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Grow Your Game Dev Success Gradually
06 November 2025

Grow Your Game Dev Success Gradually

A Game Dev Podcast With Jonas Tyroller

About

This is a conversation with Stephen Huang from @isto_inc. They made games such as "Get to Work" and "Atrio: The Dark Wild", each game more successful than the last. Sptephen tells his story and shares his best advice on how to grow your game dev success long term.




Links to my Guests


➤ On YouTube: @isto_inc


➤ Get to Work on Steam: https://store.steampowered.com/app/2706170/Get_To_Work/


➤ Atrio: The Dark Wild on Steam: https://store.steampowered.com/app/1125390/Atrio_The_Dark_Wild/




Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):


➤ https://tyrollerjonas.podbean.com/




0:00 - Intro


0:52 - From Microsoft to making the first game


2:49 - Disjoint’s gameplay


4:28 - Paid mobile launch flop


6:25 - $30k total; hard lessons and humility


10:45 - Starting Isto Inc; choosing automation-survival (Atrio)


13:50 - Why picking a good idea is so hard


15:29 - Atrio architecture (Zenject)


17:58 - COVID, starting the YouTube


19:56 - Early Access launch


21:54 - A lucky break: Atrioc and the Xbox exclusive deal


23:58 - 1.0 goes a bit better


25:04 - Atrio postmortem: hook too abstract


26:06 - Art/style didn’t signal the automation audience


27:32 - "We didn’t validate early" (and why that hurt)


30:06 - Learnings for next time


34:36 - From Atrio to Get To Work; the key‑remapping fiasco


36:42 - Building Isto Core: reusable systems


40:35 - Pitching Atrioc: data, strategy, and a rage game idea


44:49 - How they got Atrioc to care (Reddit bits, rapport)


46:43 - Standing out in easy‑to‑make genres


49:44 - Get To Work explained: a flowy rage platformer


54:32 - Story focus and landing CDawgVA


01:02:06 - Skipping Next Fest for streamer momentum


01:05:55 - Wishlists via YouTube and what streamers value


01:12:00 - Launch plan: hold Atrioc; run a speedrun contest


01:14:36 - Designing the Hat sequence for streams


01:18:37 - Many paths to success; regional surprises (KR/China)


01:21:11 - 3‑part postmortem framework


01:25:57 - YouTube vs Steam


01:27:16 - Engineering the speedrun comp—and the viral video


01:32:33 - YouTube as insurance; leveraging big videos for sales


01:35:55 - Build your channel vs courting creators


01:47:08 - Short‑form vs long‑form videos


01:48:34 - The “Idea Gap”: from “cool” to “I must play this”


01:50:52 - Pivoting the next game; streamers as partners


01:54:25 - The four most streamable genres


01:58:58 - Next up: online co‑op multiplayer


02:01:17 - Think long‑term; add one big skill per game


02:05:28 - Closing




My game "Thronefall":


➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/


➤ Discord: https://discord.gg/gVYctptyg8


➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview




My game "Will You Snail":


➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/


➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK




For the game developers among you:


➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ