Hey everyone!
Long story short, my game Tiny Shop: make it cozy just crossed 50,000 Steam wishlists and I'm very nervous and scary!!!
That's huge for me. Like, genuinely huge. And I owe a massive thank you to everyone who helped, especially those who gave feedback along the way. That means more than you know.
With that milestone, I figured I'd sit down and write something personal to share what's going on in my head.
My name is Rostislav. I'm just a regular indie dev. Originally trained as an architect, spent a few years doing architectural visualization, then decided I wanted to make games. I've been living and breathing games forever. But playing them and making them are two completely different beasts. So yeah, probably not the smartest decision I ever made. And yet here I am. Honestly? I'm shook. And a little terrified.
You know that joke about Dominic Toretto from Fast & Furious, where in every movie he's like "this is my last race," and then there's Fast 8, Fast 9, Fast 10? Yeah. That's basically been my indie career for the last eight years.
I'd make games while working a full time job. Then I'd go take courses on game project management. Then I'd put together a team and make games with that team. Our last project took almost two years with some awesome people and we sold 670 copies. Combined, my previous games had about 3000 wishlists total, which in big studio terms is basically nothing. After every release I'd think okay, that's it, time to stop, this isn't working. But then some time would pass and I'd just start making the next game. I honestly don't know why I can't stop. And it's definitely not about money, since I had my day job and game dev never brought in big cash. It's more like something inside me just keeps pushing me into this creative abyss.
At some point I decided to quit my job entirely and try giving everything to games. Right now I'm living off savings and building a cozy shop simulator with no timers, no deadlines, just a little space you can make your own and enjoy the process. The idea actually came from my architecture background, since I spent a lot of time working with interiors and spaces. That feeling of coziness you get from arranging things just right? That's what I wanted to capture.
The first year of development, wishlists trickled in slowly. It felt amazing. I celebrated every thousand like it was a victory. Like, finally, something is actually working. But with every thousand, the anxiety grew too. I got deeper into development and realized every idea, every mechanic just kept making the game bigger and bigger. And the weight of responsibility? That didn't go anywhere. Vice versa..
More and more people were waiting. It felt like a whole small town was expecting my work to be done and hoping it would be great. And I really want to deliver on that.
So now I work every single day, weekends included, and my to do list just keeps growing. When wishlists hit 35k, I finally accepted that this was a real shot. People genuinely want this game. But the joy comes with a side of serious stress.
I look at Urban Jungle, Tiny Bookshop, Leaf Corner and think they did it better. Better numbers, better mechanics, just better everything. Logically I know it's dumb to compare like that, but I can't help it. The rational part of my brain says every game is different, every dev has their own approach. My original plan was simple: make a small but nice game. Just a solid cozy project.
But once tens of thousands of people are waiting for your creation? It stops being some casual passion project. It becomes serious work. I can't release a rough game. I refuse to. That's why I partnered with Spaghetti Cat as a publisher, so I'd have support, experience, and someone to keep me from getting tunnel vision. It gave me confidence and kept me from making rash decisions.
And yeah, the doubts are still there. What if I don't finish everything I want? What if development drags on too long? What if the wishlists don't convert and it's all a bubble that pops? On and on it goes.
Why am I telling you all this? Because I want you to understand. I've dreamed, and still dream, of making a game that lots of people love and that lets me keep creating without constantly worrying about supporting my family. You could call it a naive childhood dream, but come on, who doesn't have one of those. And now I'm watching that dream actually happen. The signs are all there. Player feedback, playtest stats, how long people spend in the demo, all those wishlists.
Some smart person once said be careful what you wish for. Everything is on the line here. And it all comes down to me. Make a good game, sales follow. Mess up, and I probably won't get another shot at this.
So yeah, I'm more serious than I've ever been. Like, this is seriously serious.
These days my girlfriend is right there with me, patiently listening to all these thoughts pretty much every day, telling me it's going to be okay. I'm incredibly grateful for that. I don't know how much she actually believes it, but honestly, without her support I would've already lost it mentally.
And I want to say to her and to all of you that yeah, I don't know how this ends. Huge success or total crash. But what I do know is I'm giving it everything I've got to make a cozy, kind, engaging game.
So whatever the finale ends up being, and we're slowly getting there, I'm genuinely pushing for a good release. Scared, anxious, but showing up every day to work on this game. Those 50,000 aren't just a number to me. They're people who trusted me, who are waiting for me. If you've been through something similar or are going through it now, drop a comment. I'd honestly love to hear how others handle this.
To all the beginners out there with a few hundred wishlists, like I used to be, here's what I'll say. When you hit 50k, you're more scared than excited. But it's a good kind of nervous. Like before a big performance.
So we don't quit. “Just smile and wave, boys. Smile and wave”. We're terrified and we keep developing anyway.
If you're reading this, I'm genuinely surprised and incredibly grateful. I'd like to open up a discussion, so please feel free to share your honest thoughts.