Here's How Much My First Game Made

I spent over a year working on my first indie game - a high-speed platformer called Lost Resolve. It's been just over a month since it released. So, how did it do? Here's a look at the journey up to releasing the game, how I marketed it, and how it sold. Shout out to: @cocodoggo333 for creating the speedrun.com page AND discovering Celestial Causeway skip (sorry, I forgot both of these achievements were from the same person lol) @Kvadrat0 for running the game at RUSC-a-thon! You can buy Lost Resolve here (or add it to your wishlist!): https://store.steampowered.com/app/2990840/Lost_Resolve/ There's also more behind-the-scenes content on my Patreon, if you're so inclined! https://www.patreon.com/Swinkly See you soon! Swinkly

Channel: SwinklyGenerated by halstonDuration: 8mPublished Aug 20, 2025
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Video Chapters

Original Output

0:00 The solo dev adventure begins!
1:00 Battling burnout: The first big challenge.
2:22 Taking the leap: Quitting the day job for game dev.
2:45 The hustle is real: DoorDashing to fund the dream.
4:00 Launch Day! "Lost Resolve" finally hits Steam.
4:18 Initial sales reports: How did the game perform?
5:46 The hard truth: What a year of indie dev *really* earned.
6:27 Reigniting passion with a free DLC!
8:19 What's next? Brainstorming exciting new game ideas.
8:46 The journey continues: Looking ahead to new projects.

Timestamps by McCoder Douglas

Unprocessed Timestamp Content

0:00 Kicking off a game development journey with no experience
0:11 First game "Lost Resolve" released despite the naysayers
0:26 Setting a wishlist goal: aiming for 1000 before launch
0:31 Marketing efforts: devlogs keep wishlists trickling in nicely
0:50 Halfway to the wishlist goal! Things are looking up
1:00 Burnout strikes! A much-needed break from the dev grind
1:21 Realizing a job I hated was fueling my creative exhaustion
1:38 Weekends became recovery days, an impossible dev cycle
2:05 Chipping away at the game, refusing to let burnout win
2:22 Making a risky choice: quitting my job for game development
2:45 Balancing game dev with DoorDash to make ends meet
2:57 Boss fights and level design; the game is nearly complete
3:08 Wishlist progress slows, hitting 800 before Next Fest
3:33 Devlog success and a speedrun challenge boost exposure
4:00 Release day! Lost Resolve launches with over 1000 wishlists
4:18 First day sales: 42 units! Then 72, then 100 units
4:56 Proud of sales and community response, despite modest revenue
5:20 Players create speedrun pages, even skipping entire game areas
5:46 Financial breakdown: $285 net income from a year of work
6:27 Announcing a free "Sunset Snow" DLC, reigniting passion
6:55 A brief burnout again, but quickly found new inspiration
7:13 Exploring new DLC areas and a much-requested checkpoint feature
7:48 Game on sale for DLC launch, ready for new adventures
8:19 Brainstorming next game ideas: rogue-like or hot sauce simulator, exciting stuff!
8:46 Thank you for the journey; this is just the beginning for new projects

Timestamps by McCoder Douglas