From Prototype to Steam Release: An Indie Developer’s Journey with GameMaker
The game was completed by late June 2025, after four months of development starting in March. Graphics and animations were sourced from assets with minimal adjustments. The team dedicated at least six hours daily. Redundant mechanics—quests and inventory—were cut due to lack of experience. The core loop remained: combat with enemies, leveling with randomized stat boosts.
Initially, leveling followed a linear path—attack and HP increased steadily. Testing revealed it felt dull. To fix this, players now choose one of three random stats per level, and bosses feature unique AI behaviors: rush attacks, ranged combat, and minion spawns. Playtime: 2–2.5 hours for beginners, 3.5–4 hours for experienced players.
Preparing the Demo and Launching on itch.io
The demo was created after full development—a 30-minute slice of the linear story. Its purpose? Gather feedback before Steam release. itch.io is ideal for indie devs: low barrier to entry, much like Vampire Survivors.
Key visibility factors:
- Trending genre (roguelike, horror)—otherwise, your project gets lost in the sea of releases.
- High-quality icon and landing page—critical for grabbing attention in crowded feeds.
The demo received 1,500 views and ranked top 5 in action-RPG. Mistake: the demo page lacked a direct link to Steam.
Building the Steam Page
Purchasing a Steam slot ($100) was complicated for developers in Russia—used a Kazakhstani card (~8,500 RUB). Setting up the page took weeks: builds, documentation, checklists. Moderation passed within a week.
Participated in the "Let’s Game" festival (once before launch). Wishlist growth:
- 35 from family and friends.
- 3–5 per day organically.
- +10–15 from itch.io.
- +~100 from DTF and Reddit.
Total before festival: 300. Gained +250 in one week.
Launch, Monetization, and Porting
Released November 11, 2025: Koshchei the Deathless, priced at $5 (200 RUB in Russia). By March 2026, revenue reached $100—minimum threshold for withdrawal. Goals met: valuable experience, not profit.
GameMaker update (February 2026): free compilation for Android, iOS, Linux. Ported in just three days—but Rustore blocked monetization for self-employed creators (from February 1). The game is now free on the platform.
Perfect for mobile: short sessions, simple gameplay.
Key Takeaways
- Focus on the core loop: trim mechanics you’re not confident in.
- A post-launch demo carries risk but works well for linear projects.
- Use itch.io for feedback: prioritize genre and visual appeal.
- Steam requires workarounds for payments and meticulous page setup (a week or more).
- Wishes grow organically plus via platforms (Reddit, festivals).
— Editorial Team
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