Solo developer notes

Notes from the person who builds these games: how an ARG goes from idea to release in spare time, with the pitfalls and the launch checklist.

How a solo ARG developer survives: building immersive puzzle games with a team of one

Independent development notes

As an independent ARG developer my working mode looks nothing like a commercial game team. No producer, no designer, no outsourced art — from writing the story to shipping the code, one person does all of it. This page is about working efficiently in that mode, staying creative, and getting an immersive puzzle experience out of very limited resources.

Last updated: November 2, 2026

1. The solo-team model: what it gives you and what it costs

2. A quality strategy for limited resources

3. Long-term sustainability for a solo developer

4. Advice for anyone thinking of doing this

Start absurdly small. Do not open with a grand ARG of 20 simulated websites. My first game, "The University Hiking Disappearance", had 3 websites and 5 puzzles. Finishing one small, complete thing matters far more than starting a large one you will never ship.

Test the puzzles properly. As the designer you always know the answer, so you cannot judge real difficulty. I have never had the conditions for outside testing, and that is a genuine weakness of the games here — so if you have them, find people who have not read the story, and write down where they stall and for how long. The standard has to come from whoever meets the puzzle for the first time, not from whoever wrote it.

Build a small player community. ARGs suit collaborative solving naturally. Offer one simple channel — an email address or a discussion group — so players can share findings and report problems. Even ten active people giving feedback lifts the quality of a game noticeably.

Accept imperfect. A solo project will never reach a commercial team's polish. That is fine. What players care about is not whether the visuals are gorgeous but whether the experience is sincere. A finished thing with small flaws beats a project that is forever being polished.