Ship the damn game.
A 13-chapter, personalised roadmap from engine install to Steam launch day. Answer 9 questions. Get a guide that only shows chapters you actually need — with copy-paste Claude Code CLI prompts and progress that syncs across devices.
No credit card · Unity, Unreal, Godot · 30-second signup
$ claude
Welcome to Claude Code.
> Set up Mirror networking on my Unity
project for self-hosted servers.
✓ Installed Mirror via UPM
✓ Added NetworkManager to scene
✓ Network-aware PlayerMovement
✓ Dedicated server build script
// done in 47s — test plan below
What you actually get
Not another "here's how to install Unity" blog post. Concrete deliverables, scoped to your project:
A filtered 13-chapter guide
Chapters you don't need (multiplayer, procedural, AI) just don't render. What's left fits your project.
An engine pick with reasoning
Unity, Unreal, or Godot — recommended based on your skill, scope, and budget. You can override.
30+ copy-paste Claude prompts
Pre-written CLI prompts for things like "set up Mirror on Unity", "package a Steam build", "generate a tileset palette".
Per-item checklists, tracked
Tick the box; server saves it. Come back on your phone three weeks later and you know exactly where you left off.
Progressive unlocking (optional)
New devs get chapters locked until prerequisites are done. Shipped devs get everything unlocked from day one.
Steam + marketing + launch
The parts tutorials never cover — tax forms, key art dimensions, wishlist campaigns, launch-day protocol.
Honest about fit.
The guide is tuned for a specific kind of dev. Here's who gets value and who should look elsewhere.
Good fit
- Solo and small-team indie devs
- Have shipped zero-to-two small games, want to ship your next one properly
- Budget ranges from $0 to ~$10k
- Comfortable reading docs and Googling — or willing to lean on Claude Code
- Target is Steam (or itch.io as a stepping stone)
- Actually want to finish, not just tinker forever
Not the right tool
- Looking for a game-design course — this is a ship-it roadmap, not a mechanics-theory class
- Building for mobile-first or console-exclusive (coverage is Steam-centric)
- You want a teacher checking your work — this is self-guided
- AAA studio with 50+ devs and a pipeline team — you already have one
- Want a no-code visual builder — we assume you'll write some code
How it works.
Most "how to make a game" guides are either too generic (10,000-word blog posts you bookmark and forget) or too specific (a tutorial for one engine, one genre). This is yours — generated from a 90-second questionnaire — and you can finish it.
Answer 9 questions
Skill, engine preference, game type(s), 2D/3D, multiplayer, world style, team, budget, timeline. You can combine types — survival + multiplayer + builder is valid.
Get a custom guide
13 chapters, 30+ segments, filtered to what you actually need. Co-op survival gets the multiplayer chapter. Single-player platformer doesn't.
Tick boxes as you go
Every segment has concrete checklists. Progress saves to your account, syncs across devices. Beginners get sequential unlocking — no overwhelm.
Ship on Steam
End-to-end pipeline: engine install → version control → first character that moves → core mechanics → Steam paperwork → marketing → launch → first 90 days.
Why personalised beats generic.
Three real examples of what the filter does with the same question set:
Three engines. Side by side.
Pick one yourself, or let the guide recommend. We don't have a favourite — we have rules of thumb.
Massive asset store, every tutorial in existence, C# is approachable.
We default to Unity for: 3D mid-scope, larger teams, multiplayer survival, mod support.
See the Unity roadmap →AAA-grade rendering out of the box, Blueprint visual scripting, native multiplayer replication.
We default to Unreal for: 3D shooters with a budget, photorealistic horror, larger teams.
See the Unreal roadmap →Open source, MIT licensed, no royalty ever. 80MB install, fast iteration, GDScript is Python-like.
We default to Godot for: 2D anything, beginners on $0 budget, indie devs who hate corporate licensing.
See the Godot roadmap →What a chapter looks like.
Collapsed segments, status indicators, copy-paste Claude Code prompts, persistent checklists. Designed for solo devs working in small bursts.
Claude Code is a command-line AI that reads your project files, writes code, explains errors. We prefer the CLI over chat because it's token-efficient.
called hello.txt with the text "it works", then read it back.
Three things to notice
- Collapsed by default — overview first, dive in second.
- Status badges show what's done, in progress, locked.
- Claude prompts are formatted, copy-clickable, written to maximise CLI value.
When you tick the last box in a segment, the next one auto-opens and scrolls into view. No mystery about what's next.
Why this isn't another blog post.
Personalised
9-question intake → filtered chapters. No "if you're using Unity, skip section 4" — section 4 just doesn't exist for you.
Progressive
Beginner mode locks each segment until you complete the previous one. No 80-tab firehose. One thing at a time.
AI-native
Claude Code CLI prompts embedded in every step. Copy, paste, run. Token-efficient — sees your files directly.
Combinable
Pick survival + builder + multiplayer + procedural — the guide rewires itself. Recommends architecture that fits the combo.
Persistent
Tick a box on your laptop, finish on your phone. Multiple projects per account, all tracked separately.
End-to-end
From engine install → first character → core mechanics → Steam paperwork → wishlists → launch day → 90 days post-launch.
Frequently actually asked.
You're going to make a game.
Might as well finish it.
Sign up takes 30 seconds. Pick your project. Get your guide. Tick the first box.