Two weeks ago, I released the tactical map-based WW2 submarine sim Silent Shark (which I got feedback on from HN for beta test a few months ago https://news.ycombinator.com/item?id=48180924 ) and it's gone extremely well for a side project - I've had over 100 Steam reviews, 99% of them are positive, and I have sold a few thousand copies so far.
I began working on this game just 6 months ago and have only worked on it in my spare time in evenings and on weekends, instead of playing computer games. I made the early decision to use Codex for 100% of the coding, that has been a phenomenal experience.
The only Image Gen AI I've used has been to clean up 2 old and weathered historical maps I found, to make them readable.
Still have over 25,000 Steam wishlists and growing. I'm super thankful and having a blast.
Thanks! I've been into submarine sims since I was a kid and my dad showed me Silent Service 2. Later I got into Silent Hunter 4 and I started thinking that it would be fun one day to distill the core tactical stuff to just a simple map (so that you could practice the geometry stuff of approaching ships with uncertain data).
That idea bounced around in my head for ages until I decided back in February to give it a shot and make a prototype. It turned out that the prototype was a lot of fun so I kept going :)
I began working on this game just 6 months ago and have only worked on it in my spare time in evenings and on weekends, instead of playing computer games. I made the early decision to use Codex for 100% of the coding, that has been a phenomenal experience.
The only Image Gen AI I've used has been to clean up 2 old and weathered historical maps I found, to make them readable.
Still have over 25,000 Steam wishlists and growing. I'm super thankful and having a blast.
https://store.steampowered.com/app/4705650/Silent_Shark/