Welcome to the expedition
It's time for your Indie Expedition
You’ve taken the first steps to launch your very own indie game in 2025. There’s a long road ahead from here, but rest assured you don’t need to walk it alone.
What next, or rather what's first?
First up, a huge congratulations and welcome to the Expedition. You want to finish and publish an indie game, and that’s exactly what we’re gonna do.
The bulk of the conversation and support is going to be happening in the GameDevBits discord. We’ve got dedicated channels for the Indie Expedition, and that’s where we’ll spend most of our time.
But there’s a vibrant happy community there ready to lend a hand, and plenty of channels for specific chats if you need help.
You’ll find the Discord invite link in your welcome email.
Take the pledge
There’s a bunch of studies and data that show accountability helps us to finish things. It’s a part of how we’re wired. So the next step (and it’s optional but recommended) is to take the pledge.
Don’t worry there’s nothing to pledge to me or GameDevBits, I’m just here to help. You’re only pledging to yourself.
Go ahead and copy the text, download the image and post it.
You can drop it into the discord server with your fellow Expedition members, or you can do it on your own social media channels.
I joined the #GameDevBits #IndieExpedition.
I’m going to release my indie game on December 1st, 2025.
It’s go time!
What should I expect?
Weekly emails
There’s an email once a week as we go through the process. I’ll count down to any upcoming deadlines, share some tips, any new advice based on feedback and help keep you on track.
Emails are about the Expedition and nothing else. We’re not here to sell, spam, anything like that.
Discussion and expertise
For each stage of the Expedition we’ll launch a page right here on the site. I’ll pull together advice, tips, templates, and links to relevant videos, tutorials, advice from industry and more.
They’ll all be linked here. So you can use this as your hub.
Motivation and Accountability
You’re not alone on the indie expedition. You’ve got people around you on the same path, the same journey. No matter your level of expertise there’s someone in your shoes.
So when you get stuck on a task, or lack motivation. Speak up. Someone will help.
A Push
The reality is you’re going to need to build your game yourself. We can help solve technical problems, product design, we can have the tough conversations about scope, but in the end you need to do the work. And you’re going to get out as much as you’re willing to put in.
First Steps?
So what are you going to make?
First step is to have a plan. And the plan is; What kind of game are you going to make?
We’re past the point of being vague. On January 10 you’re going to start the planning process and document what you’re building. And the more specific you can be the better the process is going to go.
It’s critical right now to be clear, concrete and direct on things. But not firm. The plan is going to change. It has to change. Because you’re launching a game this year.
Product design is about delivery. And meeting your users needs. So that means being willing to make changes, because your launch date is already decided. You need to decide what’s essential about your game. And what’s just a part of the plan.
Are you making an RPG? How big will the world be? Will you be able to customise characters? Can you play as different classes? Now identify which of those really matters. Because everything doesn’t. If your time was cut in half, which matters more to you? Having a second class so you can play as a mage or warrior? Or is the time it takes to build a warrior better spent on 30 new quests? Is it critical to have voicelines and replies for every NPC you click on? Or can they cycle the same 3 lines like every NPC in a city in World of Warcraft?
There’s various degrees you can build your plan. From a simple document outlining your game, and the basic structure, to a full on detailed Game Design Document. When the Expedition kicks off, we’re going to have a range of options for you to choose from.
For now?
Think about your game.
What is it? What other games is it like? What is it called? You can change it later, but you need SOME kind of title now.
Get thinking. Because we’re about to get building.
Expedition Schedule
Stage 1: Plan
Jan 10 - Jan 26
Plan and Structure - Game Design Document
This is the foundation of your game. What are you creating? Not in vague terms, but with crystal-clear specificity. It’s not enough to say, “I want a game with heroes.” Instead, envision exactly what your players will experience. Are they choosing between Tom the Swordsman, with his gleaming blade and steadfast courage, or Alex the Archer, with a quiver full of arrows and a knack for precision?
It’s not “nine worlds to explore.” It’s “a sprawling tundra of Snow World with five frigid levels, a molten and treacherous Lava World with seven levels, and a sun-scorched Desert World with four levels.” Planning in detail ensures that when it’s time to refine, you can cut what’s unnecessary without losing your vision. Build your roadmap with clarity and intention, so nothing is left to guesswork when development begins.
Stage 2: MVP
Jan 27-March 2
Create Your MVP (Minimum Viable Product)
Here’s where your idea takes its first breath of life. Your goal is a working game—not a complete one, not a perfect one, but a functional skeleton of the larger vision. Even the grandest RPGs begin humbly: a small village with one house, two roaming wolves to defeat, and a quest to collect wolf tails.
The essentials should shine here. Your menus should open and close. The game should pause, save, and quit without hiccups. This is the stage where you prove your game exists and works, even if it’s just the simplest version of itself. A shaky MVP is better than an unplayable dream.
Stage 3: Expand
March 3-Sep 7
Expand and build - Create your content
With the bones in place, it’s time to flesh out your creation. Add depth, variety, and richness to the world you’ve built. Whether it’s more levels, new characters, thrilling abilities, additional quests, or that extra type of power-up that makes players smile, this is where you turn a small prototype into something with scale and substance.
This stage is about building momentum. You’re no longer just proving the concept—you’re creating the experience. It’s the exciting stage where creativity is unleashed, and the game starts to take on a life of its own. Every piece you add makes the world richer, the gameplay more engaging, and the vision more complete.
Stage 4: Polish
Sep 8-Nov 23
Polish and refine - Make it beautiful
Now it’s time to take the rough edges and smooth them out into something truly playable. Placeholder assets? Replace them with real designs. Broken mechanics? Patch them up. You won’t have time to perfect everything (and that’s okay!), but your goal is to focus on what truly matters.
Make it functional, make it presentable, and make it something players can enjoy. Prioritise the pieces that create the best experience—there’s no time to chase perfection. This is about building a game that’s polished enough to shine, even if it’s not flawless. It’s a creative sprint to the finish line, where attention to detail makes all the difference.
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Stage 5: Launch
Nov 24-Dec 1
Launch day
The moment you’ve worked so hard for—your game is ready to meet the world! Whether it’s finding its home on Steam, Itch.io, or another platform, this is the final step where all your effort pays off. It’s no longer just your dream; it’s in players’ hands, ready to entertain, challenge, and inspire.
This isn’t the end, though—it’s the beginning of your game’s life beyond development. Celebrate the journey, because you’ve done what so many only dream of: you’ve launched a game!
Your Questions Answered
Find answers to the most common questions about the GDB Indie Expedition.
What if I am making (insert genre) type of game?
As long as it’s not adult content (extreme violence or graphic intimacy) then there’s no limitations. You can publish a mobile puzzler, an RPG, racer, shoot em up, FPS, multiplayer VR relaxation experience. Skies the limit!
Is prior experience in game development required?
No prior experience is necessary. There’s no experience required to publish a game, and no shortage of tools, apps, engines and templates out there. But a part of The Indie Expedition is scoping things properly. So if you’re brand new, you need to bring your scope down to allow time to get it done.
How long is the Indie Expedition?
We launch on January 10th with the first module and will have regular updates and check ins throughout the year. Everyone launches their games on Dec 1st.
How can I access the Expedition materials?
When you join the Indie Expedition mailing list you’ll receive an email once a month with a summary of the discussion/info you need. The longer version will appear here on the site and also shared in the GDB Discord. Youtube videos will also be published some months.
What if I can't make a game in a year?
You can. That’s as simple as we can make this. It’s all about scope. Game jams have people making games in a weekend. 24-72 hours. You’ve got thousands of hours over the year. So bring your scope down, and you’ll get it done.
What does a finished game mean?
If it’s available for the public to download and play in some form, you hit the target. Whether it’s an itch page, launched on Steam, the App Store or Play Store, or even a mobile APK for people to manually install.
A finished game let’s people launch, play, exit without errors or issues. A single chapter, 10 levels, one world, an RPG with 2 characters to choose from and no customisation all count.
How much does it cost?
There’s no cost to join the Indie Expedition. But you’re welcome to join our Patreon to show your support, or for additional support options if you need them.
What if I've already started my game?
It doesn’t matter if you’re halfway into production, or ready to start on January 1st. All you need is your idea, a willingness to learn and be ready to launch on December 1st.
Why an Expedition?
We’re not running a workshop or a class specifically. In the end, you’ll be the one doing the work. So, it’s a lot like heading out on an expedition with some expert support.