
A single on-screen button, one cookie per click. It looked pointless, but then millions got hooked. Cookie Clicker began as a small weekend project in August 2013, written in plain JavaScript and HTML, launched quietly with no ad campaign. Word spread on Reddit and 4chan, then across social feeds, and it exploded. Weeks in,…

You don’t need a grand plan to start. Andrew “Redigit” Spinks began by tinkering with code after hours. He loved modding games and pushing them in odd directions just to see what happened. That hobby snowballed when he decided to make Terraria. He taught himself C# and worked in the early XNA framework, built…

Most big games push 3D spectacle and giant launches. Terraria went the other way. A tiny Re-Logic team shipped a modest 2D sandbox with tight controls, chunky pixel art, and worlds that felt alive. Players dug into cavern networks, found rare ores, crafted better gear, and took on bosses that asked for real planning.…

I remember how Notch started as a solo dev fiddling with a tiny Java sandbox, with no plan to turn the indie scene on its head. He tossed “Cave Game” into small forums where modders and curious players hung out, a rough alpha meant for tinkering, not glory. No polished launch. No huge budget.…

ConcernedApe, aka Eric Barone, turned Stardew Valley into a hit by going into every part of the game. He was the designer, programmer, artist, and composer – making sure the game fully matched his vision. This kind of personal effort built trust because players felt they were getting something truly authentic. He didn’t rush…
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