Game Design, Programming and running a one-man games business…

The costs of a (sort-of) hobby game (Ridiculous Space Battles dev budget)

If you have read my blog a lot you will be aware that I am totally schizophrenic about whether or not Ridiculous Space Battles is a big professional game project, or a hobby to keep me busy as I ease into semi-retirement. I still have no answer for this. When I speak to other devs, it certainly seems like I spend at least as much time developing it as a full-time dev, but then I am also trying not to take it too seriously, and definitely trying to avoid any stress related to it…

Anyway, I wouldn’t be me if I didn’t also have an interest in what it cost to make. Its VERY cheap, to be sure, but I just love numbers. You could give me spreadsheets showing the revenue from a local cafe and I would be in heaven, I just love some numbers. So under 2 weeks until Early Access release (16th November) here are the numbers:

The Development Budget

This is a very unusual game, because I didn’t want to hire or deal with or even speak to anybody during its development. Building a solar farm was WAY too much people-management, and I vowed to avoid actually hiring people again, so I decided to do almost everything myself, and experiment with AI for stuff I couldn’t draw myself. I can play around in photoshop and Blender quite happily, so the majority of the art (the spaceships) was done using stock-assets bought from CGTrader, plus a lot of kitbashing, and editing, and messing around. Its not as good as a pro artist, but it kept me busy :D. Anyway the total spent at CGTrader so far is:

CGTrader £441.93

Which is peanuts for the spaceship art for a game about spaceships :D. Thats the majority of art in the game, as each ship has some layers, some turrets, a damaged version, and a hulk version and debris elements, all from the same kitbashing.

I then needed art for the modules (used in the ship designer mostly) and for the races showing the alien crew. I decided to use AI for that, using scenario, which is a cool game-centric AI art generator. It lets you upload a ton of your own art and use it for creating a new model, which is cool. I also used it for some of the nebula backdrops and planets (the others were mostly me in photoshop) and for the game logo.

Scenario AI Art: £296.51

Again, pretty much peanuts. I could have spent more time here, and more money maybe. but we are not even in early access yet…

The other use of AI was for some voice clips. I decided not to use a lot of it, and kept changing my mind, so I spend way more than I needed to for a few lines, but the total was still only £176.76

Elevenlabs AI voice: £176.76

Most people wouldn’t really be able to use AI voices, but my voice is supposed to be a neutral computer voice just reporting data anyway, so I figure its pretty much perfect. All in, this makes the dev budget for the game £915.20. Nothing. Obviously I WORKED on it for about three years, so my personal coding dev time is huge, but its kind of a hobby, so I am disregarding that. I don’t log my hours anyway.

The Marketing Budget

I had basically three approaches to marketing this game. A newsletter to previous Gratuitous Space Battles owners, Youtube ads, and reddit ads. The newsletter was a PAIN to set up and manage, and frankly very expensive, and quite tedious. I don’t think many emails actually even get read in 2026, so eventually I just gave up on it, after spending probably way too much on it for the slim results:

SendPulse Newsletter £567

Youtube ads were to promote the game’s trailer.I was quite happy with how many views I got for this, given the low spend, and thought it was a really good idea until I saw the pitiful conversion rate to wishlists in the steam utm-reporting. But before I gave up I had paid for 70,000 views for £799. I also promoted some other related videos, for a total spend of £974.13

Youtube promotions £974.13

Reddit ads is where most of the money went. As I ramp up the daily spend (currently $50) the cost per click keeps rising, which is depressing, but the conversion rate to wishlists is pretty good. I have been running these ads on and off for over a year, as I keep changing my mind. Currently the total spent on reddit ads is £4,502.67. Way bigger than everything else!

Reddit Ads: £4,502.67

That gives a total budget of £5,984.87, with 15% being development and 85% being marketing. For my previous, commercial games, the split was normal 50/50. And the budgets were way higher, at least £100,000, and more like £300,000. Democracy 4 had a dev and marketing cost of roughly $400,000. So this is absolutely a little hobby game for me. (And yesthe D4 cost also excludes my time and effort).

Conclusion

Wow, I have spent basically no money on this, which is a relief, because its impossible to sell games now, and my aspirational goal of 1,000 sales (eventually) would definitely make a paper profit. The game will cost $24.99, so I get about £12 per sale after currency conversions, chargebacks, VAT and valve’s 30%. So that would be £12,000 if all at full price. Assume half at full price (£6k) and half at an eventual 50% off, and thats £9k, so about £1,000 PER YEAR for my time. But given that I LOVE programming games, and its basically my retirement hobby, that will be fine with me.

Of course it might only sell 100 copies, or 10,000. Who knows! Anyway, hope you enjoyed reading about the pitiful small scale of my current project. Feel free to add the game to your wishlist below :D.

Welcome to the new webserver!

This has taken a while. Much longer than I expected, and been difficult, but ultimately I think worthwhile. For a very very long time, positech’s website (and positech energy’s website) have been hosted in the USA. I think the server was in Dallas, Texas. But I’m not sure, nor did I care. The general assumption back in the 2000s was that most web traffic was from the USA, and to minimize page loading times, you should host your site in the USA, even if like me, you are personally in Europe.

But Lo! It came to pass that in 2025 and 2026 the USA got a new government that decided to treat my own country (the UK) like we are the enemy. I frankly got sick of reading comments from the likes of Trump and Musk that I lived under sharia law in a violent failed state. Especially given our gun crime rates are extremely low compared to the US, and that amazingly, the sharia law meme is total and utter made-up fantasy bullshit. Frankly, I got sick of being insulted by the leaders of a country I was regularly paying money to… and pretty much everyone I speak to here in the UK feels equally insulted and enraged.

I cannot change US foreign policy. I cannot change who the US public decided to vote in as their president (or effectively new King). But I do have choices as to how to spend my money, and given that its entirely up to me where I host my websites, I have decided to pick my own country (England!) as the best place. Frankly I do not *trust* any US web host any more. So I looked around and then found a web host called Krystal.

Krystal seem to have two selling points from my POV. One: They are in the UK (Woohoo!) and Two, all of their servers are one hundred percent powered by renewable energy. As anyone who has read my blog for a while will know, I like that! Granted, I am not exactly in desperate need to reduce my carbon emission, given that I built and own an entire solar power station, but if there are companies out there doing the ight thing regarding sourcing energy, I want to support them.

I have no idea where Krystal get their energy supply from, but in my fantasies, its coming from the wind farm right next to Trump’s scottish golf course.

I try to avoid being nakedly political on my blog. Thats not what its for but the ENTIRE reason for moving webhosts was to reduce my links in some small way, to the USA because of the current US govt, and I think it only fitting and fair to say so. The site currently has a bunch of DNS and domain name related problems, but I am sure they will get sorted out soon! Also I have some cool stuff to announce, once everything has finished moving and this blog is definitely working.

Eventually a simpler, more local website

My positech website has been online since 1999. Initially it was just a page for my first game (Asteroid Miner) and a picture of my first cat. Since then, a lot has happened, and I have moved web hosts more times than I can remember. I was sensible enough to realize early on that you needed a folder for each game, and to be organised as a developer website, not just a single game website, but where I really screwed up is when I started thinking it made sense to have a separate server account for each game, with its own logins, and domain name, so you could stop any of those sites bringing down the whole server, by having bandwidth and disk space quotas etc.

When you are renting a physical dedicated server, this stuff seems no big deal. It also seemed pretty simple to host my own blog (this was originally on blogspot) and my own forums. When I was selling a lot of games, publishing third party games, and generally trying to ‘scale’, this all seemed reasonable and made sense. A lot of my games had some form of back-end php, if only for stats reporting, so having different php versions possible for each account was also considered fairly sensible.

But frankly fuck all that

In 2025 my life is very different. I have 100% stopped publishing 3rd party games. It was way, way too stressful, and only one of those games (big pharma) was a big revenue generator. I also have not released a new serious game since Democracy 4, although I made a little space shooter (gratuitous space shooty game) about a year ago (see below). I am working on a really fab game, but its more of a labour of love.

More recently, for various reasons, my company became a ‘large company’ for tax purposes, which is kinda funny, because it happened due to stock-trading, not actually selling games. Something this makes very clear is that in the last few years, I’ve done better financially as a stock trader than as a game developer. Granted, the market has been very bullish, but even so it does put into perspective just how much work running a games company is, for comparatively bad returns and a lot of stress and complexity.

Also… while I was relaxing after shipping Democracy 4, I somehow built a power station:

Something I learned the hard way, is that owning an energy company is VERY complex and VERY stressful. Added to all of this, I am now aged 56 and am supposed to be paying more attention to my health and happiness. Anyway, all of these factors combine to make me want to have a simpler games business than I currently have, and also therefore a simpler website. A simpler website means its easy to just move it to a cheaper server, and it means its much simpler to maintain.

So today I started the process of dumping all the various ‘siteworx’ accounts into just one. I will actually end up with two anyway, because one will be Positech Games, and one Positech Energy, but thats still way simpler than it is now. That means one version of php, which will be the latest one, and if that breaks older games (relatively minor) online features then so be it. Big AAA publishers literally switch off servers for old games, which I have never done, and frankly 15 years after an indie game’s release is, if you ask me, pretty understandable.

FWIW my forums are NOT on my website, but hosted for $50 a month, which is kinda annoying because they are so old, so I might just abandon them entirely. I should probably just download it all as an archive just in case… I know there is an argument for keeping forums for SEO but… really? In 2025? 99% of traffic seems to come from store websites anyway. And $600 a year would buy a lot of ads in comparison with people stumbling upon 15 year old forum threads.

So yes, you might be thinking “dude, you clearly make $$$ from the stocks, just keep the same web host and forum hosting”, and I can see the logic there, but I really hate *clutter*, and I find anything I pay for out of inertia, or subscribe to, or manage to be a form of clutter. My dream business has no website, no social media, no accounts anywhere, no paperwork, just me reading, making decisions and occasionally clicking a mouse. I am the polar opposite of those aspirational CEO types who want 2 personal assistants, a busy office with 100 staff and wall-to-wall meetings and appointments :D. I don’t need a lot of staff to make me feel important.

And lastly, I want to move my website out of the USA. Frankly, as world events continue on their current path, I do not want to pay any more money into a country whose leaders routinely hurl abuse at my own. Completely cutting yourself off from the USA as a games company would be super hard, but a website can be anywhere. I sell a lot in Europe and Asia anyway, so there is no magic rule saying I should be hosting my site in Texas anyway. Plus its nuts to be paid in $, convert it to £ then pay a website bill in $ later anyway. So when I am ready and do make my move, I will move both positech websites to the UK.

Currently I overpay a lot. My site, including this blog, seems very happy on its current server: 2 cores, 6GB RAM, 120GB storage, and yet somehow $80 a month? Fuck that. I expect to pay less than half that…

Is indie game dev even viable as a business in 2025?

I do not recall much of the 2000 movie ‘Gladiator’, but I did like this bit:

[As the barbarian calls out his cry, his mangy band of barbarians emerge from the forest, shaking and waving their spears and shields, ready to fight.]

QUINTUS: People should know when they’re conquered.
MAXIMUS: Would you, Quintus? Would I?

And I think its pretty insightful. Here is another segment from a movie. In this case ‘Other People’s money’

You know, at one time, there must have been dozens of companies making buggy whips. And I’ll bet the last company around was the one that made the best goddamn buggy whip you ever saw.

My point? That people are very very bad at working out when the industry they are in, whether its staying independent from the Roman Empire, or making ‘Buggy Whips’ is about to become unviable. The trouble with being in the games industry, is that the overwhelming majority of people doing it REALLY love video games. And if you have decided to risk everything by creating your OWN video game company with your own money, then that means you probably REALLY REALLY love video games, or at least the process of making them. And sadly, that means you probably lack the required perspective to evaluate how viable it is as a business.

But to outsiders, its often obvious. When a new cafe or restaurant is clearly doomed, and is in the wrong place, or has the misfortune to witness the opening of a starbucks next door, pretty much everyone walking past the place can go ‘yeah thats not going to last’, but the owners? its amazing how much hopium you can generate if the alternative is to see your dreams completely crushed.

Is indie video gaming in that situation now? Maybe. Its not clear. But it does not look good. True, there are an endless parade of indie games that make a bazillion dollars and become super huge. I’m sure the vampire survivors and balatro devs have a very healthy bank balance. But the percentage of indie game developers actually making a living? There is no real data on it, but anecdotally it looks pretty bad. And although its very common for EVERY indie dev to think that they are the chosen ones in that one percent that will be balatro, not an also-ran, its worth knowing the odds. I have always maintained that knowing how bad the odds are is not defeatism, its much needed data when you decide IF to attempt something, and how much effort will be required.

I recently saw mention of a game about running a medieval style tavern. It caught my interest because I have played that game. Its called Tavern Master. I played it a lot, and really enjoyed it. It was a good idea and well executed. But no, this was not that game. It was another game about running a tavern. Already that is bad news, because that means the market for tavern master is already split in half. Can the devs really get enough sales with TWO games about a medieval tavern? Behold…

958 results. This is, surely, absolutely insanely unviable. I do not recall tavern master even being a big indie hit. It did ok, sure, but not enough to explain so many competing games on steam. All of these games are commercial attempts, on steam, paying the $100 fee in hopes of taking some of Tavern Master’s audience. How many of them will be financially viable? 2? 3? surely not more than 10% of them. Surely not.

And note that 99% of this titles were shipped BEFORE AI art generation became a thing. How difficult is it to make a game about running a medieval tavern? Well when I started making games in 1997, it was very very hard. But then came Unity, and everything got way easier. Then comes the Unity Asset store and its easier still. Now we have AI art generation for 2D and 3D art, and its becoming almost laughably easy.

But Lo! You are true artiste, and capable of incredible game design feats of awesomeness, and the general public will SEE that, and they will chose your *one true quality tavern sim* over all the other tavern sims that are clearly low quality shovelware, or if you want to be trendy ‘slop’. So everything will be ok, and you will be drinking champagne in your sports car before Christmas, right?

No. Its incredibly, incredibly hard to get noticed in the entertainment industry. Its incredibly hard to get noticed in any industry, anywhere. The reason ‘When I leave school I’m going to be an influencer’ is such a rim-shot comedy line, is that we all know that discoverability is practically impossible without amazing luck, a huge PR budget or some magical X factor.

Oh and BTW, ‘tavern simulation game’ is pretty niche. Take a look at how many ‘roguelike deckbuilders’ are available. Its insane.

At this point, blogposts by me normally pivot into what I hope is some sort of insightful and helpful comment about how you can still make it work by doing X or just working REALLY hard. But I think its worth noting that this might no longer be the case. We might be looking at the end game here. We might be relegating indie game dev to the same zone as ‘fiction writer’, as a career which absolutely everyone knows is financial suicide.

Now sure, there are a lot of books written each year, and a LOT of writers, so clearly it works out ok in the end right? NO. The overwhelming majority (I’m guessing over 99%) of people who are writing fiction are either doing it in their spare time, or are financially supported by someone else. The REALLY scary stuff is that even published authors, with books in stores, are often in the same position. Competition is so intense, and the supply of writers so high, that even people with ‘successful’ books probably cannot make a proper living from it.

It gives me zero pleasure to point this out. Its awful. Why do lawyers and accountants earn a fortune for doing *so little work* (in my experience), whereas creative people work like crazy for fuck-all? I have no solution. But I also think its well worth reminding people to check the financial reality. Even if it means you should NOT ‘quit your job to go indie’ and accept that its perhaps too hard now to justify that risk. Maybe.

Lastly a reminder: I am NOT an example of some plucky dreamer who quit his job and took a bank loan to start a games company and strike it rich. I made games at the weekends and evenings, and quit my job once to do it, FAILED, had to go get a job in AAA studios for 5 years, and only quit a second time when my part time indie earnings matched my day-time salary. And at the time, my wife was working and we had no kids. I was very very conservative. Do not fall for the Hollywood dream stories!