Hello and Welcome, I’m your Code Monkey!
I'm off to Gamescom! My first time ever, I've heard it's absolutely huge so I'm really looking forward to it! If you're also going and you see me randomly walking around come say hi.
Did you see Challenge #11 in my Game Dev Practice Lab? It was a really fun visual challenge! Super important considering how games are very much a visual medium, so knowing how to take a scene from ugly to awesome using just lighting and post processing is super important! I loved seeing how everyone solved this challenge.

Game Dev: Co-op only games? ; Release on Steam with 1000 wishlists
Fun: Minecraft Blocks Timeline

The latest big indie hit is Big Walk! Selling over a million copies in just a few days, that's crazy. And this game has one very very unique thing, it is online co-op only! Meaning no singleplayer at all. If you have no friends you CANNOT play the game!
Given how every time there is a massive hit like this one it starts a trend that other games follow, will the next trend be online co-op only games?
Normally my advice is to be extremely careful with online-only games, because they have a brutal cold start problem. If nobody is playing, the game is dead on arrival. You don't just need one player to buy it, you need that player to convince friends to buy it too. If you are an unknown indie that can be an insanely difficult problem to solve.
But if it works, it can REALLY work! With these games you either make $0 or $100,000+ there's no in-between.
So the excellent newsletter GameDiscoverCo posed this question, will this become a trend? Online co-op only games without any singleplayer mode whatsoever?
Personally I would say it is way too risky for my taste. If the game was not a hit it would be literally unplayable, and for people without friends it is unplayable. (I'm not sure if the game has some sort of anonymous matchmaking)
Also personally I am not into multiplayer games nowadays, so if something is multiplayer only then no matter how interesting it is I will probably never play it, and there's definitely a sizeable audience like me.
Regardless, I am very interested in seeing if this does start a trend, in 6 months we will know if we suddenly see a lot of co-op only games coming out.
![]() | I have made multiplayer modes in some of my games, but I always made them optional with the primary mode being singleplayer. The cold start problem really is one of the scariest things in the world, you can make your game insanely awesome, but if there's no one playing then it's dead regardless of how good it is. |
Unity is currently running a great FLASH DEALS sale! These are timed, 24 hours only, and super deep at up to 80% OFF!
Everything from Tools, Sprites, Meshes, Prefabs, Textures, and more!
Browse everything on sale HERE!
The Publisher of the Week this time is EricWang, publisher with lots of super awesome VFX packs!
Get the FREE Game VFX - Buff Collection(URP) which is a pack with lots of really nice character VFX elements that can represent any kind of buff (or debuff) in your games.
Get it HERE and use coupon ERICWANG2026 at checkout to get it for FREE!

Nowadays if you want to make it on Steam then wishlists are key, you NEED wishlists to find success.
So what does that mean if you have a game with fewer than 1,000 wishlists? Should you launch it? Delay it? Cancel it?
This is a question posed by this developer who has two upcoming games and neither has found much traction.
To that question I would pose a different question, what is the goal with the game? What is your definition of success?
If your goal is financial success, then yes, launching with fewer than 1,000 wishlists is probably going to be a flop. Although at the same time delaying will likely not save the game either (assuming the developer has already attempted some marketing and all attempts failed)
But if this is your first game, which is usually the case in these sorts of questions, then your goal should be learning and not money. Your first game likely won't make any money, AND THAT'S OKAY! My first game made me about $0.10! Your first game, or first few games, are all about learning and if the goal is learning then absolutely a launch is always a good thing because you will learn so much.
Launch with what you have. Do your best. Learn what went right, what went wrong, how your Steam page performed, how players reacted, how reviews worked, what marketing did or did not help, and then apply those lessons to the next game.
That knowledge is extremely valuable. You cannot fully learn how to release a game by just reading advice forever. At some point you need to actually ship, see reality, and improve.
So if the goal is learning, the number of wishlists does not matter, you will learn no matter what. And if the goal is money, then if you're in this situation then something already went wrong. Finding success nowadays starts BEFORE you write a single line of code, it all starts with the idea. If you have a good marketable idea then 1000 wishlists should be easily attainable, if it's not then keep trying new ideas until you find something that hits.
![]() | I have mentioned many times before how it is crucial that you know what are you goals. You need to know what your objective is so you can aim properly, without it you're just flying blind. And in general every launch will give you more knowledge, so make (and launch) more games! |

Minecraft has been around for ages! First launched in 2009, that was 17 years ago!
There's been so many updates in all those years, each update adding so many things in the game to the point that the game now is unrecognizable to what it was back when it first launched.
This website has a really awesome timeline of all the blocks added from the very beginning until right now starting off we just 26 blocks and ending up with over 1,000!
![]() | I love timelines like this because they really put into perspective just how big this game is, how long it has been around and how much effort has been put into it over the years. I would love to see a similar one to a lot of other long-lived games like Terraria, GTA V, Project Zomboid, and others. |

Everyone Rushing to Make Games Is Making the Same Mistake
https://www.youtube.com/watch?v=tGPUFVgvJ1k
Awesome video explaining how an "overnight" success really only happens after a 10 year journey
What Malware looks like in 2026
https://www.youtube.com/watch?v=lX4JO4Z30wo
Very interesting video on what Malware is like nowadays, be careful what you download!
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
Highlights this week include:
And four AI related posts from my colleagues:
Read more of this story at Slashdot.
Anthropic released its AI-Native SDLC Playbook yesterday. It took me about 40 minutes to read through, and it addresses a question many engineering teams are starting to face:
If AI can write code faster than ever, why does it still take so long to deliver software?

The answer sits everywhere around the code: requirements, design, code reviews, security checks, testing, approvals, and production support.
Here’s a shorter read on how Anthropic suggests solving it.
Traditional software development processes were designed for a world where writing code was often the longest part of the journey.
But AI has changed that.
A feature that might have taken days to build can now be created in hours.
And then it waits.
It waits for code review. It waits for security review. It waits for testing. It waits for someone to approve deployment.
The code got faster. The overall process didn’t.
To improve delivery, AI needs to be part of the entire software development lifecycle, not just the coding.
Instead of spending days translating conversations into requirements, AI helps capture the original problem in a simple document called intent.md.
It answers basic questions:
A human reviews and approves the intent before the work moves forward.
Once the intent is approved, AI turns it into a more detailed specification called spec.md.
This is where requirements, architecture, user experience, security, and compliance can be considered together.
Instead of discovering a policy issue weeks later during a review, the system applies those requirements while the specification is being created.
Before implementation begins, AI creates a plan.md outlining:
An engineer reviews the plan first.
Once approved, AI can build the feature, and engineers can coordinate multiple workstreams when appropriate.
The benefit is not just speed. It’s keeping the implementation connected to the original requirements.
AI should not just generate code and hand it over.
It should run tests, check the build, inspect relevant behavior, and fix problems before the change reaches an engineer.
That feedback loop helps prevent a common problem: faster code generation creating even more manual review work.
If AI cannot check its own output, the engineering team becomes the bottleneck again.
As AI produces more code, pull requests pile up faster.
That puts pressure on code reviews, security reviews, and compliance checks.
The playbook recommends using AI to review changes against established policies, identify potential issues, and address routine feedback.
Humans still make the important decisions:
Production access, release approvals, and security controls remain in place.
The difference is that engineers spend less time on repetitive checks and more time on judgment.
The lifecycle doesn’t end when code reaches production.
AI can monitor systems, investigate anomalies, and document potential problems.
If something goes wrong, it can create a new intent.md describing the issue and feed it back into the same planning, design, development, testing, and review process.
The result is a continuous loop instead of a series of disconnected handoffs.
Using AI to write code is only one part of the opportunity.
The bigger shift is applying AI across the full delivery process while keeping human oversight, security, and accountability intact.
If coding takes hours but delivery still takes weeks, the question is no longer whether AI can write better code.
It’s whether your development process has caught up.
Read Anthropic’s full AI-Native SDLC Playbook here.