Indie Dev Gets 80 Publisher Rejections but Refuses to Quit

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The Time I Have Left, a narrative-driven escape RPG, is still in development despite its creator facing a staggering number of publisher rejections. In a recent post, the developer revealed they’ve now received their 80th rejection, yet remain committed to finishing the game regardless of the outcome.

Set in a mysterious underground facility, The Time I Have Left blends exploration, turn-based combat, and RPG mechanics with a unique time-based system that adds constant pressure to the experience. One of its standout features is a timer that governs progression but pauses during combat and menus in story mode, creating a balance between urgency and strategy. A demo is already available on Steam, where it has received positive feedback for its atmosphere, presentation, and unique mechanics.

Despite that reception, securing publisher support has proven difficult. The developer addressed the situation with a mix of humor and determination, acknowledging the milestone while making it clear they have no intention of stopping: “Last week marked our 80th rejection from a publisher. Will we reach a 100? I guess I should probably get the message at this point… but I’m way too stubborn”. While they are still open to partnerships, they also noted that continuing without funding would mean a slower development pace.

Situations like this are not uncommon in the indie space. For smaller teams, pitching to publishers often becomes a numbers game, with dozens of rejections before finding the right fit, if one comes at all. Factors such as market risk, team size, and lack of an established track record can all play a role. In this case, the game’s blend of time-pressure mechanics and story-heavy RPG design may be seen as harder to market. A previous attempt at crowdfunding also fell short, further complicating the path forward.

At the same time, publisher backing typically brings support in areas like marketing, localization, console ports, and quality assurance, resources that are difficult for solo developers to handle alone. Without that support, developers often have to scale back or extend timelines significantly. Even so, rejection doesn’t necessarily reflect the quality or potential of a project. Many successful indie games have followed similar paths before eventually finding an audience.

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