Money From Game Dev

How Much Money Our First Indie Game Made in Just One Month

Before diving in, don’t forget to [watch the full video on YouTube] for all the details, visuals, and behind-the-scenes moments from our journey!

Creating and launching a game as indie developers is no small feat. But what happens when two brothers with zero prior experience take on this challenge? This blog shares our journey of developing and launching PedalVerse, our first indie game, and reveals how much money it made in its first month.

Starting from Scratch

Back in early 2024, I was binge-watching devlogs from indie game developers like Dani, DevDuck, and ThinMatrix. Inspired by their advice to “just make games,” I decided to give it a shot. My brother had been learning Unreal Engine for about a year, so we teamed up and set out to create something fun and achievable.

Our plan was clear:

  • Focus on small, fun games with a development timeline of 3–6 months.
  • Avoid overly ambitious “dream projects” (for now).

Finding the Idea

We brainstormed countless ideas. Some were too ambitious, others lacked the fun factor. Eventually, after hours of SteamDB research and trend analysis, we landed on a niche idea: a downhill biking game.

Why mountain biking?

  • It’s a unique but accessible genre.
  • Popular titles like Lonely Mountains: Downhill and Descenders proved there was an audience.
  • We wanted a blend of casual exploration and chaotic fun.

And with that, PedalVerse was born.

Development and Game Modes

We designed PedalVerse with two game modes:

  1. Track Roulette:
    Its like spinning the wheel and face random tracks, challenges, and customizations. It’s chaotic fun for players who enjoy unpredictability!
  2. Semi-Open World:
    Explore a vast environment using an MTB (mountain bike) and an FPV drone. Scout tough spots with the drone, switch back to the bike, and enjoy immersive, relaxing gameplay—or laugh at rage-inducing crashes!

The development process wasn’t without challenges, but after six months of hard work, we hit the “Launch” button on Steam.

The First Month: How Much Did We Make?

The first sale came in within an hour of launch—it was surreal! But how did the game perform overall?

  • Gross Revenue: $580
  • Net Revenue (after returns, chargebacks, and taxes): ~$384
  • Steam Cut (30%): Steam takes their 30% cut on top of that

In total, we sold 90+ copies of PedalVerse. While it’s not life-changing money, it felt like a huge win for two first-time developers. More importantly, the experience and lessons we gained were invaluable.

What’s Next for FuristicStudio?

This is just the beginning. Here’s what’s next for us:

  • Continue documenting our journey on YouTube to inspire and educate other indie developers.
  • Experiment with new genres and game ideas.
  • Build FuristicStudio into a sustainable indie game studio, one small project at a time.

Our goal with PedalVerse was simple: recover the $100 we spent to get it on Steam. We exceeded that, and the experience has fueled our passion to keep creating.

Support Our Journey

If you’re curious about indie game development or just love a good underdog story, check out the full video on YouTube

Plus, PedalVerse is currently 50% off for the first 10 days of the New Year!
Grab it now or share it with a friend—every purchase helps us create more games and share more stories.

Let’s keep pedaling forward!

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