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Are Devlogs Worth It for Indie Game Developers?

Devlogs build an audience — usually of other developers, not players. That's not useless, but you should know what you're buying before you spend a hundred hours on it.

Playkora Analysis title card: Are Devlogs Worth It for Indie Game Developers?

You've seen the pitch. Post devlogs on YouTube while you build your game, and by launch you'll have a warm audience ready to buy it. Free marketing, and you were making the game anyway.

The part nobody says out loud: the people who watch devlogs are mostly other people who make devlogs. That doesn't make them worthless. It means the hours buy something different from what you were promised, and it's worth knowing which thing before you commit a year of Sundays to it.

Who actually watches devlogs

Think about who clicks a video called "I spent 6 months building an inventory system." It is not a person looking for a fun game to play tonight. It is a person who is also, right now, building an inventory system and wants to see how you did it.

That's the whole tension. Devlog viewers are self-selected for caring about development, which is a different appetite from caring about playing. A player wants to be entertained. A devlog viewer wants to learn, compare notes, or feel less alone in the pit. Overlap exists, but it's smaller than the view count suggests.

So when a devlog does numbers, the honest read is: you made a good video about making games. Congratulations, genuinely. Just don't confuse that with a wishlist funnel.

What devlogs are actually good for

Here's where I stop being a downer, because the real benefits are real — they're just not the marketing ones.

Accountability. Publishing progress forces you to have progress. "I have to post something Friday" is a surprisingly effective boss when you don't have one. For solo devs drifting through year two, this alone can justify the whole exercise.

A record of your own thinking. A year in, you will not remember why you rewrote the movement code twice. The devlog remembers. It's a lab notebook that happens to be public.

Peer reputation. The developer audience is small, but it talks. Being known as someone who ships thoughtful work gets you into Discords, gets you honest feedback, occasionally gets you a collaborator or a job. That network has cashed out for a lot of people — just later, and sideways, not as launch-day sales.

Practice at explaining your game. You will pitch this thing a thousand times to press, storefronts and strangers. Devlogs are reps. By launch you'll know exactly which sentence makes someone's eyes light up.

None of those is "an audience of buyers." All of them are worth having. Be clear which column you're filling.

When devlogs are the wrong use of your time

A good devlog is not a screen recording with a voiceover. It's edited, scripted, thumbnailed, and it eats the exact hours your game needs most.

If you're one person, be honest about the trade. Every polished ten-minute video is a day or two you didn't spend on the game. Do that weekly and you're effectively running a small YouTube channel as a side project to your other side project.

The wrong time is also early. A devlog about a game that's a grey box and a dream is a devlog about hope. There's nothing to show, so you end up narrating your feelings about game design, which is a genre with a lot of supply.

And if your reason for making them is "marketing," there are blunter tools that reach players instead of peers. Short clips of the actual game on the platforms where players already scroll will usually outperform a long-form build diary for wishlists. I've laid out the cheap options in how to market an indie game when you have no money — start there before you commit to a series.

How to tell if yours is working

Don't measure devlogs by views. Views feel like the point and are mostly vanity. Measure by the thing you decided you wanted.

If you wanted accountability, the metric is: did you ship more because of it? You'll know.

If you wanted players, watch the referral traffic to your store page, not the video's watch time. A video with big numbers and a flat wishlist graph is telling you something. It's telling you the audience enjoyed the video and has no plans to buy a game.

If you wanted peer reputation, the signal is who's in your replies and DMs. Other developers, useful conversations, invitations. That's the currency, and it doesn't show up on the analytics page.

Set the target before you start so you're not tempted to move the goalposts to wherever the numbers happened to land.

Devlogs vs. actually testing the game

Here's a trap I've watched swallow whole years. Devlog comments feel like feedback, so devs start treating them as playtesting. They are not the same thing.

Comments come from people watching, not playing. They react to how something looks and how you framed it, which is closer to art direction than to whether the game is fun in the hands. Warm comments on a mechanic you demoed tell you nothing about whether that mechanic survives contact with a real player who has no idea what you intended.

If you want to know if the game works, put it in front of people and shut up while they struggle. That's a different discipline, and it's covered in how to find playtesters who tell you the truth. Do not let a supportive comment section talk you out of it.

The honest recommendation

Make devlogs if you'd make them anyway — if the process helps you keep going, if you like explaining your work, if you want to be part of the developer conversation. Those are good reasons and the videos will be better for being made by someone who wants to make them.

Don't make them purely as a marketing bet on players. On that specific promise they usually underdeliver, because you're advertising a game to a room full of people who make games.

And if you do commit, aim them honestly. A devlog that teaches something specific will always beat a devlog that gestures vaguely at the journey. The developer audience is small but sharp, and they can smell a video that's secretly an ad.

The one thing to do first

Before you record anything, write down the single outcome you want from the series — accountability, peers, players, or a portfolio piece — and pick the one metric that would prove it. If that outcome is "players," spend one week on short game clips first and compare the wishlist bump to a week of devlog work. Let the two numbers tell you where your hours belong. You can always start the series later; you can't get the year back.

Common questions

How long should an indie devlog be?

Long enough to make one point well, and no longer. A tight five to eight minutes with a clear takeaway beats a rambling twenty-minute update. Viewers came for a specific thing — deliver it and let them go.

Should I devlog on YouTube, TikTok, or a written blog?

Depends on what you're optimising for. Short vertical clips reach players who don't know they want your game; long-form YouTube reaches the developer audience who'll watch a build diary; a written blog is the lowest effort and doubles as your own reference. If your goal is wishlists, lean toward the short clips.

Is it too late to start a devlog if my game is nearly done?

No, and it might be better. A near-finished game has actual footage to show and a real release to point at, which is exactly what a devlog usually lacks. A short series close to launch can do more than two years of updates about a project nobody could see yet.

Do devlogs help if I want a job in the industry, not sales?

More than they help with sales, honestly. A public record of finished, thoughtful work is a portfolio that shows how you think, not just what you shipped. For that goal the small developer audience is a feature — they're the people who might hire you.