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Cory Darby returns to talk game dev success after releasing A Game About Feeding A Black Hole. We discuss how the game was so successful on steam. The marketing strategies he used to achieve it and what's next in his indie game development journey. Explode your indie game dev dreams with Corey Darby's A Game About Feeding a Black Hole smashing 110K Steam copies and $440K+ gross revenue in under a month via short 800-hour dev cycle and killer NextFest demo. Unpack 3-for-3 success secrets: scrap 12 mechanics, A/B test ruthlessly, prioritize outcome over artist identity, and collab with moldable devs for Click and Conquer-style incremental wins. Master long tail sales projections (3x first week to $500K-$1M year 1), post-launch updates slashing refunds 2-4%, and roguelite modes boosting playtime in casual incremental genres. Nail wishlist marketing (5K-50K thresholds), 30-min demo pacing for 80% retention, simple creator emails converting 100+ YouTubers/Twitch streamers without embargoes. Get playbook for sustainable Steam launches: shelf low-wishlisters, push Popular Upcoming, build empires with 3x ROI runway, and pivot to friend-slop/rogue-deckbuilders post-incremental dominance. 0:00 Intro & Massive Success Update 4:35 Launch Numbers & Expectations 9:20 Sales Long Tail & Projections 14:05 Post-Launch Content & Refunds 18:50 Why 3-for-3 Success? 23:40 Identity vs Outcome Mindset 28:25 People Over Ideas Playbook 33:10 Lazy Path & Steam Strategy 37:55 Incremental Genre Pros & Cons 42:40 Replayability & Future Modes 47:25 Wishlists – How Many Matter? 52:10 Pushing Back Release Date 56:55 Demo Design & Pacing Choices 1:01:40 Skill Tree Tool & Emails 1:06:25 Viewer Questions Roundup 1:11:10 What Drives Me Now? 1:15:55 Proudest Moments & Future Dreams 1:20:40 Final Thoughts & Outro #Gamedev #IndieGamedev #CoryDarby #BlackHoleGame #FeedTheBlackHole #IndieLaunch #SteamRelease #Roguelike #IndieReturn #Devlog #Postmortem #ScopeCreep #GodotEngine #IndieSuccess #GameRelease #DevDreamPodcast