Indie Innovators

[FULL INTERVIEW] How a Solo Dev Shipped His First Game in 12 Months (W/ KOLBY HEISS)


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Solo dev + pro musician Kolby Heiss breaks down exactly how he shipped Quail Crossing to Steam in 12 months—no fluff, just the real systems: tiny daily wins, ruthless scope, and making dev accessible to yourself.If you’re building after work, juggling life, or stuck between “perfect” and “publish,” this one’s your blueprint.

What you’ll learn- Scope like a pro: why your first game shouldn’t be an RPG, and how to cut without killing the fun- Momentum -- motivation: the “tiny wins” loop Kolby used to keep going on tired days- Accessible-to-you workflow: laptops, living rooms, and lowering the activation energy to start- Code vs. fun: shipping with “good enough” tech that still feels great- Audio to gameplay: lessons from professional sound design that speed up solo pipelines- Community -- lone grind: how small local meetups and feedback unlock progress- Demo discipline: what he changed for Next Fest and why that week matteredKolby HeissQuail Crossing on Steam: https://store.steampowered.com/app/3398430/Quail_Crossing/Linkedin: https://www.linkedin.com/in/kolbyheiss/Portfolio: http://www.khsounddesign.com/

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Indie InnovatorsBy Spencer Koroll