Carrying the Stress of Your First Game Release

published yesterday
A painting of a woman with her hands on her head looking stressed.
The journey of creating your first commercial game is as much about your mental game as it is about your commitment to its development.

As I prepare to release my first commercial game demo on Steam Next Fest later this year, I find myself caught in a familiar cycle of anxiety and self-doubt. Despite having released mini-games and apps before, the prospect of putting something up for sale on a platform like Steam feels different. It feels more significant, more exposed.

This post is both a personal reflection and a message to other developers who might be experiencing similar feelings. Whether you're preparing for your first Steam release or just starting your game development journey, I hope these perspectives help you navigate the mental challenges that come with putting your work of art out into the world.

The Reality of Commercial Success

The gaming industry is filled with stories of hits like Stardew Valley, Balatro, and Vampire Survivors which perform beyond the creator's wildest dreams. These success stories often invite unrealistic expectations for first-time developers. The truth is, viral success requires a perfect storm of factors: timing, market conditions, and yes, luck.

Even major studios with hundreds of developers can't guarantee viral success. They can't predict when a competitor might release a similar game just weeks before their launch. This uncertainty is part of the creative process, and it's important to acknowledge it rather than fight against it.

The Evolution of Excellence

It's easy to look at successful games and studios and feel inadequate. But consider the journey of Supergiant Games from Bastion to Hades. While Bastion was an excellent game, Hades represents years of accumulated experience in isometric combat, narrative design, and musical composition and I would argue is an improved experience on all these fronts.

The same applies to Masahiro Sakurai's work, from Kirby's Dream Land to Super Smash Bros. Ultimate. While vastly different genres, every game he helps direct is a chance to learn more about what makes a game fun and how those concepts can apply to any genre. If you haven't checked out his channel on creating games, do it! He talks about how he's evolved over his career and shares many valuable lessons.

These examples remind us that mastery comes through iteration. Your first game shouldn't be your magnum opus, it's a critical stepping stone to the next one. Each project builds upon the lessons learned from previous ones, creating layers of experience that inform your future, better work.

Embracing Feedback and Criticism

Games are art, and art is subjective. When artists are lucky enough to receive feedback, it can range from glowing praise to harsh criticism. Some players might simply say "I don't like it" or "I don't get it." This is normal and, in a way, necessary. As the saying goes, a game for everyone is a game for no one.

View all feedback as valuable data. The fact that someone took the time to play your game and share their thoughts is a win. This information helps you understand how players interact with your work and how you can better communicate through games in the future.

Finding Value in the Process

Game development is a significant time investment. It's natural to feel anxious about whether that investment will pay off. You might find yourself questioning your commitment or feeling less excited about your project as launch approaches. These feelings are normal and shouldn't be seen as failure.

Remember that every game you make is a learning opportunity. As long as you're paying attention to what works and what doesn't (for both you and your players), you're growing as a developer. Over time, you'll better understand your limitations and how to pursue game development in a way that's sustainable for you, whether that's financially, mentally, or otherwise.

Tools to Support Your Journey

If you've been thinking about making a game or have already started, check out these free tools I've been creating for game devs:

To making games that matter to you,
James