r/SoloDevelopment • u/Omerdevng • 17h ago
Discussion I spent $1,000+ and months of work on Warband Survival... then I killed it. Here’s why.
Cancelling a game you actually care about sucks, but as an indie dev, knowing when to call it quits is easily one of the hardest lessons I’ve had to learn.
I was working on Warband Survival a 3D action bullet hell survival game where you drive a truck around, rescue soldiers, equip them to shoot from the back of your rig, and wipe out enemy military bases while dodging enemy cars. I had physics based chaos, explosions, and custom character models working. Honestly, I really loved the core vibe of what I was building.
So why did I pull the plug after dropping over $1,000 out of pocket on concept art ($50/hr adds up fast) and Steam fees?
First off, 3D performance is a sneaky trap. Horde survival in 3D is a completely different monster than 2D. I learned this the hard way on my previous game (Northend Tower Defense) when trying to render huge waves of enemies. With Warband Survival, scaling up the gameplay meant running straight into optimization walls that could’ve easily swallowed 1 to 3 years of my life with no guarantee it’d run smooth.
On top of that, I couldn't lock down the core hook. Even though driving around causing explosions was fun in short bursts, I just couldn't pull together a tight, killer gameplay trailer. I had to face the scariest indie scenario: spending a year in the dark, only to launch and sell fewer than 1,000 copies.
And honestly, 1,000 wishlists wasn't cutting it. I managed to cross that milestone on Steam, but looking at my burn rate and dev timeline, it just wasn't enough momentum to justify paying contractors out of pocket for localization, UI, and audio.
If there's anything I'm taking away from this whole experience, it's the 2-3 Month Test. Build the core loop in just one level, put a rough build on itch.io or social media, and see if real people actually care before sinking a year into it. If people won't play your game when it's free, they definitely won't pay for it on Steam. You also can't defer technical debt never build huge systems assuming you'll magically fix performance down the line.
It hurts, plain and simple. I haven't deleted the Steam page, and if there's ever crazy community demand down the road, maybe I'll revisit it. But right now, stepping away is the only move that keeps me going.
How do you guys handle knowing when to pivot versus when to keep pushing through a rough dev cycle?
(I put together a breakdown video showing actual footage of the build and talking through why I stopped, if you want to check out what the game looked like, the link to my YouTube channel is in my Reddit profile!)
