Working title Β· In design
2027
MyFirstGame
More ideas than time.
You have 2027 to create and publish your first video game. Decide how to move forward while managing project progress, morale, money, and every day on the calendar.
You are not only managing a video game's progress. You are building the story of how you tried to publish it.
Nature is calling.
Your game can wait. The calendar will not.
I take the break I need
Morale +8 Β· Time -2
One more line of codeβ¦
Progress +10 Β· Morale -12
One run, one story
Every card forces a choice.
Decisions can be technical, personal, family-related, professional, or financial. Some consequences appear immediately; others are stored and return after you had stopped thinking about them.
Concept demo
03 JAN 2027
Real life
Nature is calling.
You have spent two hours trying to finish a system. You could stop for a moment or take advantage of the fact that it finally seems to work.
An impossible balance
Four resources. One year.
Moving the game forward is essential, but no number exists in isolation. Every decision can solve one problem and create the next.
Progress
Everything that brings you closer to a finished game. Reaching 100% will be difficult if you sacrifice what you need to keep working.
Morale
Your energy to keep making decisions. The project matters, but it does not exist separately from the person trying to finish it.
Money
It pays for tools, commissions, and daily life. Spending it may unlock solutions; holding onto it also comes at a cost.
Time
The only resource that never comes back. The run starts on 1 January 2027 and you must finish before entering 2028.
Outside the editor
The game does not only happen inside the game.
You play as a solo developer, not a progress bar. The project competes with everything that was already part of your life.
01
Family
There are conversations, commitments, and people who should not become collateral damage in your calendar.
02
Work
Bills do not understand vocation. A job can provide stability and take away the hours you need.
03
Leisure
Rest looks like wasted time until you discover the cost of trying to create without ever switching off.
04
Collaborators
Asking for help opens possibilities, but it also introduces expectations, dependencies, and shared decisions.
Delayed consequences
Some cards refuse to disappear.
Quests can be linear, branch according to your answers, or remain open for weeks. A seemingly small decision can change which cards arrive later.
First card
A collaborator wants to talk
You can hear their proposal, postpone the conversation, or keep working alone. The card is discarded; the story is not.
Consequence
They now expect an answer
Your decision changes resources, stores context, and opens a route that did not exist at the start of the run.
Later
The decision returns
Days later, a new card remembers what you did and forces you to live with it.
Every run counts
Playing again does not mean playing the same run.
There will be no metaprogression that makes later runs artificially easy. What changes is what you know and the story you manage to build.
- 01
No repeated cards within a run
Each run moves forward with new decisions instead of repeating the same situation over and over.
- 02
Persistent discoveries
The game keeps track of the cards and routes you have found so you can understand how much remains undiscovered.
- 03
Achievements and history
Your results remain as a record of previous attempts, not as an advantage that solves the next one.
Honest status
What exists today.
The core systems, run flow, and card model are being defined. This page shows the project's direction, not a locked promise of its final form.
Current phase
Systems design and early prototyping
- ΓMyFirstGame is a working title.
- ΓThere is no public demo or wishlist yet.
- ΓNo release date, price, or platforms are confirmed.
Fact sheet
- Genre
- Narrative management and card-based decisions
- Mode
- Single player
- Engine
- Godot 4
- Language
- GDScript
- Renderer
- Compatibility
- In-game calendar
- 1 January 2027 β before 2028
- Platforms being explored
- Web, Steam, iOS, and Android
- Status
- Design and initial prototype
Development diary
Building my first game from start to finish.
This is where I will collect design decisions, mistakes, scope changes, and the real lessons from trying to publish it.

23 Aug 2026
Are We Teaching the Industry to Make Worse Games?
How to Fish surpasses 250,000 players while the success of friend slop and a boring Clicker Hacker prototype force me to reconsider which games we are rewarding.
Read moreYour next decision
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