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MY JOURNEY AS A SOLO INDIE DEVELOPER...

... CREATING GAMES, APPS, CREATIVE CONTENT and LIVE STREAMS.

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2018 - The Beginning

My journey into game development started in 2018.

Coming from a completely different background in mechanical engineering, I had no prior experience with programming or game engines.
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I began experimenting with Unity and C# from scratch — learning through trial and error, failing often, and slowly understanding how games come to life and how code actually works.
What started as simple curiosity quickly grew into a real passion, fueled by dedication and the desire to keep improving.

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2018 to 2020 - Free Time Development Takes Shape

During this time, I began working on what would become my first 2D tower defense game.
I had no clear plan, very little experience, and back then no AI tools to rely on — everything had to be learned the hard way.
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I learned an enormous amount during this phase, but it was also tough.
Some tasks took weeks to solve, and many nights were spent figuring things out through trial and error.
After many attempts, setbacks, and iterations, I finally managed to build a first functional game loop.
 
Friends and acquaintances tested the game and enjoyed it far more than I expected.
Many told me, “Wow, this is really good!” and asked if I was planning to sell it.
That’s when I decided to truly bring FreeTimeDevelopment to life and continue working on the project seriously.

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... 2020 — First Major Project: Arrival of Beasts

With the start of FreeTimeDevelopment, it became clear that the small tower defense project wouldn’t stay small for long.

It grew into my first truly large project — the one where I really began learning everything about game development.
 
What started as an experiment slowly evolved into a game that people were actually playing.
Every new player became a source of motivation to keep going and keep improving: Arrival of Beasts.
As development continued, the game expanded with many new features, gameplay systems, maps, towers, and much more — far beyond what I originally imagined.

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2020 — Twitch and the Community

At some point, I felt I couldn’t keep the project to myself any longer — I wanted to show it to more people.
So I decided to start streaming my game development live on Twitch. Looking back, this turned out to be one of the best decisions I made — a true win-win situation.
 
Not only could I share my work, I suddenly had direct access to new players, valuable feedback, and even experienced developers.

Through this, both my skills and Arrival of Beasts kept growing step by step.
Before long, more complex systems became possible, and a small but supportive community began to form — one that still gives me motivation and energy every day, helping me push forward with my goals.

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2020 to 2022 — Steam and Early Access

At this point, it was clear to me that I wanted to take things further.
I registered with Steamworks and decided that I would start bringing my games to Steam.
 
On May 14th, 2022, Arrival of Beasts officially entered Early Access.

Suddenly, real players, real feedback, and real expectations were part of the journey.
This phase taught me more than any tutorial ever could.
I learned how to properly evolve a game, fix bugs with intention, build meaningful balancing, and — most importantly — understand the importance of good UI and UX, something I hadn’t fully realized before.
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During the Early Access phase, I also began working on a multiplayer co-op mode.

That’s when I truly understood how important clean code, solid project structure, and well-thought-out systems really are.
 
At the same time, a new idea started forming in the background…
a 2D dungeon crawler that would later become Cube Crawler.

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2023 — Arrival of Beasts Full Release

On November 26th, 2023, Arrival of Beasts officially left Early Access and reached its full release.
My 2D tower defense “baby,” which had accompanied me throughout this entire journey, was now fully grown and available on Steam.
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Even after release, development didn’t stop.
There were additional fixes, smaller content updates, and continuous improvements.
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And even today, in 2026, the game is still receiving major updates with new content — continuing to grow and evolve alongside my own development as a creator.

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2024 to 2026 — Second Major Project: Cube Crawler

At the beginning of 2024, I started fully focusing on my second major project: Cube Crawler.
 

I had already worked on the concept in the background for some time and, just like Arrival of Beasts, it originally began as a 2D project.

But early on, I decided to take a risk and convert it into a 3D game — a decision that turned out to be a very good one.
 

Suddenly, it felt like 2018 all over again.

I was learning new things from scratch: building my first models, working on 3D animations, creating textures, and understanding a whole new side of development.
 

This time, I wanted to enter Early Access sooner in order to gather player feedback earlier in the process.
Since July 11th, 2025, Cube Crawler has been available on Steam in Early Access.
 

I’m still actively working on the project today and curious to see when it will be ready for its full release.

... Looking Back ...

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"When I think about this journey, it honestly feels a bit crazy.
All of this happened alongside a full-time job, learning programming as a career changer, managing life, relationships, and everything that comes with it.

It’s a reminder to myself that progress doesn’t require perfect circumstances —
just persistence, curiosity, and the willingness to keep moving forward.

Sometimes we’re capable of far more than we think."

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