Ads skipped

Don't be short-sighted as an indie gamedev

9.2K views · May 1, 2026 · Gaming

Comments · 86

  • @BeanJuiceStudios · 4 months ago

    Nah dude I couldnt agree more, the hourly wage thing makes no sense considering all the factors involved lol People tend to forget that you're making a product to sell and games on Steam generate revenue even decades after release. It's all about building up a back catalogue for passive revenue

    87

  • @ExpensivePizza · 4 months ago

    You're creating assets. That's the difference. When you work for someone else for an hourly rate, you are the asset making assets for someone else.

    8

  • @TGameDev · 4 months ago

    Agreed. Thinking in the same vein as a worker when you're an entrepreneur doesn't make sense and, historically, has never worked that way (likely never will). Maybe when you're making a consistent income then that's a consideration, but otherwise it feels more like the excel style of procrasterbation.

    14

  • @winner_joiner · 4 months ago

    If someone really cares about the hourly rate, one should not go into GameDev. GameDev is more like being an artist. <br>That said, I personally would always record the hours, just to be better in estimating: gameIdeas, prototypes, scope-creeps, ... and also when to cut your losses, ... . 👍👍👍

    19

  • @SundayBrunchStudios · 4 months ago

    I can get on board for the idea that tracking an hourly wage is not a helpful metric. It is still beneficial for developers who want to go full time to have some kind of financial tracking to understand their runway and spending, even when your income is primarily coming from a job. Getting in the habit of tracking cash flow will help in many different aspects and it can help set up for the future when you might be paying others for their work too.

    4

  • @AtomicNugget · 4 months ago

    Thinking in dollars per hour only makes sense if you&apos;re working for someone

    28

  • @eric81766 · 4 months ago

    The good thing is to have a catalog of product that you can keep selling all the products. Back in the day I financed my magazine&apos;s growth by selling back issues - each new issue, new people would find the magazine and want to buy the back issues and the more and more issues there were, the more a new reader would buy from us right away. <br> I think Jake Birkett made a video talking about his hourly rate per game (because he keeps very accurate time records) and the best dollar-per-hour games were surprising but it was because some of them had themes that made them sell year after year and thus keep raising their &quot;hourly rate&quot;.

    1

  • @peterj.2114 · 4 months ago

    If you&apos;re asking &quot;what is my hourly rate&quot; you&apos;re in the wrong field. Lmao.

    3

  • @TheFoxKnocks · 4 months ago (edited)

    Considering passive income from previous projects is frequently overlooked. If you keep on keeping on, just keep making games, it will start to add up. What&apos;s more, you start being able to bundle with yourself, meaning if you release a game that gets some popularity, you can share some of that popularity with your previous projects. It compounds.<br><br>There&apos;s a lot of people where if you asked them what they&apos;d do with an extra 20, 30, 40, 50 bucks a day, they&apos;d describe it as practically life changing.<br><br>I&apos;m getting that by doing nothing. That sort of financial freedom cannot be described as a wage.<br><br>&quot;Wouldn&apos;t you have made more working a normal job?&quot; Surprise, I can actually work a normal job whenever i want, and I still get the passive income from my games on the side. It&apos;s not exclusively either or.

    1

  • @Arkenhammer · 4 months ago

    Preach brother. When running a business, most kinds of value aren&apos;t (easily) measured in dollars. Cash flow is what keeps your business running but other kinds of value are how you succeed.

    1

  • @TrashyDoTio · 4 months ago

    110% agreed this is my solo strategy. I&apos;m looking to ideally get some collaborations going soon after some steam released.

  • @MythicMoonStudios · 4 months ago

    <a href="https://www.youtube.com/watch?v=TuufF__6LTk&amp;t=609">10:09</a> we are super negative so far. Damn Adobe subscription 😢

    4

Up next

LIVE

7 Gamedev Time Wastes

BiteMe Games · 31K views

LIVE

What nobody tells you about releasing a game on Steam...

BiteMe Games · 22K views

LIVE

I USED AI TO BUILD MY GAME - DOG FIGHTER Dev Log #1

ItsZingx · 215 views

LIVE

We need to talk about your game...

BiteMe Games · 11K views

LIVE

How (Not) to Make a Video Game: The Story Behind Project Zomboid

ThatGuyGlen · 614K views

LIVE

Publishing my game on Steam was one of the worst experiences

Flammenfreund · 3.3K views

LIVE

Tierlisting the BEST FEATURES for your game

BiteMe Games · 105K views

LIVE

Roguelikes, Persistency, and Progression

Game Maker's Toolkit · 1.2M views

LIVE

Incremental Games Have a Creativity Problem

Payne Robinson · 31K views

LIVE

Our game studio needed 1534 days to become profitable, here's how I'd do it 5x faster

BiteMe Games · 17K views

LIVE

This Problem Changes Your Perspective On Game Dev

Jonas Tyroller · 583K views

LIVE

What you're getting wrong on your Steam store page

BiteMe Games · 8.5K views

LIVE

Is it Too Late to start making Incremental Games?

BiteMe Games · 11K views

LIVE

How we're making our games better

BiteMe Games · 8.1K views

LIVE

The basics of marketing your indie game

BiteMe Games · 14K views

LIVE

Everything you need to make a great Steam page

BiteMe Games · 10K views

LIVE

How we decided the release date for our game

BiteMe Games · 5.6K views

LIVE

What Type of Indie Games Actually Sell Best? (And Why)

Design Diary · 386K views

LIVE

The Game Dev Advice You Actually Need (Ft. AIA, Goodgis, and more...)

Juniper Dev · 429K views

LIVE

The best genres for new game developers

BiteMe Games · 61K views

LIVE

Everything I know as an indie dev after 5 games and 300k+ sales.

9FingerGames · 45K views

LIVE

1 Year of Gamedev at 17 Years Old

Mehlted · 21K views

LIVE

Why Game Development Is So Hard

Acerola · 458K views

LIVE

Guide to making easy, quality Steam capsules

BiteMe Games · 14K views

LIVE

How BiteMe Games Survived 4 Years Without a Viral Game

Dev Dream Pod with Blake Gocey and BiteMe Games · 14K views

LIVE

Indie Game Genres & Subtractive Design

Indie Game Clinic · 176K views

YouTube, with the door locked.

Aegis plays a clean stream instead of YouTube's player, so pre-roll ads, trackers, and fingerprinting never ride along. Drop Shields any time if you want the official player back.