
Business 23 Jun, 2025
23 Jun, 2025
12 min read
Mordor intelligence reports that the Global indie game market is projected to nearly double, growing from $5.42 B in 2025 to $10.71 B by 2030, a strong CAGR of 14.6%.
If you’ve been watching a popular indie game like Balatro card game take off and thinking, “I could build something like that,” you’re not alone. Having worked with teams across both small indie titles and large-scale franchises, I’ve spent years working with teams on everything from small passion projects to massive franchises, and today I want to walk you through how to develop an indie game like Balatro without burning through your savings.
Let’s get this straight: You don’t need millions. You don’t need a studio full of PhDs. You just need clarity, grit, and the right creative process. Today, I’ll walk you through how I would personally approach making something like Balatro card game without breaking the bank and what you can learn from that journey if you’re figuring out how to create an indie game yourself.
Read more: The Comprehensive Guide to Video Game Development
Before we dive into the details of dollars and strategy, let’s talk about why Balatro is such a great reference point.
What makes Balatro card game special isn’t flashy visuals or an AAA team; it’s a brilliant core mechanic, well-executed design, and a compelling user experience. That’s the dream for any indie developer. So if you’re wondering how to create an indie game like this, one that punches above its weight, we’re going to break it down.
“The power of an indie game lies not in its budget, but in its ability to turn a bold idea into a playable obsession.”
– Salman Lakhani, CEO of Cubix, a leading game development company
Analyzing the DNA of a successful game is a must before one can get down to developing. In the case of Balatro, that would be to look beyond the graphics or even the mechanics. You must inquire.
Balatro card game does so well because of its total boldness of a gameplay loop: poker + roguelike leveling system. It has a simple design, but as you continue playing, you open up the complexity. It stimulates experimentation, mixing up various strategies, and getting better run after run.
The genius is there, in systems, and not in graphics or cinematics.
When the question is how to make an indie game like this, you should every time start with the game feel and psychology of the player. It is not the amount of money that makes you successful, but the conceptual understanding.
In the startup world, we talk about Minimum Viable Products. In indie games, I prefer to call them Minimum Lovable Games.
Here’s my process:
That’s it. You don’t need leaderboards, online play, daily events, or even story arcs yet. Those are additions. First, nail the core experience.
If you’re bootstrapping, every feature is an expense. Every week in development adds cost. By focusing on a minimum lovable core, you can validate your idea without overspending.
Read More: How Much Does It Cost to Make a Video Game?
Let’s talk dollars because how to develop an indie game is as much a business question as a creative one.
Here’s a rough breakdown if you’re hiring a small indie game studio or freelancers:
Task | Budget Range (USD) |
Game Design | $2,000 – $5,000 |
Programming | $10,000 – $25,000 |
Art/Assets | $3,000 – $8,000 |
Music/SFX | $1,000 – $3,000 |
QA Testing | $1,500 – $4,000 |
Marketing & Launch | $2,000 – $7,000 |
Total | $19,500 – $52,000 |
At Cubix, we’ve helped teams make polished mobile games for under $40,000 and more ambitious cross-platform indie hits for $100k+. But if you’re solo or working with a lean team, $20k–$40k is your sweet spot.
Where you cut corners
Where you don’t cut
You might be wondering, “Which engine should I use to develop an indie game like Balatro?”
Here’s my quick rundown
For something like Balatro card game, Godot or Unity is ideal. At Cubix, we’ve shipped games in both. Unity gives you reach (iOS, Android, Web, PC) and lots of community support. Godot gives you speed and freedom.
The tool matters less than the discipline of using it efficiently.
One of the myths I often need to bust is that “indie” means “cheap” or “low-quality.” Not true. Most popular indie games are made by small but hyper-professional teams.
If you’re not a coder, hire a developer. If you can’t draw, get an artist. But don’t think you need 12 people from day one.
Here’s how I’d build a lean team
Work in milestones, not man-hours. And never pay everything up front; tie payments to completed phases.
If you want more control, hire a game studio like ours. We work on demand, in phases, with fixed budgets.
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This part makes or breaks a game.
You can’t “guess” what’s fun. Even with years of experience, I always push teams to do early playtesting. Build a prototype in 3–4 weeks and get it into the hands of friends, Reddit users, or fellow devs.
Use tools like
At Cubix, we sometimes A/B test mechanics using small user batches. It doesn’t have to be perfect, just directionally correct.
The goal: Don’t build in a vacuum. Build with your audience in mind.
“If you focus on what players feel, not just what they see, you’re already halfway to building a game that matters.”
— Umair Ahmed, VP of Growth at Cubix, a leading game development company
You don’t need a PR firm to market a popular indie game like Balatro card game. But you do need a plan.
What We Recommend
Most games we’ve helped succeed did so because the creator was as present as the product. People follow creators. Share your wins, your doubts, and your progress. It’s part of the marketing.
Read More: What is a AAA Game and How Much Does it Cost
Now let’s talk about getting paid. There’s no point in learning how to develop an indie game if you can’t make money from it.
Monetization Options:
The sweet spot for pricing?
$4.99–$14.99 for a popular indie game is very reasonable, especially if the experience is replayable.
At Cubix, we also guide creators on Steam bundles, mobile IAP balancing, and cross-platform launch pricing.
Every project is unique, but here’s a sample 10-month roadmap we use for most indie launches:
Phase | Duration | Outcome |
Concept & Research | 1 month | Finalize idea, core mechanics |
Prototyping | 1 month | Playable build |
Pre-Production | 1 month | Assets, tools, budget aligned |
Development | 3–4 months | Core gameplay, menus, art |
Testing & Iteration | 1 month | Bug fixes, gameplay refinement |
Marketing & PR | Ongoing | Community engagement |
Polish & Launch | 1–2 months | Store prep, soft launch, trailers |
If you’re wondering how to create an indie game within a year, this roadmap is your starting point. Keep it flexible, but hold milestones accountable.
If I could give just three pieces of advice to any dev or team thinking about how to develop an indie game, it would be this:
Don’t dream too big on your first build. Prove your concept first.
If it’s fun for them, it will succeed. Period.
Test. Read. Iterate. You get one launch. Make it count.
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One of the best things about learning how to develop an indie game today is that you’re entering the space at a time when the ecosystem is thriving. You no longer need gatekeepers or publishers to get noticed. Platforms like Steam, itch.io, the Epic Game Store, and mobile app stores have democratized discovery.
We’re seeing solo developers hitting six figures with a great popular indie game, and micro-studios consistently outperforming larger teams in terms of creativity and profitability. And the audience? They’re hungry for games that feel fresh, personal, and creative, something the AAA market often lacks.
At Cubix, we work with these creators every day. Many of our clients are entering the market with just an idea and a small budget. What makes them stand out isn’t money; it’s understanding how to create an indie game people will care about.
When I first worked with a team of three developers in a dusty co-working space, we had no real budget, just talent and a burning idea. We didn’t have the best art, the fastest laptops, or any marketing agency. But what we had was clarity: we knew the fun we wanted players to have. And that clarity helped us ship a game that generated $70K in its first month.
That experience stuck with me. Ever since, I’ve been obsessed with helping indie teams figure out how to develop an indie game that doesn’t rely on a massive bank account.
I’ve advised dozens of indie teams, and I’ve seen what derails great projects. If you want to avoid wasting time or money, avoid these traps:
You spend six months building a world, menus, and 20 levels, only to find out the core loop isn’t fun. Don’t do this. Build the loop first. Then test.
If you want to build a popular indie game, build with the players, not just for them. Share devlogs. Run polls. Get feedback.
Many new developers think QA testing is optional. It’s not. It’s one of the only ways to ensure your game feels polished and fair.
Trying to make an open-world platformer with crafting, co-op, and trading on your first try? Don’t. Narrow it down.
We emphasize this constantly in our workshops at Cubix: start narrow, validate often, and expand only when there’s traction.
Let me share a success story from our indie game studio, with the client’s permission.
We worked with a solo developer from Europe who had an idea for a puzzle game that revolved around music. He wasn’t a programmer, just a passionate designer with a solid concept and some sketches.
We helped him:
He spent under $18,000 and gained enough traction to raise money from a small publisher. Today, his game is on Steam and Switch. He understood how to develop an indie game on a smart budget and put his energy in the right places.
The takeaway? You don’t need it all. You just need to move fast, test early, and focus on the gameplay.
Let’s talk money.
As someone who handles growth and strategy at Cubix, I’ve been in rooms with both investors and creators. What I’m seeing now is a massive rise in investor attention on indie video game development, especially after games like Balatro card game, Stardew Valley, and Hades showed massive ROI potential.
Investors are now looking for:
If you understand how to develop an indie game and you can demonstrate early progress, there’s more capital available today than ever before, through incubators, grants, publishers, and even crowdfunded routes.
We often help our clients structure investor decks, build prototypes, and pitch to funding partners. And you’d be surprised; what matters most is clarity of the vision, not just flashy art.
Read More: Unity vs. Unreal Engine – Which is Best for Indie Developers?
Let’s assume you’ve launched. Now what?
The reality of how to create an indie game doesn’t end at launch. The next 6 months post-launch are just as important.
Some of the most popular indie games exploded months after launch due to streamers, reddit discussions, or updates that made them more appealing.
Balatro’s rise was steady, first a trickle of attention, then a spike when influencers picked it up. That’s how virality works. Be ready to capitalize when the moment comes.
Studying the indie greats is like taking free classes from the best.
Made with pixel art and simple platforming mechanics, it’s a masterclass in emotional storytelling. You don’t need complex graphics to move people.
A retro-style, loop-based card game that went viral. What worked? An addictive loop and clean presentation.
Roguelike meets fast action. This game was built with a clear style, tight mechanics, and responsive controls, not big budgets.
Arguably one of the most beloved indie games. Its graphics were minimal, but the characters and dialogue? Unforgettable.
Built by a solo developer using cheap asset packs. Yet it blew up because the gameplay loop was insanely fun.
These titles show that how to develop an indie game isn’t about spending more; it’s about delivering value through fun, narrative, or uniqueness.
Marketing can make or break your game. Here are traps that I see often.
Wrong. Marketing begins when development begins. Build in public. Share your dev journey on Twitter (now X), Reddit, and Discord.
Collect emails from Day 1. Tease your concept. Give away wallpapers or behind-the-scenes devlogs in exchange for subscriptions.
Stores are crowded. Don’t bet your game’s success on luck. Reach out to streamers and reviewers, and build real community engagement.
I’ve seen small studios skyrocket because they focused more on community than graphics. Marketing is gameplay for visibility.
Read More: Unity Vs Unreal Engine-Which Is Better for XR Development?
You can make your game look polished even if you can’t afford custom 3D art.
Polish your menus and in-game HUD with ready-made plugins from the Unity Asset Store or Godot AssetLib. A clean UI = a professional look.
We help indie teams identify and reuse visual components intelligently so the game feels handcrafted even if you’re using public assets.
A lot of games die halfway. Here’s what helps projects survive:
Use project management tools like Trello, Notion, or even pen and paper. You’re not running a corporation; you’re building a game that needs to ship.
Here is the attempt to answer a few common questions that I get from the aspirant devs.
Unity works well due to its card game frameworks and asset store tools. But Godot is a solid free option if you want lightweight performance and full control.
Yes! Balatro itself was made by a solo developer. With a focused idea and disciplined scope, you can create a polished, addictive card game on your own.
A focused, replayable card game can take 8 to 18 months. If you’re building solo, expect delays—but also the freedom to iterate and perfect the loop.
If you’re doing most of the dev and design, you could keep it under $10K. With a small team, polished art, and solid marketing, the range grows to $50K–$150K.
A compelling gameplay loop. Balatro nailed the feeling of “one more run.” Combine that with community buzz and you don’t need AAA visuals to go viral.
Every hit indie game gets people talking. And talk = sales.
To make your game worthy:
Balatro card game didn’t just win because it looked cool. It felt smart, satisfying, and endlessly replayable.
At Cubix, we’ve helped developers launch across PC, mobile, web, and game consoles. We’re not here to sell you a fantasy. We’re here to help you build your first (or next) great indie game without wasting time or money. If you’re wondering how to develop an indie game the right way, we’ll show you what works.
Whether you want to start small or already have funding and a team, we’ll work with you in phases, with fixed pricing and industry expertise.
The success of the Balatro card game proves that a creative idea executed well can take the indie world by storm, we know how to support that journey.
So if you’re serious about bringing your vision to life, and you’re ready to talk to an indie game studio that’s built its reputation on results, let’s talk.
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