How to Make an Indie Game: A Beginner’s Roadmap

Summary

The global games market was worth an estimated $187.7 billion in 2024, according to the Newzoo Global Games Market Report 2024, and an outsized share of that money now flows to titles built by tiny teams or even solo developers....

12 min read

The global games market was worth an estimated $187.7 billion in 2024, according to the Newzoo Global Games Market Report 2024, and an outsized share of that money now flows to titles built by tiny teams or even solo developers. Stardew Valley, made almost entirely by one person, has sold tens of millions of copies. If you have ever wanted to build your own game, the tools to do it are cheaper and more accessible than at any point in history. This roadmap walks you through every stage, from your first prototype to launch day, with no prior studio experience assumed.

In shortMaking an indie game means moving through five stages: idea, prototype, production, polish, and launch. Modern engines such as Godot are free and open-source, so the real budget is your time. Plan on six months to two years for a first commercial release built by one or two people.

What “making an indie game” actually involves

An indie game is one built without the funding or creative control of a major publisher. That independence shapes everything about how you work: smaller scope, faster decisions, and a much tighter budget. Before you write a single line of code, it helps to understand exactly what separates this path from the big-studio approach. Our guide on what indie games are covers the definition in depth, but the short version is that you wear every hat at once.

For a beginner, that breadth is both the appeal and the trap. You get to design, program, draw, and market on your own terms. You also have to do all of those things without a team to lean on. The single most common reason first projects fail is scope: people pick an idea far too large to finish. Start small enough that you can ship.

Global games market value, 2024$187.7 billion (Newzoo 2024)
Americans who play video games190.6 million (ESA, 2024)
Median U.S. software developer wage, May 2023$132,270 (U.S. BLS)
Projected developer job growth, 2023–203317% (U.S. BLS)
Solo indie game developer workspace with a 2D level editor open on a laptop

A short history of indie game development

Independent development is older than the term itself. Hobbyist programmers were selling games by mail in the early 1980s, long before digital storefronts existed. The modern indie movement took shape in the late 2000s, when Xbox Live Arcade and Steam gave small developers a way to reach players directly. Braid (2008) and Super Meat Boy (2010) proved that a tiny team could earn a living and critical respect at once.

The decade that followed turned a niche into an industry pillar. Minecraft, Undertale, Hollow Knight, Celeste, and Among Us each reached millions of players on modest budgets. More recently, Vampire Survivors and Balatro, the latter built by a single anonymous developer who goes by LocalThunk, showed that a sharp idea still beats a big team. If you want context on how these games stack up against blockbuster productions, our breakdown of indie games versus AAA games is a useful companion.

The single most common reason first projects fail is scope: people pick an idea far too large to finish.

The five-stage roadmap, step by step

Every finished game moves through roughly the same arc. Naming the stages keeps you honest about where you are and what comes next.

1. Idea and concept

Write down one sentence that describes the core loop: the thing the player does over and over. For Tetris it is “arrange falling blocks to clear lines.” Resist the urge to bolt on systems before that loop is fun. A concept document of one or two pages is plenty at this stage.

2. Prototype

Build the ugliest possible version that lets you feel the core loop. Use placeholder squares and circles. The goal is a single question: is this actually fun? Most prototypes answer no, and that is a success, because you learned it in a week rather than a year.

Why this mattersA prototype exists to be thrown away. Treating it as the start of your final code is how projects accumulate years of mess. Validate the fun first, then rebuild cleanly.

3. Production

Now you build the real thing: levels, art, sound, menus, and save systems. Break the work into a backlog and track it. This is the longest stage by far, and motivation tends to sag in the middle. Set a vertical slice as your first milestone, meaning one level or area that looks and plays exactly as the finished game will.

4. Polish and testing

Bugs, balance, and feel get fixed here. Get the game in front of strangers as early as you can; friends are too kind to be useful testers. Watch where players get stuck without telling them anything. Their confusion is your to-do list.

5. Launch and beyond

Shipping is a stage, not a finish line. Plan your store page, trailer, and launch date weeks ahead. After release, patches and community support often determine whether word of mouth builds or fades. Many indie successes earned most of their sales months after launch.

Choosing your engine and tools

A game engine handles the heavy lifting of rendering, physics, and input so you can focus on design. The right choice depends on your target platform, your programming comfort, and your budget. Godot, for example, is free and open-source under the MIT license, which means no royalties ever. The table below compares the four engines beginners reach for most often.

EngineCost / licenseMain languageBest suited for
GodotFree, open-source (MIT)GDScript, C#2D and lightweight 3D, total beginners
UnityFree tier; paid plans for higher revenueC#2D and 3D, mobile, broad platform reach
Unreal EngineFree; royalty after a revenue thresholdC++, BlueprintsHigh-fidelity 3D, visual scripting
GameMakerFree tier; paid licenses availableGML2D games, fast iteration
Sources: Wikipedia articles on Godot, Unity, Unreal Engine, and GameMaker (2025).

Beyond the engine, you will want a few free staples: an image editor such as GIMP or Aseprite for art, Audacity for sound, and Git for version control so a crash never wipes a week of work. Hardware matters less than people fear. A mid-range laptop runs Godot fine, though a decent display helps when you stare at pixels for hours; our 2026 gaming monitor buyer’s guide is worth a look if you are upgrading anyway.

Good to knowGenerative AI tools have spread fast in development. GDC’s State of the Game Industry 2024 survey found that roughly half of respondents worked at studios already using such tools, a trend that has only grown since.

How much time and money it really takes

There is no fixed price tag, because your largest cost is the time you are not paid for. Software can be free, but a year of your evenings is not. Looking at real games gives a more honest sense of the range than any formula. The examples below are all documented in interviews and developer postmortems.

GameTeam sizeApprox. development timeEngine
Stardew Valley1 (Eric Barone)About 4.5 yearsCustom (XNA / MonoGame)
CelesteSmall team (Extremely OK Games)About 3 yearsCustom (FNA)
Hollow Knight3 (Team Cherry)About 3 yearsUnity
Balatro1 (LocalThunk)About 2.5 yearsLÖVE
Sources: developer interviews and postmortems compiled on Wikipedia (2025).

Notice that none of these were quick. A realistic first commercial project for a solo beginner runs six months to two years, and the first one or two games you make may simply be practice you never sell. That is normal, and it is the cheapest tuition in the industry.

Marketing, launching, and avoiding common mistakes

A finished game that nobody sees does not sell. Marketing should start during production, not after. Set up a Steam page early so players can wishlist your game; wishlists drive the visibility algorithm at launch. Short clips on social platforms, a devlog, and a small community space all compound over time.

Software can be free, but a year of your evenings is not.

Beginners tend to repeat the same handful of errors. They pick a dream project ten times too big. They polish the first level forever and never build the second. They hide their work until launch day, then wonder why nobody shows up. Avoiding those three traps puts you ahead of most first-time developers. For inspiration on what a well-finished small game looks like, browse our roundup of the best indie games across all platforms and the ranked list of the most impactful indie games of all time.

Store page mockup for an indie game showing a wishlist button on a monitor

Frequently asked questions

Do I need to know how to code to make an indie game?

Some coding helps, but you can start with very little. Visual scripting systems such as Unreal Engine’s Blueprints and GameMaker’s drag-and-drop tools let you build working logic without typing traditional code. Engines like Godot use beginner-friendly languages such as GDScript that read almost like plain instructions. Many successful developers learned programming gradually, one small problem at a time, while making their first game. The realistic path is to pick one engine, follow a beginner tutorial series end to end, and accept that your early code will be messy. Skill grows fastest by finishing tiny projects rather than reading about theory.

How much does it cost to make an indie game?

The software cost can be zero. Godot is free and open-source under the MIT license, and free tools exist for art, audio, and version control. Your real investment is time, which is harder to count but very real. If you value your hours, a year of part-time development represents a significant unpaid cost. Optional expenses add up later: a Steam Direct fee to publish, paid music or art assets, and marketing. According to the U.S. Bureau of Labor Statistics, the median software developer wage was $132,270 in May 2023, which gives a rough sense of what your development time would be worth in paid work.

How long does it take to finish a first game?

Plan for six months to two years for a first commercial release built by one or two people, though your very first practice projects should be far shorter. Documented hits make the range clear: Stardew Valley took its solo creator roughly four and a half years, while Hollow Knight took a three-person team about three years. Those games were also more ambitious than a beginner should attempt. A smart first goal is a small game you can finish in a few weekends, because completing anything teaches you more than half-finishing something grand. Scope down, ship, and repeat.

Which game engine is best for beginners?

For most newcomers, Godot and GameMaker are the friendliest starting points, especially for 2D games. Godot is free with no royalties and has a gentle scripting language, while GameMaker is built around fast 2D iteration. Unity remains a strong all-rounder with the largest pool of tutorials, which matters a lot when you get stuck. Unreal Engine produces stunning 3D visuals but is heavier than a first project usually needs. The best engine is ultimately the one you will actually stick with, so try a beginner tutorial in two of them and follow your gut about which felt better.

Can one person really make a successful indie game alone?

Yes, and several of the most celebrated indie games prove it. Stardew Valley was built almost entirely by Eric Barone, who handled the code, art, music, and design himself. Balatro, one of 2024’s breakout hits, came from a single anonymous developer working under the name LocalThunk. Solo development demands patience and a willingness to learn many skills, and it usually takes longer than a team would need. The advantage is total creative freedom and zero coordination overhead. Keeping your scope tight is even more important alone, because there is no one to share the workload when motivation dips.

How do indie games make money?

Most indie games earn revenue through direct sales on storefronts such as Steam, itch.io, and console marketplaces, with the platform taking a cut of each purchase. Mobile games often rely on free downloads paired with ads or in-app purchases instead. The wider market is enormous: Newzoo estimated the global games market at $187.7 billion in 2024, and the Entertainment Software Association reported that 190.6 million Americans played video games in its 2024 figures. Reaching even a small slice of that audience can sustain a developer. Wishlists, a strong store page, and post-launch updates all feed the visibility that turns a release into income.

Informational only. This article reflects publicly-available information at the time of writing. It is not professional advice. Verify details with a qualified expert before acting on them.

Sources

  • Newzoo Global Games Market Report 2024 – https://newzoo.com/
  • Entertainment Software Association, 2024 Essential Facts About the U.S. Video Game Industry – https://www.theesa.com/
  • U.S. Bureau of Labor Statistics, Occupational Outlook Handbook: Software Developers – https://www.bls.gov/ooh/computer-and-information-technology/software-developers.htm
  • Wikipedia, Indie game – https://en.wikipedia.org/wiki/Indie_game
  • Wikipedia, Godot (game engine) – https://en.wikipedia.org/wiki/Godot_(game_engine)
  • Game Developers Conference, State of the Game Industry 2024 – https://gdconf.com/

Further reading

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Alex Mercer

Alex Mercer is a veteran gaming journalist reviewing major AAA titles and indie releases. With a focus on PC and console gaming, Alex provides global audiences with in-depth critiques and industry news.

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