Sandpenguin - Broken Relic

@sandpenguin.bsky.social

Professional Designer (King, Sniper Elite V, Rainbow Six: Siege) + solo dev, working on Broken Relic. Play the demo and wishlist the game: http://brokenrelic.com/steam

The problem with AI in gamedev is that everyone demoing it has never shipped a game. One "cool" asset in a video ≠ thousands of assets wired into every case in a real build. Implementing everything takes ages and it's something people don't see until they actually do it.

Woke up to a spike of 337 wishlists in one day! Took me a while to figure out why, turns out pcgames.de included Broken Relic in a roundup of point-and-click adventures for 2026. One paragraph in a German article drove more wishlists than Steam Next Fest. Press coverage is a different planet!

Bild

Something AAA taught me that a lot of indie devs resist: If a player doesn't understand something in your game, that's not the player's fault. It's yours. Many indie devs get upset that players are "playing wrong." In AAA that sentence doesn't exist. If they're playing it wrong, you built it wrong.

People ask what solo dev feels like vs working in a studio. Its like growing a garden. Every day something small appears that wasn't there before. It surprises me almost daily. The game slowly becomes real in front of me and I still don't fully believe it's happening.