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2025 Year-in-Review

  • Writer: Thap Tam
    Thap Tam
  • 4 days ago
  • 3 min read

Updated: 1 day ago

Looking back at 2025, the journey has been less about "making a game" and more about "building a product." It has been a year of intense learning, deep research, and preparing for the biggest milestone yet: bringing this project to Steam.


1. Finding the Right Lane: The Beat 'em Up

As a solo developer, scope is everything. I’ve decided to focus on a specific, manageable genre that truly resonates with me: the Beat ’em up. I found that this genre allows me to focus on high-quality combat and satisfying gameplay loops without the project becoming an unfinishable monster.

My goal for the year was to nail the Alpha version, focusing on three pillars:

  • Core Combat

  • NPC Behavior

  • Leveling Systems

I won’t dive into the technical "weeds" here—one year of work is too much to fit into a five-minute read—but you can find the details in my previous devlogs.


2. The "Hidden" Time: Research and Inspiration

A common question I get is: "Why did it take so long to initiate the actual build?"

The truth is, most of my time was spent in the "lab." I spent months researching historical materials, traveling to find visual inspiration, and carefully thinking through the game design. It wasn't just about coding; it was about ensuring the history, the art, and the mechanics all matched the gameplay perfectly. Without that foundation, the game would have no soul.


3. The 3D Modeling Breakthrough

If you told me a year ago that I would be modeling my own characters, buildings, and weapons, I wouldn't have believed you. 2025 was the year my 3D modeling skills truly took off.

I’ve moved from basic shapes to creating complex assets (like the "male and female" house variants). Seeing an entire village populated by models I created from scratch is a level of progress I never imagined I could achieve. It has given me the confidence to know I can produce the quality the game deserves.



4. Preparing for the Steam Standard

The biggest shift this year was preparing for the game’s existence on Steam. The reality is that the "first appearance" on a platform like Steam requires a minimum standard to capture the attention of potential players. You only get one first impression.

  • Professional Art: I’ve recognized that while I’ve grown as a 3D artist, I need the help of a professional 2D artist for the capsule art and branding to ensure the game stands out in a crowded market.

  • What’s in a Name? Choosing a proper name has been a massive task. A name isn't just a label; it’s the identity of the project. It needs to be searchable (SEO), memorable, and reflect the historical themes of the world I’m building.

I have finally selected the official name for the project, and I will be announcing it in an upcoming post.


Final Thoughts on 2025

I’m finishing this year feeling more confident than ever. I’ve accepted the reality of being a "poor solo dev," and in doing so, I’ve found the freedom to focus purely on quality. The Alpha is coming together, the skills are there, and the Steam page is on the horizon.

Thank you for being part of this journey. 2026 is going to be the year this project finally gets a name—and a home.


 
 
 

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