Dev Dream Pod with Blake Gocey
Oct 12, 2026 · 1 hr 9 min · 13 segments
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Blake GoceyHostSmall games, I'm really not sure that I'm gonna be doing more small games.
As far as like, you know, making the one-month, two-month games to release on Steam, I don't think there's real economic viability to it because, well, for one, when you release a game, you're not done when you release it.

Now, you said it's not for everyone, but it did get over 90% positivity on Steam.
Yes, my game was very small, my game was very simple, and my game wasn't super popular, but I did make real money with it.
But now that I'm full-time-- And I know this is like really morbid, but I think a lot about death, [laughs] and I think a lot about how life is short, and so I can't like commit to like bigger things because I need to like finish things, and I, I, I can't picture that far ahead in the future to say like in three years I'd still be working on the same project.

After looking at the numbers and Steam takes their cut and everything, did you feel like the game was financially successful or viable or, or how were you feeling about time put in versus what it did?
Yeah, I, I ran the numbers on like comparing my time spent to how much I made, and like...
Small games, I'm really not sure that I'm gonna be doing more small games.
As far as like, you know, making the one-month, two-month games to release on Steam, I don't think there's real economic viability to it because, well, for one, when you release a game, you're not done when you release it.

Now, you said it's not for everyone, but it did get over 90% positivity on Steam.
Yes, my game was very small, my game was very simple, and my game wasn't super popular, but I did make real money with it.
But now that I'm full-time-- And I know this is like really morbid, but I think a lot about death, [laughs] and I think a lot about how life is short, and so I can't like commit to like bigger things because I need to like finish things, and I, I, I can't picture that far ahead in the future to say like in three years I'd still be working on the same project.

After looking at the numbers and Steam takes their cut and everything, did you feel like the game was financially successful or viable or, or how were you feeling about time put in versus what it did?
Yeah, I, I ran the numbers on like comparing my time spent to how much I made, and like...
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