How a Solo Developer’s Text-Based RPG Mythscroll Found Success on Steam

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In a rare and sincere look behind the curtain of indie game development, the creator of the text-based CRPG Mythscroll has shared the remarkable story of his game’s launch on Steam. Developed in just six months on a shoestring budget of only 246 $, the game defied traditional advice and found a dedicated audience on Steam, proving that a niche title with a clear vision can achieve its goals.

Mythscroll is a D&D-inspired text-based CRPG that focuses on deep character building and sandbox-style gameplay. Its development was a masterclass in resourcefulness; operating under the studio name Seedborne, the developer spent a mere $246 on assets. The most significant cost was $130 for capsule art, while map icons, UI elements, and audio were acquired for free. He even spent just $8 on a single month of social media advertising, which he notes may not have even been worth it.

Development started on February 18, 2025, and the game’s Steam page was live just two months later. The developer strategically participated in Steam Next Fest in June, which helped catapult the game’s wishlists from 720 to nearly 2,727 by the end of the event. When the game officially launched on August 11, 2025, with 3,385 wishlists, the early days were a rollercoaster of emotions.

In the first 48 hours, the game sold 150 copies, reaching over 1,100 $ in gross revenue. However, a single negative review on the second day appeared to significantly hurt sales momentum, which plummeted on the third day despite visibility remaining high. This led to a crucial moment in the game’s launch when the developer, worried about his review score dropping, reached out to players on Discord and asked for reviews.

His efforts paid off, and the game eventually reached the 10-review threshold with a “Mostly Positive” rating. This milestone proved important, as sales rebounded dramatically, with the game selling 70 copies on the seventh day alone. In its first week, Mythscroll sold a total of 289 copies, reaching over 3,200 $ in gross revenue.

The developer, as he notes, learned that reviews are everything, particularly in the early days, and that a small, niche market is sustainable if your goals are modest. He also revealed the personal story behind the project, explaining that the game’s revenue will go towards him contributing to his family’s bills again after a period of being unemployed. The money isn’t just for a passion project; it’s for a sustainable career he has now proven is possible.

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