Indie Survival Guide

How to design a deckbuilder

Live on July 15 with the team behind Monster Train

Connect in the indie community

Whatever tools you’re using, this archive of Q&As, live streams, and VODs offers practical insights from devs and industry folks. There's no universal playbook or magic formula, but shared lessons in design, business, and day-to-day survival can help to give you the best chance finding success.
Dino Patti

How to fund your game

with Dino Patti
chriz s

How to market your game

with Chris Zukowski
cs2

Tips for solo development

with Gareth Damian Martin (Citizen Sleeper)

Jul 15

Deckbuilder game design w/ Shiny Shoe (Monster Train 2)

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When

July 15, 9:00 AM

Timezone

PST

Location

YouTube | Twitch

Andrew from Shiny Shoe explains how to elevate good game design to GREAT game design when creating a deckbuilder game, using Monster Train 2 as a backdrop!

Jul 22

Narrative game design breakdown w/ Remy Siu and Abhi S

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When

July 22, 09:00 AM

Timezone

PST

Location

YouTube | Twitch

How do you craft a narrative that has players running to talk about it with their friends? In this live stream, Remy Siu (1000xResist) and Abhi Swaminathan (Venba) join forces to play Outer Wilds and discuss what makes its Narrative Game Design SO incredible.

Aug 5

How to make a trailer w/ Derek Lieu

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When

August 5, 9:00 AM

Timezone

PST

Location

YouTube | Twitch

For 10+ years Derek Lieu has been making trailers for video games from AAA to small indie games. Now he's sharing his wisdom with our community. Come learn the dos and don'ts of video game trailers and what you can accomplish alone and with a little help!

Steam curator page

Support indie games

Follow this list for a running catalog of great titles made with the Unity engine, including lists of upcoming releases, award-winning masterpieces, and games that prominently feature crabs, cats, bad drivers, and more.

Tips for indies
"Our games will likely end up being played in ways and on devices we never planned for. Designing with flexibility in mind, whether that’s performance, UI layout, or input methods, will help future-proof our work as technology evolves."
NADIA THORNE / BLACK SALT GAMESCEO and Producer
"If you’re considering early access, balancing player feedback with your original vision for the game is key. If it aligns with your vision, do it. If it doesn’t, take note of it and put it aside for later consideration."
BENJAMIN LAVENDER / KINETIC GAMESTechnical Director
"I don't know if this is going to happen — but my hope and desire is that we get to see more personal games get made, that is specific to the author's experience, from all over the world."
REMY SIU / SUNSET VISITOR 斜陽過客 CEO and Creative Director

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