GravityShot Postmortem: I Shipped a Tiny Mobile Puzzle Game
I shipped a small physics puzzle game in Godot 4.6, on nights and weekends, around a day job and a family. Here is what went right, what went wrong, and the cent of revenue that proves it.
Tutorials, postmortems, and insights for indie game developers.
I shipped a small physics puzzle game in Godot 4.6, on nights and weekends, around a day job and a family. Here is what went right, what went wrong, and the cent of revenue that proves it.
Indie games generated $4.4 billion on Steam alone in 2025. But consoles are a different world. Here is the practical, step by step guide to getting your game on Switch, PlayStation, and Xbox.
Over 70% of indie games that exceed their original scope never ship. Here is how to scope your project, cut features without guilt, and actually release your game.
Your game's world doesn't need AAA budgets to feel real. It needs consistency. Here are the five pillars that make players forget they're playing a game.
From project templates and must-have addons to GDScript patterns and the itch.io export workflow, here's how to set up Godot 4 for your next game jam.
You don't need to be a musician to make your game sound great. Here is every free tool, technique, and mistake to avoid.
Screen shake, hitstop, particles, and camera tricks. The six techniques that separate good indie games from great ones.
Everything you need to know before your first 48-hour game jam. Scoping, time management, common mistakes, and how to actually submit something you're proud of.
Your Steam store page is your sales pitch. Here is every element you need to get right, from capsule art to tags to your short description.
Celeste, Hollow Knight, and Super Mario Bros prove that the best tutorial is no tutorial at all. Here are six techniques for teaching players through your levels.
From noise-based terrain to dungeon generation algorithms. A practical, engine-agnostic guide to the procedural techniques behind Spelunky, Dead Cells, and Caves of Qud.
From a two-person auto-battler that made $5 million to a solo dev's 97% rated vampire parkour game, these are the standout Godot Engine releases of 2025.