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This is a Game Dev Podcast with my guest Tyler F. Cloutier, co-founder and head of Clockwork Labs, who are building their MMO, Bitcraft Online, entirely in a database. They are making this database available for other developers under the name SpacetimeDB. It's a real time relational database that promises to massively simplify infrastructure required for both applications and games alike, almost like an operating system for the cloud. I'm very on board with their vision. Can it actually hold up? Let's have a look.
Links to my Guest
➤ SpacetimeDB: https://spacetimedb.com/
➤ Bitcraft Online: https://store.steampowered.com/app/3454650/BitCraft_Online/
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Intro
1:27 - What is SpacetimeDB?
7:24 - How SpacetimeDB is different
11:06 - Best use cases and limitations
15:55 - How it works: modules, reducers, transactions
19:34 - Publishing and hot-swapping server code
20:21 - Client model: reducers for writes; live queries and permissions
25:52 - Scaling and memory
28:40 - Per-match databases and the actor model
31:21 - Performance: reducer duration, locks vs MVCC, and offloading work
37:48 - Starter projects and analytics; community dashboards
41:12 - Authentication: OpenID Connect, Spacetime Auth, and Steam
46:07 - Platform philosophy: generalized vs specialized
51:25 - UGC and user-generated logic
55:05 - Origins, team structure, and optimization milestones
57:27 - Full history/time travel and postmortems
59:14 - Scaling by game type; video calling experiment and event tables
01:02:42 - Make it easy & LLM-friendly
01:07:48 - Comparing Firebase/Supabase/Vercel; why we built it
01:12:09 - Scheduled reducers, tickless servers, and timers as tables
01:13:57 - Matchmaking with SpacetimeDB (Underdogs VR, Postgres wire) and libraries
01:17:58 - Asynchronous multiplayer and efficiency
01:21:53 - Business model: self-hosting, Main Cloud free tier, licensing
01:26:48 - Avoiding vendor lock-in (SpatialOS lesson)
01:27:28 - BitCraft origins and vision
01:32:11 - Learning from veteran reviews; OSRS vs WoW philosophy
01:36:12 - Building costs, biggest design challenges, and live updates
01:39:43 - Core identity: simulating civilization, community, and expectations
01:42:35 - Outro
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
This is a Game Dev Podcast with my guest Phiomena Schwab, co-founder/CEO of Stray Fawn Studio, the creators of The Wandering Village, Dungeon Clawler, Nimbatus and Niche. She's the head of Stray Fawn's new publishing branch and she co-founded the Swiss Game Hub, a co-working space for game developers. We talk about what it takes to make successful games, community building, early access, publishing and women in game dev.
Links to my Guest
➤ Bootcamp games: Check out the games and leave a comment https://swissgamehub.itch.io/
➤ More learnings from Stray Fawn: https://strayfawnstudio.com/insights/
➤ Website: https://strayfawnstudio.com/
➤ X: https://x.com/PhilomenaSchwab
➤ Bluesky: https://bsky.app/profile/philomenaschwab.bsky.social
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Intro
1:17 - Game vs. Marketing
3:06 - Early Hits and Studio Formation
5:14 - From Hobby Team to Studio
6:43 - Community Building & Kickstarter
9:31 - EA to 1.0 With Community Push
11:16 - Finding First Fans & Adjacent Communities
15:55 - The Wandering Village: Fantasy-First
19:15 - Rapid Prototyping: Art vs. Gameplay
23:32 - Team Alignment & Genre Conventions
26:19 - Meaningful “Evil” Choices In Games
31:25 - Why Build in Public
32:23 - Kickstarter: When to Run or Skip
32:29 - 1.0 Bet: Localization, Delays & Beta Iteration
35:27 - Shifting to Small Bets
36:37 - Small-Project Playbook & Premium Mobile Sim-Ship
40:10 - Publishing Arm: Why & What Failed
42:18 - Publishing Is Mostly the Game
45:00 - Publishers, Funding & Deals
46:17 - Selecting Games & Avoiding Pitch Limbo
53:05 - What Publishers Evaluate: Demo, Proof & Better vs. Different
57:35 - Choosing Genres With Demand
59:50 - Bootcamp Validation & Itch Metrics
01:02:20 - Swiss Game Hub: 140-Dev Community
01:05:17 - Dungeon Clawler: “Claw Machine” Origin & Breakout
01:11:04 - Clones, Stolen Assets & Mobile Pitfalls
01:13:29 - What’s Next: Small Games, Story & Studio Votes
01:15:55 - Small Teams Fit; Brand Risk
01:18:49 - YouTube: Niche Passion vs. Mass Appeal
01:21:57 - Talking to Players & Moderation
01:24:06 - Own Your Audience: Newsletters, Discord & Events
01:28:33 - Swiss Game Dev Association & Many Hats
01:29:34 - Many Hats & Mental Load
01:33:19 - Wandering Village 1.0: Wishlist Conversion & Discounts
01:34:20 - Early Access vs. 1.0: Outcomes & Timing
01:35:38 - Why 1.0 Underperformed: Consoles, Genre & EA Length
01:39:27 - Post-Launch Priorities: Updates, Stretch Goals & Roadmaps
01:41:07 - Gender Balance, Role Models & Hiring
01:45:06 - Message to Future Women Game Devs
01:45:43 - Outro
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
This is a Game Dev Podcast with my guest Erick Passos from Photon Engine (Exit Games Inc.), a company that provides networking solutions and server architecture for online multiplayer games. I try to understand more about how how online multiplayer works in general and in particular how to use Photon's Quantum and Fusion to develop online games faster.
Links to my Guest
➤ Photon Engine: https://www.photonengine.com/
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Intro
0:17 - The 3 Layers of Multiplayer Tech
4:56 - Photon’s Products Across the Stack
6:54 - Transport Layers & Steam Relay Limitations
8:02 - Fusion vs Quantum + Designing for the Envelope
10:36 - Start from the Top: When Transport‑Only Makes Sense (MMOs, Server Logic)
15:53 - From PUN to Modern Netcode + Notable Games
21:21 - State Replication vs Determinism Explained
24:49 - Why Shooters Prefer Client‑Server (Lag Comp, Interest Mgmt)
26:11 - Server Build, Shared Mode, and Architecture Clarified
28:04 - Anti‑Cheat in Quantum: Replays, Spectators, Server Sim
31:49 - Grow Gradually: From Zero Servers to Full Validation
34:38 - Under the Hood: Predict‑Rollback, Physics, ECS, AI
38:32 - No Ring Buffer: Constant‑Time Rollbacks
45:28 - Testing Online, Tooling, and Community
46:15 - When to Use Fusion Instead of Quantum
50:29 - Performance: Verified vs Predicted, Clamps & Culling
52:34 - Bots, Matchmaking Math, and AI Costs
56:49 - AI Design: Verified‑Only Planning + Operational Prediction
58:02 - Verified‑Only Code Paths & Performance Targets
01:01:48 - Time Slicing AI for Stability
01:02:52 - RTS in Quantum: Flow Fields, Culling, and Use Cases
01:09:19 - Lockstep vs Prediction: Why He Avoids Lockstep
01:12:04 - Handling Rollback Spikes with Scheduling Tricks
01:13:05 - Auto‑Battlers: Verified‑Only + Snapshot Interpolation
01:15:29 - Hidden Info & Simultaneous Decisions; Server‑Gated Commands
01:21:35 - Using Quantum Offline? Licensing & Terms
01:25:03 - Determinism, ECS, and Quantum’s Hybrid Tables
01:29:22 - Could There Be a Deterministic Engine Built on Quantum?
01:31:08 - Cross‑Engine Experiments & Engine Integrations
01:35:42 - Open Worlds: Fusion Player‑Hosted vs Quantum
01:37:10 - Quantum for Open Worlds: Voxels, Persistence, NavMesh, Procgen
01:46:08 - Where Engines Stand on Multiplayer (Unreal, Unity, Source)
01:51:32 - Pricing: Free 100 CCU and Scaling Costs
01:54:45 - Long‑Tail Costs & Keeping Servers Alive
01:57:40 - Game Preservation: LAN, Offline, and Local Servers
02:04:48 - What’s New: Fusion 2.1, Quantum 3.1, Unreal Betas
02:05:55 - First Multiplayer? Start Small and Prototype
02:08:12 - Prototyping: Quantum vs Fusion (Shared Mode)
02:10:30 - From Prototype to Production: Managing Complexity
02:14:11 - What Makes a Multiplayer Hit? Trends vs Design
02:16:29 - Fusion’s New Physics Forecasting
02:17:47 - Riding vs Making Trends (Landfall’s Streak)
02:21:02 - Dogfooding: Prototyping to Improve the Tools
02:24:26 - Closing & Thanks
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
This is a Game Dev Podcast with my guest Youge Wen, aka. "Bearlike", the lead developer of my favorite strategy game Mechabellum, published by Dreamhaven, the publisher and developer founded by Blizzard's Mike Morhaime. We talk about the death spiral for online multiplayer games, game design, balancing for Mechabellum and exchange some advice with each other.
Links to my Guest
➤ Play Mechabellum on Steam: https://store.steampowered.com/app/669330/Mechabellum/
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Intro
0:43 - Jonas on Mechabellum; how it was made?
1:13 - Two-person start in 2017; Mahjong/poker prototypes
4:53 - No moving units, Go’s influence, fixing Round 1 snowball
8:36 - Avoiding RTS snowball: equal income and reborn units
11:36 - Unity choice; simple, low-latency networking design
16:04 - Should you make a competitive auto-battler? (Don’t)
19:26 - Live service pain and the death spiral
22:16 - One bad update can kill an indie PvP game
25:02 - Balancing philosophy: define goals, fun over variety
27:45 - Double red/green: when to nerf (win rate vs pick rate)
31:10 - Unit design with spreadsheets; emergent counters & guidelines
37:16 - Counters without tags; armor experiments and why they failed
41:27 - Tech design, tradeoffs, complexity vs fun; balancing techs
46:56 - If you insist on PvP auto-battlers: know your goals
49:50 - Technical constraints and scoping to your team
52:03 - Monetization and positioning competitive strategy games
58:00 - External shocks; start with PvE; Bazaar-style offline PvP
01:00:15 - Fewer players and shorter matches to reduce concurrency
01:03:37 - Marketing, Early Access pitfalls, Battle Aces; co-op PvP prototype
01:08:08 - Managing community negativity and inevitable mistakes
01:12:56 - Balancing PvE: ensure tool use; buff enemies, not players
01:17:00 - Keeping old versions via Steam branches
01:19:23 - PvE/co-op opportunities; Thronefall co-op and saying no
01:25:51 - Scoping, minimal art, and fast content pipelines
01:26:52 - Meta shifts as side effects
01:28:54 - Team size; Out of Hand; art style and marketing lessons
01:33:07 - Mechabellum roadmap; armor hopes; expanding the universe
01:36:37 - Business reality: support what earns; risk vs reward
01:38:07 - Randomness vs determinism: upsets, styles, and info gaps
01:45:01 - Designing perceived fairness: RPS illusion and football
01:50:23 - Jonas’ next game; staying small; freelancers vs growth
01:54:17 - Endless Mode learnings and map persistence idea
01:58:10 - Wrap-up
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
This is a Game Dev Podcast with my guest Huw Millward the creator of Warsim: The Realm of Aslona, an entirely text based asci kingdom simulation game (that was written to a single code file with 700K lines of code).
Links to my Guest
➤ Play Warsim on Steam: https://store.steampowered.com/app/659540/Warsim_The_Realm_of_Aslona/
➤ Dim Parcio (Band): https://www.instagram.com/dimparcioband/
Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):
➤ https://tyrollerjonas.podbean.com/
0:00 - Intro
0:56 - Why WARSIM worked
1:52 - From tiny sales to quitting the day job
3:09 - Sticking with a "failed" game
5:06 - Obsessive Updates
10:10 - Procedural Generation and Emergent Stories
12:17 - The Throne Room’s Birth
17:11 - Roleplaying a ruler: many playstyles
20:59 - A 700k-line monolith
26:56 - Follow-the-fun workflow, 500 co-designers
31:16 - Moving beyond ASCII: new studio, higher stakes
33:12 - Text games: should you make them?
37:59 - Marketing a game with no graphics
42:42 - Word-of-mouth and biggest wins
46:39 - Slumbox reveal: city vs wasteland
50:18 - Choosing GameMaker over Unity
51:46 - Timeline, team, delegation, funding paths
55:56 - Life outside dev: band, GDC adventures, merging music and games
58:11 - Becoming a “real” game dev and balancing identities
01:00:10 - Advice for devs: persistence, build what you love, design smart, community
01:04:02 - Proc-gen principles and writing tips
01:10:09 - Jonas’ advice for Slumbox
01:12:01 - Jonas’ next project and goodbye
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
This is a Game Dev Podcast with my guest Johan Grönvall who managed to succeed with his debut game Bopl Battle in some part due to his TikTok and YouTube Shorts strategy, in other parts due to his analytical perspective and going above and beyond to serve a strong vision for his game.
Links to my Guest
➤ Play Bopl Battle on Steam: https://store.steampowered.com/app/1686940/Bopl_Battle/
➤ Johan's YouTube Shorts: https://www.youtube.com/@johangronvall9473/shorts
0:00 - Intro
0:47 - Why He Quit His Job During The Pandemic
1:55 - The Game That Took 6 Years to Make
4:41 - Starting By Improving on an Unpopular Game
8:22 - The Motivation for Making Games
9:36 - The Big Rewrite: Creating His Own Engine in Unity
12:52 - What is Lockstep Networking?
15:23 - Why Building on Top of Unity Can Be a Mistake
18:48 - Coding Unique Physics That Unity Can't Handle
23:31 - The Only Marketing That Actually Worked
25:50 - How to Create Viral Shorts & TikToks
33:32 - How Many Wishlists Do Viral Videos Generate?
36:53 - A Genius Strategy for YouTube Content?
41:15 - Why the Demo Was Almost a Full Game
45:28 - Turning Bugs Into Beloved Features
51:30 - The Struggle to Start The Next Project
55:52 - The Explore vs. Exploit Dilemma for Creatives
59:14 - Chasing "Success" as a Motivator
1:03:47 - Why Indie Developers Should Be MORE Ambitious
1:10:09 - Succeeding By Doing Everything "Wrong"
1:16:33 - You Don't Have to Be a Super Genius to Succeed
1:19:33 - How to Avoid Delusion as a Developer
1:24:24 - What's More Important: A Fun Game or an Appealing Idea?
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
This is a Game Dev Podcast with my guest René Habermann who is behind games such as Domekeeper and PVKK (Planetenverteidigungskanonenkommandant), running a games studio called Bippinbits together with his wive. In this conversation we dive into how to validate your game ideas early.
Links to my Guest
➤ Wishlist PVKK on Steam: https://store.steampowered.com/app/2956040/PVKK_Planetenverteidigungskanonenkommandant/
➤ Play Domekeeper on Steam: https://store.steampowered.com/app/1637320/Dome_Keeper/
➤ Bippinbits Website: https://bippinbits.com/
0:00 - Introduction
0:50 - Why Indie Games Fail
2:05 - The Minimalist Approach to Game Development
3:09 - Using Validation Points to Succeed
4:10 - Fun vs. Appeal: What's More Important?
8:00 - The Crucial Role of "Fantasy" in a Game's Success
12:21 - How YouTubers Can Spark a Game's Success
17:10 - Can a Game Succeed Without Appealing Visuals?
19:39 - Why Did Dome Keeper Work So Well on YouTube?
23:08 - Designing for Yourself vs. The Market
26:26 - "Make a Game You Enjoy": Good or Bad Advice?
32:03 - Using Itch.io and Game Jams to Test Ideas
39:05 - Is it Possible to Enjoy the "Tryhard" Approach to Game Dev?
43:27 - From a 3-Day Prototype to a Full Game
47:37 - The Demo vs. The Announcement: What to Do First?
59:10 - What to Do When a Validation Point Fails
01:06:17 - The Growth of Bippinbits Studio
01:17:30 - Rene's Role in a Growing Studio
01:23:18 - The "Mini-Teams" Approach to Scaling
01:30:21 - Sharing Profits With The Team
01:40:43 - Why Bippinbits Prefers the Godot Engine
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
This is a Game Dev Podcast, today with my guest Benjamin Zuckerer from Cip Soft, the creators of Tibia, an MMO that has been under continuous operation and development for over 30 years. This is an entertaining and educational look behind the curtain of how to make and run online games that last for decades.
Links to my Guest
➤ Wishlist Persist Online on Steam: https://store.steampowered.com/app/2082980/Persist_Online/
➤ Play Tibia Online: https://www.tibia.com/mmorpg/free-multiplayer-online-role-playing-game.php
➤ Jobs at Cip Soft, Germany: https://www.cipsoft.com/de/karriere/stellenangebote
0:00 - Intro
1:02 - The Origins of Tibia (1995)
3:04 - Pioneering the 'GMUD' Genre
4:25 - Tibia's Place in Early MMO History
5:37 - Surviving the Dot-Com Bubble
8:43 - Inventing the Freemium Model
10:44 - The Story Behind the Name 'CipSoft'
12:32 - Development Before Modern Tools
13:48 - Company Growth & Evolving Roles
15:21 - The First Mobile MMORPG & Launch Strategy
17:29 - Joining the Games Industry
19:13 - The Role of a Product Manager
22:58 - The 'Duping' Problem in MMOs
28:25 - Team Culture & Security Threats
32:50 - Single Player vs. Online Game Development
37:28 - Why There Is No Tibia 2
42:26 - The Struggle for a Second Hit
47:08 - The Birth of 'Persist Online'
51:12 - From Manager to Maker and Back
53:43 - Building the 'Persist Online' Team
57:09 - Prototyping & Co-Developing With the Community
1:01:45 - How to Listen to Your Players
1:07:21 - The Early Access Development Model
1:11:00 - The Economics of Free-to-Play
1:17:49 - Ethical Monetization
1:23:38 - CipSoft & Persist Online Today
1:27:53 - 20% Time: Fostering Innovation
1:31:04 - Testing 'Persist Online' (Pre-Alpha)
1:35:45 - The Challenges of Launching on Steam
1:45:28 - 'Persist Online's' Steam Release Strategy
1:53:57 - Advice for Indie Online Game Developers
2:02:13 - The Exponential Cost of Making Online Games
2:11:14 - Why Make Online Games? The Service Model
2:17:17 - Engaging Players with a Limited Scope
2:22:13 - Outro & Final Advice
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
This is a Game Dev Podcast with my guest Gavin Eisenbeisz (Two Star) and your host Jonas Tyroller. In this episode I want to learn how to make wildly successful indie games that go viral a lot.
Links to my Guest
➤ Wishlist Cuffbust on Steam: https://store.steampowered.com/app/2592220/CUFFBUST/
➤ 2nd Channel (Game Design): @ScientiaLudos
➤ Main Channel: @TwoStarGames
0:00 - Intro
0:57 - Look Where The Market Is Going
4:02 - What Makes For a Viral Game Idea
9:05 - Designing For Content Creators
15:33 - How Rare Are Million Dollar Game Ideas
19:47 - Why High Action Games Are Bad For Retention
26:01 - Creating Brand Recognition
31:43 - Mass Content Ability
35:36 - When To Scrap Your Idea
37:35 - The No-Prototypes Approach
41:08 - Using The Trailer To Test Demand
44:36 - How Content Creators Line Up To Play Your Game
47:28 - Concept vs. Execution | What Matters Most
51:18 - Indicators That You're On Track
53:31 - Having Your Own YouTube Channel
59:14 - Learning and Theory Crafting | Why and How
1:04:38 - Gavin About Not Enjoying Game Dev As Much Anymore
1:08:40 - Gavin and I Compare Our Approaches
My game "Thronefall":
➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/
➤ Discord: https://discord.gg/gVYctptyg8
➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview
My game "Will You Snail":
➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/
➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK
For the game developers among you:
➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ
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