Indie Game Development

Create and sell indie games on platforms like Steam or mobile app stores

Difficulty
Advanced
Income Range
₹0-₹5,00,000/month
Time
Full-time
Location
Remote
Investment
Low
Read Time
7 min
game developmentindie gamesunityprogramminggamedev

Requirements

  • Programming skills (C#, C++, or GDScript)
  • Game design understanding (mechanics, balance, fun)
  • Art skills or ability to work with artists
  • Patience for long development cycles
  • Business sense for marketing and monetization

Pros

  1. Creative freedom to build your vision
  2. Potential for viral success and high earnings
  3. Passionate community of gamedev supporters
  4. Portfolio pieces for game industry jobs
  5. Passive income if game succeeds

Cons

  1. Extremely competitive market - most games fail
  2. Requires 6-24 months development before any revenue
  3. Need multiple skills: programming, design, art, marketing
  4. High risk of investing time with no return
  5. Burnout common working alone on large projects

TL;DR

What it is: You design, program, and publish games as an independent developer. This means handling everything from coding mechanics to marketing your finished game on platforms like Steam or mobile app stores.

What you'll do:

  • Write game code in C#, C++, or GDScript
  • Design game mechanics, levels, and progression systems
  • Create or commission art, music, and sound effects
  • Test gameplay and fix bugs repeatedly
  • Market your game through social media and community building
  • Manage launches on Steam, mobile stores, or indie platforms

Time to learn: 12-24 months if you practice 2-3 hours daily. Learning programming, game design, and engine tools takes significant time before you can ship commercial-quality games.

What you need: A computer capable of running game engines, a game engine like Unity or Godot (free options available), basic art or asset resources, and marketing platforms for building an audience.


Note: Platforms may charge fees or commissions. We don't track specific rates as they change frequently. Check each platform's current pricing before signing up.


Indie game development is one of the riskiest side hustles. Most indie games make less than ₹50,000 lifetime. Many earn nothing.

But those that succeed can generate significant income. This is gambling with your time instead of money.

You'll spend 6-24 months building a game while earning nothing. Most indie devs work day jobs and develop nights and weekends. Even simple games take months. Your first game will probably flop. That's the learning tax almost everyone pays.

What You'll Actually Do

You design game mechanics, write code, create or commission art, compose or source music, test endlessly, fix bugs, and market your game.

Solo indie dev means wearing every hat. Programmer, designer, artist, marketer, community manager. You do it all unless you hire help or find collaborators.

A typical project starts with a concept. You prototype the core mechanic to see if it's fun. If yes, you build out features, levels, and polish. Then you launch and hope people notice among thousands of other releases.

Skills You Need

Programming in C# for Unity, C++ for Unreal, or GDScript for Godot. You can't build games without code unless using no-code tools, which limit what's possible.

Game design understanding beyond "this would be cool." You need to grasp game loops, difficulty curves, player motivation, and what makes mechanics fun versus frustrating.

Art skills or ability to work with artists. Programmer art doesn't sell unless your gameplay is revolutionary.

Marketing and business sense. Building a great game nobody knows about earns zero rupees.

Game Engines and Tools

Unity is the most popular choice. C# programming, huge asset store, extensive documentation, works for 2D and 3D. Many indie success stories come from Unity.

Godot is completely free and open-source. Easier learning curve than Unity, lighter weight, GDScript is Python-like. Growing community, particularly strong for 2D games.

Unreal Engine for high-end 3D graphics. Blueprint visual scripting plus C++. Harder to learn but produces AAA-quality visuals.

GameMaker Studio for 2D games. Drag-and-drop plus GML scripting. Lower learning curve than other engines.

Aseprite for pixel art is commonly used for sprite creation. Around ₹1,500 one-time purchase.

Free audio tools like Audacity exist for sound effects and music if you're just getting started.

You can distribute and get community feedback through various indie platforms before attempting major store launches.

How to Start

Learn a game engine first. Unity uses C# and has extensive resources. Godot is free with an easier learning curve. Unreal is powerful but complex.

Start with tiny projects. Clone Pong, then Flappy Bird, then something slightly original. Build 3-5 small games before attempting your serious project.

Join game jams where you're forced to finish small games in 48-72 hours. Finishing is the skill most aspiring devs lack. Search online for upcoming game jam events.

Study successful indie games in your target genre. What made them work? How long did they take? What was their marketing strategy?

Scope ruthlessly. Your first commercial game should take 3-6 months maximum, not years.

Building Your First Game

Your first game will probably not be great. Accept it and ship anyway.

Pick a simple genre. Puzzle games, endless runners, basic platformers. Not open-world RPGs or multiplayer shooters.

Use free or cheap assets initially. Various marketplaces offer free game assets. Focus on gameplay, not custom art.

Build one core mechanic and polish it obsessively. Better to have one great mechanic than ten mediocre ones.

Playtest constantly. Get feedback from friends and online communities. Watch people play without explaining anything.

Plan for 3 months of development, 1 month of polish, 1 month of marketing pre-launch. Most indies spend 80% time making, 20% marketing. Successful ones reverse this ratio.

If launching on Steam, set up your store page early to collect wishlists. Wishlist count at launch determines visibility algorithm ranking.

Income Reality

Market data shows about 70% of indie games make under ₹50,000 lifetime. Around 20% make ₹50,000-3,00,000. Roughly 9% make ₹3,00,000-20,00,000. About 1% make ₹20,00,000+.

Mobile games with ads might generate ₹5,000-30,000 monthly if you reach 10,000+ daily active users. Very hard to achieve.

Some successful premium PC games earn ₹2,00,000-10,00,000 in the first year, but this requires everything going right - good game, good marketing, good timing.

Breakout hits exist but are lottery wins. Don't plan around this outcome.

Common pattern observed: First game makes ₹10,000-50,000. Second game makes ₹50,000-2,00,000. Third game, if you persist, makes ₹2,00,000-10,00,000. This takes 2-4 years total. Many quit before game two.

Don't quit your day job until you have consistent income from multiple games.

Alternative Revenue Through Contract Work

Most indie devs fund their games through contract work.

Unity developer contracts typically pay ₹40,000-1,00,000 monthly for building games or interactive experiences for clients. Companies need game developers for non-game projects.

Game porting work pays ₹30,000-80,000 per port. Taking PC games to mobile or console. Solid technical work with clear deliverables.

Asset creation for other developers earns ₹8,000-25,000 per asset pack. You can sell scripts, models, sound effects on various marketplaces.

Some game jams offer prizes of ₹20,000-1,00,000. Won't replace income but helps while building skills.

Educational content creation through tutorials can generate ₹10,000-40,000 monthly once established with decent following.

This mixed approach - contract work funding indie game development - is how many successful indie devs actually survive.

Common Problems

Scope creep kills indie projects. You start with a simple idea and keep adding features. Two years later, you're still not done and burned out.

Marketing is harder than development. Building a great game is 30% of success. Getting people to notice is 70%.

Most developers underestimate polish time. The last 20% of development takes 80% of the time.

The market is brutally competitive. Hundreds of games launch on Steam every week. Visibility is the real challenge.

What Actually Works

Finish small games rather than abandon large ambitious ones. Shipping something imperfect beats perfecting something that never launches.

Focus on one unique mechanic done extremely well rather than mediocre everything.

Build community during development. DevLogs on video platforms, social media updates, community servers. Launch day wishlists on Steam are critical for visibility.

Market throughout development, not just at launch. By launch, you should have an audience waiting.

Study what's trending on Steam and mobile but add your unique twist. Don't copy, but understand what's working.

Polish matters enormously. The difference between 80% done and 100% done is what makes games feel professional versus amateur.

Marketing Strategies

Steam wishlists directly impact launch visibility. Aim for 5,000+ wishlists before launch. Post devlogs, share GIFs on social media and forums, run community servers.

Short gameplay clips work well on social media. 15-30 second videos showing cool moments. Algorithms can amplify engaging content.

Press kit with high-quality screenshots, GIFs, trailer. Send to indie game curators on video platforms. Many cover indie games to find hidden gems.

Participate in Steam Next Fest with demo. Free visibility event where you can get thousands of wishlists in one week.

Share devlogs genuinely in online gamedev communities, don't just promote. Community support matters.

Early Access can fund continued development. Launch incomplete but playable game, use revenue to finish development. Risky but works for some developers.

Is It Worth It

Only if you're passionate about games and willing to accept high risk. This isn't a reliable side hustle. It's a long-term bet.

Treat your first 2-3 games as learning projects, not income sources. Set expectations accordingly.

Many indie devs do contract game development work at ₹30,000-1,00,000 monthly to fund their indie projects. This provides stability while building your dream games.

If you need consistent income, this isn't it. If you're willing to invest years for a potential significant payoff, and genuinely love making games, then consider it.

Just know the odds going in.

Platforms & Resources