this post was submitted on 07 Apr 2024
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This is one of the biggest roadblocks I see devs of all shapes run into: how did you bootstrap to the point of paying decent wages? I ask because I won't accept free work, I won't accept AI garbage, and I value talent and think it should be paid. But that middle part is hard, and losing 2-5 grand on failed projects hoping that they can pull their weight is literally vexing me.
That is a good question. I spent the first 18 months making an early access version of my title and then started making money from that and have been growing it since. I am hyper focused on the overall experience which has put my title in the top .01% of all titles in Meta’s early access store called App Lab. Been at the top for nearly 3 years now. It is easily a 10+ year project even though I am full time now. Yes…I continuously update to keep current with the tech. It has all come a long way since I began over 4 years ago.
I am going slow too as I cannot hire people unless I make the money first. Really trying to do it organically. About to release another big update to the park (it is a highly detailed VR Theme Park) and will raise the price again. I raise the price each time I add more content while all those who already bought get all the new content for free. No in app purchases, no add ons as I wish to reward early adopters and ensure each guest’s experience is whole.
Mad respect for developing and managing a project of that scope on your own. Also, for keeping your integrity in this cutthroat stage of capitalism we are in.
Your game sounds super fun. I would definitely check it out if I had an Oculus.