• How a Stranger Helped Bring My Free Indie Game to Steam
    Oct 8 2026

    This story was originally published on HackerNoon at: https://hackernoon.com/how-a-stranger-helped-bring-my-free-indie-game-to-steam.
    I wrote off my own $100 fundraiser in eleven days and planned to pay it from taxi money. A stranger I have never spoken to closed it in one payment.
    Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #gamedev, #game-development, #build-in-public, #open-source, #software-development, #unity, #gaming, #indie-hackers, and more.

    This story was written by: @huckler. Learn more about this writer by checking @huckler's about page, and for more stories, please visit hackernoon.com.

    After giving up on an 11-day fundraiser for a $100 Steam publisher fee, an anonymous contributor covered the entire amount at 6:30 AM. This article breaks down the shift from building system diagnostic tools (PC Workman) to an AI simulation game (Scaling Laws), why 1,624 passing automated tests couldn't catch basic UI breakdowns that required human playtesting, and why keeping your code, metrics, and failures fully public is the best strategy for solo builders.

    Mehr anzeigen Weniger anzeigen
    10 Min.
  • Why Good Games Fail: The Economics of Discoverability
    Sep 30 2026

    This story was originally published on HackerNoon at: https://hackernoon.com/why-good-games-fail-the-economics-of-discoverability.
    Why do good games fail? Explore how discoverability and player attention determine whether quality translates into commercial success.
    Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #indie-game-dev, #paezo-hellas, #neoblazer, #pantelis-kassotis, #greek-games, #greek-gamedev, #hellenic-games-industry, #video-games, and more.

    This story was written by: @panteliskassotis. Learn more about this writer by checking @panteliskassotis's about page, and for more stories, please visit hackernoon.com.

    Making a good game is not enough for commercial success, as it only solves part of the problem and does not guarantee discovery by the target audience. Discoverability is a form of competition for a scarce resource, player attention, and a game's commercial performance is determined by how many people enter the discovery funnel and how effectively the game communicates its value at each stage.

    Mehr anzeigen Weniger anzeigen
    10 Min.
  • 51 Blog Posts To Learn About 3d
    Oct 3 2026

    This story was originally published on HackerNoon at: https://hackernoon.com/51-blog-posts-to-learn-about-3d.
    Learn everything you need to know about 3d via these 51 free HackerNoon blog posts.
    Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #3d, #learn, #learn-3d, and more.

    This story was written by: @learn. Learn more about this writer by checking @learn's about page, and for more stories, please visit hackernoon.com.

    Mehr anzeigen Weniger anzeigen
    14 Min.
  • Designing Deterministic Value Resolution for Competing Gameplay Systems in Unreal Engine
    Oct 12 2026

    This story was originally published on HackerNoon at: https://hackernoon.com/designing-deterministic-value-resolution-for-competing-gameplay-systems-in-unreal-engine.
    A practical Unreal Engine C++ case study on coordinating multiple gameplay systems that modify the same value through explicit ownership and ordering.
    Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #unreal-engine, #game-development, #software-architecture, #unreal-engine-c++, #gameplay-system-architecture, #gameplay-ability-system, #game-systems-design, #gameplay-modifiers, and more.

    This story was written by: @iliazherlitsin. Learn more about this writer by checking @iliazherlitsin's about page, and for more stories, please visit hackernoon.com.

    VRS separates value storage from calculation ownership, allowing multiple Unreal Engine gameplay systems to modify the same value without fragile last-writer-wins behavior.

    Mehr anzeigen Weniger anzeigen
    12 Min.
  • The Economics of the €20 Indie Game
    Sep 27 2026

    This story was originally published on HackerNoon at: https://hackernoon.com/the-economics-of-the-euro20-indie-game.
    How much does a €20 indie game really make? Explore platform fees, taxes, discounts, development costs, and why audience size matters more than price.
    Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #indie-game-dev, #paezo-hellas, #neoblazer, #pantelis-kassotis, #greek-games, #greek-gamedev, #hellenic-games-industry, #hackernoon-top-story, and more.

    This story was written by: @panteliskassotis. Learn more about this writer by checking @panteliskassotis's about page, and for more stories, please visit hackernoon.com.

    The economics of an indie game are ultimately about building an audience, not just setting a price. A good price cannot compensate for an audience that never sees the product.

    Mehr anzeigen Weniger anzeigen
    8 Min.
  • Did Xbox Acquire Activision or Did Activision Acquire Xbox?
    Sep 27 2026

    This story was originally published on HackerNoon at: https://hackernoon.com/did-xbox-acquire-activision-or-did-activision-acquire-xbox.
    Activision is now in charge of 4 of Xbox's properties, which begs the question. Who acquired whom?
    Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #gaming, #xbox-restructuring, #activision-blizzard, #activision-halo, #activision-sea-of-thieves, #activision-age-of-empires, #microsoft-casual-games-king, #xbox-layoffs, and more.

    This story was written by: @joseh. Learn more about this writer by checking @joseh's about page, and for more stories, please visit hackernoon.com.

    Halo, Age of Empires, Sea of Thieves, and Microsoft Casual Games will now be under the Activision Blizzard umbrella.

    Mehr anzeigen Weniger anzeigen
    4 Min.
  • Choosing the Right Networking Stack: Our Experience with Netick
    Sep 4 2026

    This story was originally published on HackerNoon at: https://hackernoon.com/choosing-the-right-networking-stack-our-experience-with-netick.
    Why we chose Netick for a competitive Unity FPS: practical lessons on prediction, replicated state, lag compensation, anti-cheat, and tradeoffs.
    Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #unity, #game-development, #networking, #multiplayer-gaming, #netick, #netcode, #csharp, #software-architecture, and more.

    This story was written by: @arttxmk. Learn more about this writer by checking @arttxmk's about page, and for more stories, please visit hackernoon.com.

    TL;DR: We chose Netick 2 Pro for our competitive FPS because its tick-based, server-authoritative model gives us direct control over prediction, replicated state, interest management, and lag-compensated shooting. Its less opinionated API makes the costs and constraints of networking explicit, but also demands strong separation between simulation and presentation. The tradeoff is a smaller ecosystem, thinner documentation, and some difficult low-level failures - but for a team that wants to own its simulation, Netick is a strong fit.

    Mehr anzeigen Weniger anzeigen
    7 Min.
  • Why Web Game VFX Belongs in Git, Not in a Mystery Binary
    Sep 3 2026

    This story was originally published on HackerNoon at: https://hackernoon.com/why-web-game-vfx-belongs-in-git-not-in-a-mystery-binary.
    Plain JSON, deterministic exports, and CI validation can make particle effects reviewable parts of a web game codebase.
    Check more stories related to gaming at: https://hackernoon.com/c/gaming. You can also check exclusive content about #game-development, #javascript, #typescript, #web-development, #developer-tools, #git, #ci-cd, #open-source, and more.

    This story was written by: @tk-hiroshi. Learn more about this writer by checking @tk-hiroshi's about page, and for more stories, please visit hackernoon.com.

    Treat VFX like source code: keep effects readable and version-controlled, validate them in CI, and generate reproducible runtime bundles.

    Mehr anzeigen Weniger anzeigen
    6 Min.