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What Indie Authors Can Learn From ‘Stardew Valley’

In 2012, a 22-year-old named Eric Barone quit his job and spent the next four years alone in his apartment building a video game.

No publisher. No studio. No team. Just one person, a borrowed copy of a game-making tool, and an idea about a farming simulator that felt more human than the corporate franchises he’d grown up playing.

When Stardew Valley launched in 2016, it sold 400,000 copies in ten days. It has since sold over 30 million copies worldwide, making it one of the most successful games ever made — by any studio, of any size.

Eric Barone — known online as ConcernedApe — did it alone.

If you’re an indie author, this story should mean something to you. Not because you should quit your job and disappear for four years. But because of how he built it, and what that has to do with finding readers.

The Devlog Changed Everything

While ConcernedApe was building Stardew Valley, he did something that seems obvious in retrospect but was unusual at the time: he talked about it publicly.

Not in a marketing way. Not with a PR strategy. He posted screenshots on forums. He shared pixel art he was working on. He talked about what he was trying to do and why. He let people watch the game become itself.

By the time Stardew Valley launched, it already had an audience. Not because of advertising. Because people had followed the work.

This is the devlog model, and it has become the dominant playbook for successful indie game launches. The developers of Hollow Knight documented their process obsessively. The team behind Hades posted updates throughout early access that made players feel like collaborators, not customers. Balatro — the breakout indie hit of 2024 — built its community almost entirely through the developer sharing his process on social media before anyone could buy the game.

The pattern is consistent: share the work while you’re making it, and the audience arrives before you need them.

Authors Have Always Struggled With This

Here’s the thing nobody says out loud in publishing circles: the traditional author relationship with readers is built almost entirely around the finished product. You write a book in isolation for years. A publisher packages it. It appears on shelves. Readers encounter it with no context for how it came to exist, who made it, or what it cost to make.

The marketing that exists — blog tours, cover reveals, ARC programs — is designed to create a spike of awareness around the launch date. Then it’s gone. And the author retreats back into isolation to do it all again.

Compare that to what an indie game developer does: the journey is the content. The struggles, the pivots, the small victories — all of it shared in real time with people who become invested before a single dollar changes hands.

Readers want this. They just haven’t been given the infrastructure to have it.

When Brandon Sanderson raised $41 million on Kickstarter in 2022 — the most successful publishing crowdfund in history — people weren’t just buying books. They were buying access to Brandon Sanderson. The updates, the behind-the-scenes content, the feeling of being part of something. He’d spent years building that relationship and the Kickstarter was just where it converted.

Most indie authors don’t have Brandon Sanderson’s platform. But they have something he had in 2005 when nobody knew who he was: a story being written, and the ability to share it.

The Specific Lessons

Start before you’re ready.
ConcernedApe didn’t wait until Stardew Valley was finished to talk about it. He shared early, rough, unpolished work — and people loved it because it was honest. The author equivalent is posting about the book you’re writing before it’s done. Not plot spoilers. Process. What chapter you’re on, what’s hard, what you’re figuring out. Readers find this irresistible.

Make the process part of the product.
The most successful indie game devs understand that the making of the thing is interesting, not just the thing itself. Your readers are curious about how you write. Where you get ideas. What you cut. What almost broke the book. This is content that costs you nothing and builds connection that advertising can’t buy.

Consistency beats intensity.
ConcernedApe didn’t post massive updates once a month. He shared small things regularly. A new piece of pixel art. A mechanic he’d just figured out. Indie game communities are built on this cadence — the slow accumulation of presence. For authors, a short post every week about where the work is beats a quarterly newsletter nobody opens.

Treat your early readers like collaborators.
The developers of Hades actively engaged with their early access community — not to let players design the game, but to make them feel like they were part of something being built in real time. Authors who share their work in progress and actually respond to readers who engage are building something no algorithm can replicate: loyalty.

The launch is a milestone, not a destination.
For a traditionally published author, the launch is everything — the one moment where all attention is focused. For indie game developers, the launch is just when the public phase of a relationship begins. The post-launch devlog, the patch notes, the “here’s what I’m working on next” — these are what keep a community alive between releases. Indie authors can do the exact same thing.

What This Has to Do With Indieguana

I’ll be direct: this is part of why I built this platform.

The tools authors need to do this — to share their process, build an audience before the book is done, and maintain a presence between releases — have never really existed in one place. Social media fragments it. Newsletters require an email list you have to build from scratch. Goodreads lets readers review your finished book and that’s about it.

The world doesn’t need another indie directory, and it definitely doesn’t need more social media. Indieguana is neither directory nor social platform — but the parts of each that make sense to the author/reader connection. It’s built around the idea that this relationship should look more like the indie game developer-player relationship. Your profile isn’t a catalog page. It’s a presence. The updates feed is your devlog. Your book page tracks the status of the work from idea to released.

You don’t have to wait until your book is done to show up. In fact, showing up before it’s done is the whole point.

ConcernedApe built an audience of millions by working in public. He wasn’t famous. He didn’t have connections. He had a project worth following and the willingness to share it.

That’s available to every indie author. The only thing missing was the place to do it.


J. Paul Roe is the founder of Indieguana, a book discovery platform built for independent authors and the readers who find them. Create a free account — it takes two minutes.