Everything I Learned Publishing My First Game on Steam
Steam is hard if you’re on your own. Here’s everything I’m learning about fees, tax setups, review processes, Steamworks integration, and art assets.
Active development updates on current projects. Progress, problems, breakthroughs, and the slow grind of making something real.
Steam is hard if you’re on your own. Here’s everything I’m learning about fees, tax setups, review processes, Steamworks integration, and art assets.
Outside pressure and avoidance both pushed my solo dev schedule off track this month. Here’s what actually got done, why, and how I’m fixing it.
Designing difficulty progression means deciding what the player learns first, and in what order. Here’s the framework I used for my game Laser Beast.
Save systems, scene navigation, Steamworks integration, and the Bootstrapper all finished in April. Here is where Laser Beast stands heading into May.
The laser system in Laser Beast has four types, a shared visual layer, and an event-driven button system. Here is how it all fits together.
A precision platformer. Four months abandoned. One bout of pneumonia. Here’s how I got Laser Beast back on track and what the next 90 days look like.