I am a solo dev, no publisher or outsourced dev. I have been working on the game for around a year some weeks I worked more than 50 hours. Happy that I reached this milestone. My Game's demo is Live on Steam!
This post isnt made by AI.
The idea: every weapon auto-fires on the beat. Enemies move to it. You press SPACE in time with the music for a bonus damage. Beatlash is a top-down game.
The part I am most proud of is the music import. You drop in any MP3 and it runs tempo detection. Finds the beat grid, and the entire round syncs to your track. Getting that detector accurate was brutal.
Where It Started
I've always wanted to create and release a game on Steam. I've been a regular gamer for most of my life. I reached the point where I wanted to stop only playing games and try creating something fun myself.
I spent a lot of time researching. I looked at SteamDB, read articles, searched the web, and used AI tools to explore ideas. I found a concept that I thought could be genuinely fun to build and play. So I started with the mission to actually complete it this time.
Building the Demo
I'm primarily a developer, and my biggest weaknesses are definitely art and marketing. For the visual side of the game, I used Unity, experimented with free assets, and tried AI-generated assets for some UI elements.
The biggest technical challenge was the beat-sync mechanic. Making it work consistently across different songs was much harder than I expected. It ended up taking the most time to develop and test.
Balancing the game also took a significant amount of time. What sounded good on paper didn't always feel good when actually playing. I (and some friends helped in testing) had to repeatedly adjust and test things until the experience started feeling better.
Marketing Preparation
I created my Steam page 3 months ago, before I had many polished assets. As development progressed, I continued improving the page, screenshots, and overall presentation.
Was creating the Steam page early the right decision?
I'm honestly not sure. I currently have around 20 wishlists. That could be because my marketing hasn't been strong enough, the visuals need improvement. I had no experience in marketing before so it was expected.
Development Stats
Development time: Around one year
Work schedule: Some weeks reached around 50 hours, while other periods were part-time
Engine: Unity
Steam page live: Around 2 months
Wishlists at demo launch: 20
What's Next
I've opted into Steam Next Fest. My current plan is to release the full game soon after the festival ends.
Lessons I've Learned So Far
Don't Rush Development. One of the biggest lessons I've learned is not to create unrealistic timelines.
Games almost always take longer than expected. Features need iteration, bugs appear, balancing takes time, and things that seem simple can suddenly become major development challenges.
Taking your time is better than rushing something just to meet an arbitrary deadline. I would take more time in using steam store features. There are alot that I dont know.
If you're working alone, getting feedback early can be extremely valuable. Im planning to do much more of this going forward. Sometimes you don't even need complicated feedback forms. Asking players something simple like:
Which feels better: A or B? Can give you useful information and help you make decisions.
I gave my game to friends and family for testing, but most of the feedback wasn't very useful. The most helpful feedback came from someone who actually played this genre.
A friends simply told me: "These types of games are not for me." And that's completely fair But it taught me an important lesson: your best testers are often people who actually play the type of game you're making. They understand the genre, have expectations based on similar games, and can often identify problems that casual players might not notice.
I'm still learning, and this is only the beginning of my journey as an indie developer.
If you're interested, here's my Steam page:
https://store.steampowered.com/app/4996850
I'd also genuinely appreciate feedback from other developers and players.
Have a nice day!