So You Want to Build Your Own Game?
Every game on our Watch started as somebody's first post. Here is how the builders we cover actually got started, and how building yours in the open puts it in front of our radar.
Five ways in, all of them real
There is no single road into game development anymore. These are the roads taken by builders SpawnWatch already covers, with the receipts.
- Build it with AI, in the open. Belbizaz is making Frog King Simulator, a 3D frog game, inside a single AI coding chat: by his own account he writes none of the code and models nothing by hand, and his build clips pulled 85K views in a day. He is on our Solo-Built Watch. Start here: follow the build on X.
- Let the audience dare you. Muck exists because a commenter named sjacek dared Dani to make a game. He did, it shipped, and it sits on our Creator-Built Watch: a game hive-coded into existence by the crowd watching. Muck on Steam.
- Build it with your chat. Let It Flow is credited on Steam to "DevAddict's Chat": his viewers did not just watch the game get made, they are listed as its developer. That is the deepest version of building with an audience in the loop. Let It Flow on Steam.
- Sell the roadmap. JB Briant and his brothers at JBro Studio are building Jet Combat Simulator in public: early supporters buy a Pilot Licence, licence sales unlock the roadmap (new biomes, a campaign, multiplayer), and his Discord votes on what comes next. Follow the build on X.
- Craft it slow, ship a demo. Fabien Weibel (Bubblebird Studio) shipped Haven Park and Trackline Express before Sandcastle, his cozy sandbox built from simulated sand. He posts his physics breakthroughs as short clips, put a free demo on Steam, and a publisher, Future Friends Games, followed the work. Sandcastle is on our Solo-Built Watch. Sandcastle on Steam.
One more pattern worth knowing: audiences are becoming builders at scale. Creator Stefan 3D AI now runs a showcase where his subscribers submit games they made with AI, one of them built in 11 weeks with Claude Code, and he plays the best of them on his YouTube channel. The line between the crowd and the credits is dissolving. That is the whole reason this site exists.
Build in public, properly
- Post the work, not the pitch. Short clips of something actually moving: a physics trick, a bug, a before-and-after. Every breakout on our radar started as a clip of the game itself.
- Hashtags are garnish. Use the community tags (#indiegame, #gamedev, #indiedev) so the tribe can find you, but know that breakout clips routinely travel with none at all. The clip does the work.
- Reply to everyone early. Your first hundred commenters are your playtesters, your wishlist engine, and, if you let them, your co-designers.
- Ship the demo. A playable demo on Steam or itch.io turns viewers into players, and players are what charts measure.
- Keep a cadence you can hold. Near-daily small posts beat monthly big ones. Building in public is a streak, not an event.
The common starting points
- Engines: Godot (free, open source), Unity, Unreal Engine, or straight to the browser with libraries like three.js, the route Frog King Simulator took.
- AI pair-programming: the newest road in. Builders on our Watch work inside AI coding chats to write and iterate the code while they direct the game.
- Places to publish: itch.io for your first playable builds, Steam when you are ready for wishlists, demos, and festivals like Steam Next Fest.
Building in public is how our radar finds games: it sweeps the indie tags daily looking for exactly this. Getting spotted is never guaranteed, and most of the radar's job is watching, not listing. But every builder above was a stranger to us until the work showed up.
When you have something building, put it in front of the radar properly: submitting is always free, our rankings are never for sale, and every submission is judged on the same evidence as every game we find ourselves.
Already building?
Solo in public, or with your audience in the loop? Tell us where to look.
