
For developers
How to Price Your Indie Game Without Underselling It
Your price tag talks before your trailer does. Here's how to pick a number that signals the right thing, and why charging too little costs you twice.

For developers
Your price tag talks before your trailer does. Here's how to pick a number that signals the right thing, and why charging too little costs you twice.

For developers
Every extra platform is a permanent maintenance cost, not a one-time port. Here's how to decide which ones are worth carrying, and which ones quietly bleed you.

For developers
Finding people to test your game is the easy part. Getting feedback you can use — instead of a polite thumbs up — takes the right people, the right questions, and a lot of silence.

For 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.

For developers
Games journalists aren't gatekeepers keeping you out. They're people with a full inbox and a deadline. Write the email that saves them work and you get covered.

For developers
Early Access suits games that get better with players in them and quietly ruins games with an ending. Here's how to tell which one you're actually building.

For developers
The first hundred wishlists come from people you can name, not algorithms. Here's where to actually find them, and why paying for reach this early teaches you nothing.

For developers
A store page isn't a description of your game. It's an argument that this specific game is for this specific person. Here's how to build it in the order a visitor reads it.

For developers
The engine question is usually procrastination in a trench coat. Here's how to pick fast by what actually differs between Godot, Unity, Unreal and GameMaker.

For developers
Most free marketing advice is unpaid labour with a terrible hourly rate. Here's how to sort the tactics that pay off from the ones that just fill your evenings.