
Permanent procrastinator, solo hobbyist #gamedev. Stranded in 16-bit era, fueled by nostalgia. Working on #mystery #adventure: “Wright Files: Egerton’s Pickle”
Poland
Joined July 2009
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“I've already spent more than 10% of my life on it.”
This is such an eye-opening way of looking at the “cost” of indie/solo game development on a shoestring. When you don't have money, you “pay” with your time – i.e. your life.
P.S.: I've already spent almost 10% of my life on “Egerton's Pickle”.
P.P.S.: Considering that I'm doing it in my free time, it's more accurate to say I've already spent almost 10% of my life on the goal of finishing “Egerton's Pickle”.
#gamedev #indiedev
A few years ago an outsourcing studio quoted me €10K and 4–6 weeks to UV unwrap, bake and texture my 3D CAD weapon model for my game ASTRAL. It's currently in Early Access and on Steam/Epic for €15.
I designed and 3D modelled 30+ weapons and 300+ assets total so far. Would need about ~950 sales just to recover the cost of a single weapon. A more realistic net after regional pricing + refunds + VAT makes that closer to 1,200–1,300 sales.
At 300+ assets, even if we assume the average is half the weapon rate (€5K), that is €1.5M just for assets. That is 140K–200K sales needed at realistic net, before any other development costs.
Seeing the math like this is just brutal. I understand you can charge a multi-billion dollar publisher like Activision these rates but no way I can afford that.
Either way, I'm working hard to make ASTRAL as good as possible and delivering something worth playing. Been working on it since 2022 and still grinding on it every single day. I knew from the very beginning this would be a marathon that would last well beyond 2030.
I've already spent more than 10% of my life on it.
@goshki retweeted
Hello world!
I'm making #OSAD, an #indiegame sci-fi thriller set in an alt-history Poland!
Exploration, deep lore, cool secrets, collecting junk - it's all here.
If it's something that strikes a chord with you, I'd appreciate it if you added the game to your Steam wishlist!
Being from Poland means you're not expected to Finnish your games. You can Polish them forever.
🥁
store.steampowered.com/sale/…
@goshki retweeted
Pixel Art Studio 1.2 for Blender has the Paper Fold engine: lets you work with any kind of UV distribution, mesh topology seamlessly, as if everything was continuous (less worrying about UVs).
It folds, ties together pixels & selections that are far apart.
#blender3d #pixelart
Pixel Art Studio v1.2 for Blender is out! More than 40 new features and improvements!
Clipping Layers, Transparency Masks, Transforms, Fill Half-Pixels, Custom Brushes, Layer Blending Modes, Adjustments, Text Tool, Brush Preview, and much more!
#blender3d #pixelart
Ngl, I didn't expect playing #Quake in 2026 to be this satisfying. And I can't remember feeling this level of hyper-focus! Even programming, which is my daily work, rarely gets me there anymore. Although it comes with a price – the intensity exhausts me faster than 30 years ago.






