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Given that the person who had their game "replicated" is also an AI slopper, is lying about that, and the "replica" was on Steam before their game was: I feel ok using this as a jumping off point for discussing why I don't think this is anywhere near as much of an issue as people are worried about

Sos "Buy Lazy Kickers" Sosowski@sosowski.bsky.social

How do you even survive as an indie in the current landscape? This is insane.

Thanks for these insights. Would you say the calculus of *when* you start showing things has changed? We used to love doing our development "in the open" but it feels very risky now. The hook isn't everything but at the start of development it's kind of all you've got!

Like, maybe? I think it'll depend on what kinda game you're making and where you think the real heart of it lies. Ideally, you'll be able to show things early that can grab attention and entice people, while still holding back enough that the full vision is a surprise for much later?

That's always kinda been ideal but I think it's more important now. And probably waiting until you at least know where the game is going (and that it's a non-obvious iteration of what you do show) might be best? And that it's sensible to want to hold your cards closer to your chest

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So yeah, I do think things have changed but I'm hopeful that you can still be showing stuff early but I think, for the time being at least, that this risk will be a factor in *what* you do show as much as it is when. Beyond that I don't know any better than you

Thanks, this is good insight. I think for our previous games they were less problematic because they were quite board game-y and we didn’t reveal the full ruleset up front, but this next one is a bit more arcadey and quite limited in scope. I guess our relative anonymity helps a bit!