Hello and Welcome, I’m your Code Monkey!
Lots of stuff happening this week! Here's some quick news:
My Demo: It's doing very well! Median Play time is 27 minutes which is quite a lot! I'm glad people enjoy the game! Now I just wait for Steam to review the build to hopefully launch on the 12th and finish the How to Publish your Game on Steam course.
Unity Game Jam: It is live right now and running until the end of this week Nov 14, are you joining? Theme is Lucky Number! I'm curious to see how many AI submissions they will have.
Steam Awards: Are kicking off on November 23! If you think your game has a shot at one of the awards then use this as a nice marketing beat.
Unity Buyout? There are reports that Unity is supposedly in talks to be aquired by private equity. The future of Unity with 7 is looking insanely bright, I really hope we're not about to experience Runtime Fee 2.0
The Elder Scrolls 6: Sentinel! We have a name! Wohoo! It's crazy how this game was announced with just a quick teaser in 2018!
Game Dev
Where is the line between AI-clone and inspired-by?

Imagine receiving an email saying someone has recreated your game using AI... and asking whether you’re okay with them releasing it, that's weirdly unexpected.
That happened to Mark Brown from Game Maker’s Toolkit. Two developers made a game (using AI) closely following his game Word Play, they built upon it by adding extra features, and asked him if he was okay with that. His video about the situation raises a fascinating question: where exactly is the line between inspiration and cloning?
Mark acknowledges that his own game was inspired by Balatro and several other games. And those games like Balatro were inspired by other games like Luck be a Landlord, Slay the Spire and more. That's how any type of media is made, it is inspired by or built upon what came before. But combining different influences into something new feels different from closely recreating one particular game and adding things on top. Where exactly is the line between something that is just "inspired-by" and something that is a "clone"?
Personally, I don’t think there is one simple answer. How different is different enough? Does adding features automatically make it your own? How many features do you need to add before it is something new? The topic of game cloning has existed since forever (especially on mobile) but the speed that AI can copy makes these questions even more important.
With all this AI-cloning conversation, indie devs like yourself need to ask a practical question: what should YOU do to protect your game? Should you just hide your game, don't do any marketing, and shadow drop it on release?
Chris Zukowski examined the needle-in-a-haystack cloning saga , and his advice is to keep marketing, not hide everything until release.
I very much agree with this for one simple reason. For most indie devs the biggest danger is NOT cloning, it is obscurity.
Showing your game creates a risk that somebody might copy it. But keeping everything secret means missing opportunities to attract players, collect wishlists, and build an audience. People can’t buy something they don’t even know exists!
So out of those two scenarios, risking getting cloned or risking obscurity, I still feel the latter is the worse option, so yes I recommend you keep marketing your games. The only practical change would be just be ready to launch your game quickly if you get viral success. So plan for the usual 3-6 month marketing cycle, but be ready to publish in 1-2 months if you get lucky and your game goes insanely viral.
![]() | I recently announced my game Cards: Tidy Up! and actually one of the comments was calling the game a clone which confused me. I've never seen a tidy up game using playing cards so I don't know what he thought I was cloning. It turns out for that person "genre" == "clone" so since I was making a game in an established genre apparently that's a clone. This just goes to show how the line is where you want it to be and how it differs from person to person. |
Sponsored
Your game works on YOUR machine… but what about your players?

You test your game, everything works perfectly, and you publish it. Then a player tells you “the game crashed”… with absolutely no information about what happened. How are you supposed to fix that?
That's where Sentry comes in!
Sentry helps you track errors and crashes in your Unity games, so you can investigate what went wrong on your players’ machines, without even requiring the player to tell you something went wrong! You get stack traces to help identify the code involved, plus breadcrumbs like logs and scene changes to understand what happened before the error.
So instead of trying to guess what the player was doing, you have useful information to start debugging!
My recent video is all about this topic, how bugs in your games can cost you TENS OF THOUSANDS of dollars, so having good debugging tools (especially ones that don’t require the player to send you logs) are insanely valuable. Check out that video for more detail.
Spend less time guessing what broke and more time making your game AWESOME!
BONUS: Sentry is actually completely FREE for Solo Devs! That’s awesome! And if you work as part of a Team they have a FREE trial, so there’s no reason not to try it!
Tech
AI is forcing us to pay off 40 years of technical debt

More and more code is being written by AI these days, and from that the obvious worry is that we’ll end up with mountains of code nobody properly checked which will likely have tons of vulnerabilities. But there is another side to this: AI is helping expose vulnerabilities in software that have existed for YEARS!
Recently there was PHP2Shell. AI-assisted researchers demonstrated serious vulnerabilities in PHP, including attacks against WordPress installations (which is running on a massive amount of websites). Technically an earlier audit had already uncovered part of the problem, but nobody had demonstrated a working attack at the time because it was too difficult to do manually, but that changed with AI.
Then this week there was SSHole, whose discoverer says AI agents helped uncover a decade-old login bypass affecting particular Linux configurations.
Even MS Paint has recently disclosed a remote-code-execution vulnerability, on this one they didn't specifically mention AI helped them discover it but I assume it helped.
And OpenAI reports that its research pipeline produced 948 working Linux privilege-escalation exploits!
This whole thing is both fascinating and scary. AI can produce sloppy code, but it can also help uncover the problems already sitting inside human-written software. Perhaps we are finally being forced to confront decades of technical debt.
On the other hand, all of these vulnerabilities being found and fixed might actually lead to a future with more robust software. So AI is simultaneously helping write sloppy code, and helping audit and fix sloppy code (whether it was human slop or AI slop)
![]() | I find it quite interesting to see this happening considering how one year ago the talk was "AI code will have tons of vulnerabilities!" and now AI is helping uncover bugs that have existed in human-made software. It goes to show how fast this field is moving! |
Affiliate
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Fun
Can you sketch the suspect?

Here is a really fun game! You get clues and it’s up to you to draw the suspect!
It’s a really silly awesome idea that actually works pretty well.
![]() | I suck at drawing but I still had a good time! Fun game idea! Could this be a Steam game? |

I learned level design in a month to prove you wrong
https://www.youtube.com/watch?v=SmA0cV9_vco
Have you noticed how game levels are much bigger than real life? That's intentional!
Mechanics Don't Sell Games
https://www.youtube.com/watch?v=Vr9QykwHC4k
You sell the vision and vibe of your game, not the mechanics
Get Rewards by Sending the Game Dev Report to a friend!
(please don’t try to cheat the system with temp emails, it won’t work, just makes it annoying for me to validate)

Thanks for reading!
Code Monkey














