How One Ex-Ubisoft Dev Built a Strange City-Builder That Now Funds His Career
Leaving a stable role at a major studio like Ubisoft to make a small, experimental game sounds risky on paper. Yet that is exactly what one former Assassin’s Creed developer did, and his unusual city-building strategy title has grown into a quiet success that now finances his entire independent career. This article explores how that happened, what makes the game so unusual, and what lessons it offers for aspiring indie creators and strategy fans alike.
From Blockbuster Franchises to One-Person Experiments
Working on big-name franchises such as Assassin’s Creed or other AAA series usually means large teams, multi-year schedules, and globally recognized brands. Major publishers like Ubisoft operate studios across multiple countries, often employing thousands of developers on several concurrent projects, from flagship open-world games to experimental spin-offs.1
For many developers, that environment offers:
- Stable income and benefits
- Access to cutting-edge tools and technology
- Mentorship from experienced designers and engineers
- The opportunity to work on games played by millions
But it also comes with constraints. Creative decisions pass through layers of producers, brand guardians, and marketing teams. Risky ideas are often trimmed or reworked to fit established formulas. It is easy for a single developer to feel like a small part of a vast machine.
Against that backdrop, the choice to leave and create a solo project is both bold and understandable: it trades security and scale for autonomy and personal expression.
Why Walk Away From AAA Security?
The developer at the center of this story had a resume packed with high-profile credits. Yet, like many creatives working in large organizations, he reached a point where he wanted to take full control of his ideas, even if that meant shrinking the scope dramatically. This desire aligns with a broader trend: more developers are leaving major studios to create smaller games that reflect their individual tastes and philosophies.2
Several motivations typically drive such a decision:
- Creative freedom: Designing systems, art, and narrative without corporate oversight.
- Personal pacing: Choosing project timelines instead of racing to meet large-scale milestones.
- Ownership: Retaining rights to the game and sharing directly in its financial success.
- Experimentation: Exploring niche ideas that would never pass a AAA greenlight process.
The city-builder he went on to create embodies all of those motivations: it is visually distinctive, mechanically odd, and structurally unlike the traditional city-building games that dominate the genre.
A City-Builder That Refuses to Behave Normally
Most city-builders follow a recognizable template: a grid of roads, resource extraction, houses, workplaces, and a steady spiral of growth. You balance budgets, utilities, traffic, and citizen happiness. Success often means creating a vast, efficient metropolis that runs like a machine.
The game at the heart of this story intentionally subverts that pattern. Instead of mere urban planning, it blends:
- Survival elements – You are not just building; you are trying to keep a fragile community alive.
- Puzzle-like constraints – Tiles or structures interact in specific ways, forcing you to think ahead.
- Abstract, dreamlike aesthetics – The world looks more like a surreal painting than a realistic town.
The result is a strange, meditative experience. It still scratches the strategy itch of optimization and planning, but it does so in compact runs rather than sprawling, dozens-of-hours save files. The focus is less on endless expansion and more on navigating tight constraints with elegance.
Key Differences From Traditional City-Builders
| Feature | Typical City-Builder | This Weird City-Builder |
|---|---|---|
| Session length | Long, multi-hour cities | Shorter, run-based sessions |
| Visual style | Realistic or semi-realistic cities | Stylized, abstract, almost dreamlike |
| Core loop | Growth, zoning, infrastructure | Survival, optimization, tile puzzles |
| Failure state | Often avoidable; cities can be rescued | Failure is common and expected |
| Narrative flavor | Light narrative or city history | Implied lore and symbolic storytelling |
This design places the game in a niche between pure city-builder, board-game-like puzzle, and minimalist survival sim. That hybrid identity would be hard to justify in a AAA pitch, but as a self-funded indie experiment, it becomes a central strength.
How a Quiet Hit Emerged From a Tiny Team
Despite being unconventional and made by a very small team, the game has earned a strikingly high share of positive reviews on PC storefronts and has sold tens of thousands of copies. For a one-person (or micro-team) project, these numbers are transformative. They do not rival blockbuster franchises, but they do not need to. A modest audience is enough when production costs and ongoing expenses are low.
This outcome fits a pattern familiar on platforms like Steam: small games with distinct identities can achieve strong, sustainable sales in very specific niches if they align with players’ tastes and expectations.3 In this case, three factors stand out:
- Strong first impression: The art and structure are immediately recognizable in screenshots and trailers, which matters in crowded storefronts.
- Clear promise: The game sells a concise idea: a strange, thoughtful city-builder with survival and puzzle sensibilities.
- Replayable core: Randomization and tight constraints encourage repeated runs, helping sustain engagement and word of mouth.
Over time, positive user reviews become a compounding asset. Potential buyers see high ratings and detailed player comments that reinforce the game’s niche appeal, fostering further sales without massive marketing spend.
Making a Living From One Offbeat Game
What makes this story particularly striking is not just that the game released and found an audience, but that it effectively funds the developer’s ongoing independent work. Revenue from a single successful title can support living expenses, future prototypes, and new projects, especially when the developer’s costs are modest.
Industry data from organizations such as the International Game Developers Association (IGDA) and the Game Developers Conference (GDC) survey consistently show that many indie projects never recoup their development costs. Only a minority achieve significant commercial success.2 That makes this case a useful reference point for how a small, well-focused project can defy the odds.
Some ingredients that contributed to sustainability include:
- Scope discipline: The game is compact. It focuses on a core mechanic instead of sprawling content demands.
- Long-tail sales: Even after launch, slow but steady sales continue as more players discover the game.
- Platform fit: PC storefronts, in particular, reward replayable, system-driven strategy games.
- Ongoing visibility: Updates, community interaction, and occasional discount periods keep the title in circulation.
By treating the game not as a one-off gamble but as an evolving product, the developer created a stable foundation to explore new ideas without immediately returning to corporate employment.
Design Lessons From a Strange City-Builder
Beyond its commercial story, the game offers several design lessons that aspiring developers and strategy fans may find valuable.
1. Start With a Strong, Narrow Concept
Instead of trying to simulate an entire city, the game identifies a narrow set of questions: How do you keep a small, vulnerable community alive under strict constraints? Which interactions between buildings can produce interesting trade-offs?
By narrowing the design problem, the developer could iterate more quickly and explore depth within a focused space. This approach aligns with common advice from experienced designers: a game with one or two excellent, well-explored ideas tends to stand out more than a game that does many things superficially.
2. Embrace Interesting Friction, Not Just Efficiency
Traditional city-builders often push players toward maximizing efficiency and eliminating friction. Here, friction is the point. Building placement, resource scarcity, and risk of collapse create a kind of strategic puzzle where the fun emerges from tough decisions rather than smooth growth.
This echoes a broader principle in game design: meaningful constraints and trade-offs create engagement. The challenge is balancing those constraints so that failure feels instructive and fair, not arbitrary.
3. Use Visual Style as a Mechanical Signal
The game’s surreal visuals are not only an aesthetic choice; they also help communicate mechanical relationships. Distinct silhouettes, color palettes, and animation cues highlight important information about tile types and states. Good user interface (UI) and user experience (UX) design are critical in strategy titles, where players must track many variables at once.4
By designing the art around clarity and mood simultaneously, the developer turned a small art budget into a major strength.
The Indie Developer’s Balancing Act
While this story has a positive outcome, it also illustrates the precarious nature of indie development. Leaving a major studio typically means giving up steady income and institutional support. The risks include:
- Uncertain revenue and cash flow
- Limited marketing reach
- High personal workload, from coding to community management
- The emotional pressure of tying one’s livelihood to a single project
On the other hand, the rewards can be significant:
- Full creative control over the game’s direction
- Flexible working conditions and hours
- Direct relationship with players and community
- Ownership of intellectual property and long-term revenue
Many developers navigate a hybrid path, sometimes working on contract or part-time jobs while building personal projects. Others, like the subject of this article, manage to transition into fully independent work supported by their games’ ongoing sales.
What This Means for Strategy Game Fans
For players who enjoy city-builders and strategy titles, the success of this weird city-builder is good news. It signals that:
- There is room in the market for small, experimental takes on familiar genres.
- Buying and recommending niche games can have a tangible impact on developers’ livelihoods.
- We can expect more hybrids that blend genres like survival, puzzles, and city-building in creative ways.
As large publishers continue to focus on big-budget franchises, indie developers are increasingly responsible for innovation at the edges of genres. Supporting these projects helps ensure a diverse ecosystem of strategy games, from sprawling historical simulations to tiny, poetic city-builders.
Tips for Aspiring Indie Strategy Developers
Drawing on the lessons of this particular game and broader industry insights, here are practical guidelines for anyone considering a similar path.
Clarify Your Vision and Constraints
Before diving into development, define:
- Your core mechanic or idea in one or two sentences.
- How your game differs from existing titles in your genre.
- The maximum scope you can realistically build with your available time and resources.
This upfront clarity helps prevent the project from ballooning beyond what a small team (or solo developer) can finish.
Prototype Fast and Iterate
Build a playable prototype of your core loop as quickly as possible. This lets you test whether the idea is actually fun and whether players respond to it the way you expect. Many successful indie titles go through multiple iterations before settling on the final structure.
Leverage Community Feedback Early
Public betas, demo builds, and community discussions can reveal blind spots in difficulty, clarity, and pacing. Strategy games, in particular, benefit from wide testing, because different players discover different exploits and edge cases. Early feedback can guide smart adjustments before launch.
Plan for the Long Tail
Assuming your game will continue selling slowly over time can influence your design and support plans. Lightweight updates, new modes, or small content additions can re-energize interest without requiring full-scale expansions. This long-tail mindset aligns with how digital storefronts operate: discoverability can spike months or years after launch due to recommendations, sales, or coverage.
Frequently Asked Questions
Do you need AAA experience to make a successful indie game?
No. While AAA experience can help with production discipline and technical skills, many successful indie developers come from hobbyist or non-game backgrounds. What matters most is a strong, focused concept and the ability to finish and polish a project.
How big does the audience need to be for an indie game to be sustainable?
It depends on scope and budget. A small game made by one person with low costs can be sustainable with tens of thousands of sales, especially if it continues selling over time. Larger teams with higher expenses need proportionally larger audiences.
Are strange, experimental games riskier than conventional ones?
They are risky in a different way. Experimental games may appeal to smaller audiences but can stand out more easily in crowded marketplaces. Conventional designs may have broader potential appeal but face intense competition. The best choice depends on your goals and resources.
Can city-builders work well in short, replayable formats?
Yes. While many classic city-builders focus on long-term growth, there is a growing space for compact, run-based interpretations. By emphasizing survival, puzzles, or challenge modes, designers can create satisfying sessions that last minutes instead of hours.
What role do player reviews play in an indie game’s success?
Player reviews are crucial. High ratings and detailed feedback help potential buyers evaluate whether a game fits their tastes. On platforms like Steam, positive review ratios can also influence algorithms that surface games to new audiences.
Why This Story Matters
The story of a former Assassin’s Creed developer building a strange city-builder that now funds his career is more than a curiosity. It illustrates how the modern game industry accommodates both massive, globally coordinated blockbusters and tiny, personal experiments. It shows that small, unconventional projects can carve out sustainable niches and demonstrate that creative risk is not just possible but sometimes rewarded.
For players, it means more variety. For developers, it offers a case study in how focus, distinctive design, and long-tail thinking can turn a weird idea into a viable livelihood.
References
- Ubisoft — Our Locations — Ubisoft Entertainment. 2024-02-01. https://www.ubisoft.com/en-us/company/careers/locations
- Game Developer Salary and Satisfaction Survey — International Game Developers Association (IGDA). 2021-08-01. https://igda.org/resources-archive/game-developer-satisfaction-survey-2021/
- 2024 PC Game Developer Market Report — Valve Corporation (Steam data presentation, Game Developers Conference). 2024-03-20. https://partner.steamgames.com/doc/store/steamworks_gdc24
- Game User Experience: The Role of UX in Game Development — Ubisoft Montreal. 2020-09-15. https://montreal.ubisoft.com/en/game-user-experience-the-role-of-ux-in-game-development/

