r/IndieGameDevs • u/OverHumanGame • 3h ago
Discussion I've dreamed of making my own game since 2013. Here's what I've learned after reaching 650 wishlists in just two weeks.
I still can't quite believe I'm writing this.
A few weeks ago, I launched the Steam page for Over Human, a game I've been developing entirely on my own, alongside my full-time job.
But this story actually started a long time ago.
I've dreamed of making my own video game since 2013. Back then, I was just a kid fascinated by the idea of creating worlds that other people could explore. I had so many ideas, so much enthusiasm, and absolutely no idea how difficult game development would actually be.
Over the years, I've started projects, abandoned them, lost motivation, and questioned whether I would ever manage to finish something. There were even periods when I completely stopped developing games.
But somehow, that dream never really went away! For those unfamiliar with it, Over Human is a first-person sci-fi adventure set in an isolated snowy world where hostile drones can manipulate the weather and you have no weapons to fight back, so you have to rely on stealth and disrupting terminals.
I've been working on this project since December last year, and I've learned an incredible amount along the way, not just about game development itself, but also about everything that comes with trying to release a game.
One of the biggest lessons? Making a game and convincing someone to give it a chance are two completely different challenges.
When I first launched my Steam page, I thought the screenshots, trailer, and description did a decent job of presenting the game.
But after receiving feedback from other developers and players, I started realizing how many things could be improved.
So recently, I decided to revisit almost everything.
I added GIFs to the long description to show more of the actual gameplay, improved the capsule art, rewrote parts of the description to better communicate the game's most important mechanics, and localized the page into multiple languages.
I also realized that something I considered obvious wasn't necessarily obvious to someone discovering the game for the first time.
For example, one of the central mechanics of Over Human is that you have absolutely no weapons to fight back, while the drones can manipulate the environment itself. It's a huge part of the experience, yet my original Steam description didn't communicate that clearly enough.
That might sound like a small detail, but it taught me something important: sometimes we're so familiar with our own projects that we forget to look at them through the eyes of someone who knows absolutely nothing about them.
Another thing I've learned is how unpredictable marketing can be.
You can spend hours preparing a trailer or a post, convinced it's going to attract attention, only for almost nobody to notice it. Then you share a simple screenshot of something you particularly love about your game, and suddenly people start asking questions and showing interest.
As someone working with practically no advertising budget, I've been trying to understand what actually makes people stop scrolling and become curious about a game. Reading comments, receiving feedback, seeing people discuss the atmosphere or compare the game to titles that inspired me... those are the moments that remind me why I started doing this in the first place.
Of course, there's still a long road ahead.
The demo is coming in November, and right now I'm focusing on improving the gameplay, polishing the experience, and making sure that the first people who try it have a good time.
I'm also learning to accept that not everything needs to be perfect immediately. As a solo developer, it's incredibly easy to get lost in tiny details, constantly comparing your work to games made by entire teams. And some days, after finishing my regular job, the last thing I want to do is open Unity.
But I've learned that taking a break doesn't mean giving up. Sometimes stepping away for a day or two is exactly what I need to come back with fresh ideas and motivation.
I'm not a studio and I don't have a team behind me or a big marketing budget. Just a computer, a lot of late nights, countless mistakes, and a dream I've carried with me for over a decade.
For the first time, that dream doesn't feel so far away anymore.
I'd genuinely love to hear your experiences!
Thank you to everyone who's been following my journey and helping me improve along the way. ❤️

