DEV Community

Cover image for Does Sharing Devlogs Put Your Game Ideas at Risk?
MT Indie Dev for The Startup Café

Posted on

Does Sharing Devlogs Put Your Game Ideas at Risk?

As a solo game developer, I enjoy sharing what I’m building. There is something satisfying about showing a scene coming together, explaining a problem I solved, or letting someone see how much a project has changed.

But lately, I’ve been asking myself a question: how much should I share before the game is released?

Devlogs invite people into the development process. They give a project a chance to find an audience while it is still taking shape. Yet that openness also means showing ideas that someone else could potentially use before you have finished building them yourself.

That possibility makes me hesitate.

When showing progress means revealing the idea

Sharing lighting improvements or a new environment feels relatively comfortable. Explaining a particular puzzle, a story connection, or an unusual mechanic feels different.

For a mystery game especially, those details can be a large part of what makes the experience worth playing. Showing how something works might reveal both the idea behind it and the surprise intended for the player.

Then there is the thought that someone with more time, money, or experience could see an idea, build their own version, and release it first. I cannot say how likely that is. But when you are developing alone and every feature takes considerable effort, it is difficult to dismiss the concern entirely.

“Ideas are nothing without execution”

This is a common response to the fear of having an idea copied, and I understand the reasoning. A concept still needs design, writing, programming, art, sound, testing, and all the decisions that turn it into a finished game.

Still, that answer does not completely settle the question for me.

Execution matters, but so does the thought that went into finding an interesting premise or designing a puzzle. A developer can spend a long time working out how separate details connect. Being told that the idea has little value until it is finished can feel dismissive of that work.

I would rather ask where the practical boundary should be. What can we share openly, and what benefits from staying private until players can experience it themselves?

There is a cost to keeping quiet, too

Waiting until release would let me develop without constantly deciding what is safe to show. It would also mean giving up opportunities to receive feedback, meet other developers, and introduce people to the game.

I enjoy those parts of sharing my progress. I don’t want every post to become an exercise in worrying about who might be watching.

At the same time, I don’t think documenting development has to mean revealing every important discovery. Perhaps a devlog can show the atmosphere, the work, and the challenges while leaving the central story and the most distinctive puzzles unexplained.

That sounds reasonable in principle. Deciding what that looks like for each post is harder.

Where do you draw the line?

I’m still working out how much of my own development process I want to share. I want people to become interested in what I’m creating, while preserving the details I’ve spent so much time imagining.

So I’d like to hear from other developers:

  • Have you ever worried that sharing a devlog could lead to someone copying your ideas?
  • Have you experienced it, or has sharing mostly brought useful feedback and support?
  • Which parts of your game do you deliberately keep private?
  • Would you share progress throughout development, or wait until the game is closer to release?

How do you decide when sharing an idea helps your game, and when you would rather keep it to yourself?**

Top comments (0)