Edward Newton
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ewords.bsky.social
Edward Newton
@ewords.bsky.social
Game Engineer with +2 to Charisma.
Currently a lead Unity consultant working on [NDA'd] for [AAA studio].
Formerly of YouTube
he/they
See, when they told us "being an independent artist is hard", we thought it was because art is hard.

Nope.

Art is challenging.

Business admin is hard. 😂
November 15, 2025 at 9:09 PM
If I may offer you a bit of unsolicited advice - and feel free to ignore me -

If you haven't yet, please start a mailing list.

I refused to believe these were effective, and I was utterly wrong. They do work, and they are the most secure way of protecting your connection to your audience.
November 15, 2025 at 9:00 PM
I think the community building is has to built outside Steam. (Making it easier to follow creators would definitely be a help tho)

But ideally: getting the audience off platform and into a more authentic environment would be better.

It's hard to have a meaningful conversation at the market.
November 15, 2025 at 8:53 PM
I have done this several times before in different mediums, with varying degrees of success, and yeah, the answer always seems to come back to this.
November 15, 2025 at 8:46 PM
Hasn't it always required years of work before anything begins to take off?

If anything, the barrier to entry *is* lower now. But the long road to sustainability hasn't gotten why shorter.

Shoot, even Michangelo was taking Pope money to make ends meet.
November 15, 2025 at 8:40 PM
We *can* go back to pre-algorithm days. But I think we have to also acknowledge that the pre-algorithm audience was *extremely difficult* to reach.
November 15, 2025 at 8:36 PM
Maybe I've got blinders on, but I want to immediately say the answer is authentic community building.

To my mind, the algorithm enhanced (and then replaced) the power of word of mouth. If we want to exist outside the algorithm, we have to foster the conversations that create the word of mouth.
November 15, 2025 at 8:33 PM
I am being massively in my head right now, but need to underline: I'm not trying to gotcha anybody or put anyone on the spot. More trying to invite someone who is in that space into the discussion.

Esp bc "people who succeed without being household names" are by definition not talked about as much.
November 15, 2025 at 8:22 PM
I mention him because he seems to have identified his niche and really serves it well, and seems to be able to make it go.
November 15, 2025 at 8:09 PM
I would love to know what someone like @wadjeteyegames.bsky.social feels about this idea. He's been steadily making (and helping others make) indie point and click adventures for a long time.
November 15, 2025 at 8:08 PM
I can't tell how likely this story is to be true.

On one hand, he clearly wants people to like him.

On the other hand, I cannot imagine him putting in any amount of work to make anyone else happy.
November 15, 2025 at 4:32 PM
"Keep up" will hit me in the heart for years to come.
November 13, 2025 at 4:36 AM
Have you watched Matt Colville's recent video on community? He nails a lot of things that I want to try get right with any community building I do.

youtu.be/emdki5B_O7Q
Community
YouTube video by Matthew Colville
youtu.be
November 8, 2025 at 9:47 PM
You will never convince me that that isn't the cow's tongue.
November 7, 2025 at 2:54 PM
.... Where do I wishlist it?
November 7, 2025 at 2:53 PM
As your scope increases beyond your capacity to pull it off, polish goes down.

If you want to increase the polish, you have to increase your capacity, or reduce your scope.

All this to say: a teeny, polished game is entirely valid.
November 3, 2025 at 8:36 PM
You're assuming a fictional novel set 400+ years in (their) past was accurate in the first place 😁
November 3, 2025 at 3:02 PM
What was it?
November 2, 2025 at 6:29 PM