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    <description>The latest articles on DEV Community by FMF Games (@fmf_games_6adf99be39dc185).</description>
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      <title>Git push, go make coffee, build is done</title>
      <dc:creator>FMF Games</dc:creator>
      <pubDate>Wed, 08 Apr 2026 17:43:11 +0000</pubDate>
      <link>https://dev.to/fmf_games_6adf99be39dc185/git-push-go-make-coffee-build-is-done-3oi0</link>
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      <description>&lt;p&gt;Players want to play games today, not tomorrow.&lt;/p&gt;

&lt;p&gt;  Obviously us devs want to provide builds to players as soon as possible. The later we are in delivering builds or updates, the higher the risk of losing (potential) players. There's a huge checklist when you are about to deploy a game build, some things might just get missed!&lt;/p&gt;

&lt;p&gt;  Solution? Automate some/most of the steps, by setting up a CI/CD pipeline that eases your checklist tasks to a few, making sure you don't forget key tasks, and don't tire yourself repeating the same things.&lt;/p&gt;

&lt;p&gt;  Challenges when you're a broke indie dev?&lt;/p&gt;

&lt;p&gt;    I ain't broke. Not yet at least 😅. But if I am pushing only a few updates a month, it doesn't make sense to pay for things like Unity's Cloud Build, GitHub Actions, or other alternatives. Plus, Unity's license ToS is something to worry about. I don't want to get my account or organization banned. Especially after the install fees debacle, can't trust they won't pursue for using a personal license on a Github Action runner or a Gitlab runner.&lt;/p&gt;

&lt;p&gt;Read my approach for solving the issue &lt;a href="https://fmfgames.com/blog/git-push-build-done" rel="noopener noreferrer"&gt;here&lt;/a&gt;.&lt;/p&gt;

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