I built & sold two game studios (the latter to Ubisoft), shipped 30+ F2P games reaching 100M+ players since the early 2000s.
The new āvibe codingā trend? Itās exactly how we succeeded in F2P gaming 20 years ago.
A thread on shipping fast, embracing imperfection & finding magic š§µš 1/10 In 2004, while everyone was in boxed game perfection, I went the opposite direction:
- Build MVP fast
- Ship immediately
- Iterate based on real player feedback
People called me crazy. āGames need polish!ā Then we reached millions of players while others were still in development hell. 2/10 At my studios @Feerik and @1492studio , our mantra was simple:
A game sitting on your computer = $0 A āgood enoughā game with real players = opportunity
One of our games was built in just 3 weeks (some little game in just an afternoon)⦠Within months it had 2M DAU. Not vibe-coding, just fast coding! (
Perfect is the enemy of profitable: Ship fast, fail fast, insert a coin & try again 3/10 Todayās āvibe codingā feels familiar:
- Build fast
- Focus on core functionality
- Get real user feedback ASAP
- Iterate in public
The same principles that built the F2P revolution are now transforming indie development across all software. 4/10 Working with AI tools today reminds me of working with junior devs⦠and tbh, i was junior when i made my first games:
- They produce code fast but need supervision
- They require factoring & fixes
- They improve dramatically with guidance
- The speed advantage outweighs the cleanup costs
The right tradeoff is obvious. 5/10 The biggest myth in gaming: āIf you build a great game, players will comeā WRONG.
Success needs alchemy:
- A GOOD game (not perfect)
- Finding your audience
- Virality triggers
- Brand leverage
- Smart marketing
In game industry, we often heard 1 in marketingā¦
We spent 1000+ in marketing for our hits. 6/10 Our marketing approach was lean:
- Start with $100s in ads
- Track EVERYTHING
- Double down on what works
- Reinvest profits immediately
- Scale gradually
Our biggest months: 7 figures/m in marketing spending.
But we started small and let the data guide us. 7/10 I managed 90% of marketing myself. Why?
The numbers tell the story, but FEELING the market is something else. You need both the data AND the intuition for what resonates.
i automatized some decisions, make my own dashboard with all data i needed (i was the first European with access to FB API)
Some markets needed local experts with cultural intuition I couldnāt replicate⦠itās the 10% 8/10 Parallels between F2P success and todayās indie makers:
- @levelsio @tibo_maker @marc_louvion building in public
- Shipping fast, minimal products
- Embracing āgood enoughā
- Building audiences before perfection
- Using personal brands as distribution
The playbook works everywhere. 9/10 CRITICAL LESSON: Donāt wait too long to sell your company!
With my first studio, we held on too long and missed peak valuation. With my second, we timed it right.
You often earn more from the exit than from years of operations. Donāt sleep on it!
10/10 20 years in F2P taught me:
- Most devs waste time on features nobody cares about
- Players forgive bugs in games they love
- Marketing > development (after a quality threshold)
- Speed beats perfection every time
Have questions about F2P or game building? AMA below!
11/10 (ā yes ship fast thread too even with small errors)
~ thibaudz