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
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