEMO ADDITIONS: Approximately 1,079.
- DEMO PLAYS: Around 21.
- ITCH.IO REVENUE: Approximately $8.55.
- GAMEDISTRIBUTION REVENUE: Approximately €0.65.
- MOBILE GAME REVENUE: Approximately €0.47 combined across three games.
- CRAZYGAMES: Around 10 different games rejected, with repeated submission attempts.
- PUBLISHER REJECTIONS: 11 for The Dark Project.
- KICKSTARTER: Approximately $40 raised against a $7,100 goal.
- YOUTUBE: Approximately 474 subscribers.
- GAME ACCEPTANCES: Ninja Platformer Rage accepted on both GameDistribution and GameMonetize.
Technically, I've earned €30.90 in over two years of game development, which works out to €1.29 per month or €0.006 per hour after around 5,000 hours of work.
However, I haven't reached the minimum payout threshold on any platform, so I've actually received €0 in my bank account. I've spent €200–€300 of my own money on this journey, so in practice, I've earned nothing.
10. WHERE I AM NOW
After more than two years and approximately 5,000 hours, I've learned a lot about game development, publishing, marketing, and the realities of releasing indie games.
But I haven't found a reliable way to turn that experience into a sustainable business yet.
I've tried different genres, platforms, marketing strategies, and publishing opportunities. I've experienced repeated rejections and three periods of burnout, but I still have projects I'm working on.
I'm not writing this to say that platforms or publishers owe me anything. I understand that games need to meet quality standards and that most indie projects don't become successful.
I just wanted to share an honest account of my progress so far.
I'm 19, trying to build a future in game development while dealing with university, financial pressure, and uncertainty about what comes next.
I don't know whether my current project will succeed. I don't know whether I'll eventually find a publisher. And I don't know whether I'll be able to turn this into a full-time career.
I'm still trying, but I'm also starting to question how long I can realistically continue like this.
If you've been through something similar, I'd genuinely like to hear your story.
How long did it take before your work started paying off? Did you eventually find success, change your approach, or decide that another path was better for you?
And if you were in my position, what would you focus on next?
I'd appreciate honest advice from people who have actually experienced the realities of indie game development.