
I sold 450 copies of my first Steam game. Here's what I learned.
450 copies, $1,500 gross. Not a success story — but it cost me enough to be worth writing down what it taught me.
Solo dev · Steam games · Building in public
One dev. Two titles. Shipping on Steam and documenting every step of the journey.

Survive the forge. Every weapon has a price.
A Vampire Survivors-inspired roguelite where weapon crafting decides your fate. My first shipped indie title — from zero to Steam.
Physics-driven. Ego-fueled. Ragdoll or bust.
Four workouts in. All physics-driven, no pre-baked animation. Add it to your wishlist and follow the build in public.

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450 copies, $1,500 gross. Not a success story — but it cost me enough to be worth writing down what it taught me.
How I built a Blender character pipeline from scratch — low poly base, shape keys for muscle growth, inner lines, per-muscle flush effect, and facial expressions — for Ego Lifting Simulator.
Dumbbell Curl, Military Squat, Bench Press, and Pull-Up are in. They are physics-driven, with failure states coming next.