How a Solo Dev Shipped His First Game in 12 Months (W/ KOLBY HEISS) episode artwork

EPISODE · Oct 17, 2025 · 43 MIN

How a Solo Dev Shipped His First Game in 12 Months (W/ KOLBY HEISS)

from Indie Innovators · host Blackcap Creative

Solo dev + pro musician Kolby Heiss breaks down exactly how he shipped Quail Crossing to Steam in 12 months—no fluff, just the real systems: tiny daily wins, ruthless scope, and making dev accessible to yourself.If you’re building after work, juggling life, or stuck between “perfect” and “publish,” this one’s your blueprint.What you’ll learn- Scope like a pro: why your first game shouldn’t be an RPG, and how to cut without killing the fun- Momentum -- motivation: the “tiny wins” loop Kolby used to keep going on tired days- Accessible-to-you workflow: laptops, living rooms, and lowering the activation energy to start- Code vs. fun: shipping with “good enough” tech that still feels great- Audio to gameplay: lessons from professional sound design that speed up solo pipelines- Community -- lone grind: how small local meetups and feedback unlock progress- Demo discipline: what he changed for Next Fest and why that week matteredKolby HeissQuail Crossing on Steam: https://store.steampowered.com/app/3398430/Quail_Crossing/Linkedin: https://www.linkedin.com/in/kolbyheiss/Portfolio: http://www.khsounddesign.com/Join the Conversation:Follow Indie Innovators on Twitter [@IndieInnovators] for updates, or hop into our Discord to share your own prototype plans, questions, and progress.Subscribe for bi-weekly indie game dev episodes and interviewsNew episodes every 2 weeks!Work with us!Business inquiries & guest pitches: [email protected]

Episode metadata supplied by the publisher feed · Published Oct 17, 2025

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How a Solo Dev Shipped His First Game in 12 Months (W/ KOLBY HEISS)

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