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jumperabg | 1 year ago
Does this scale and when the business requires more coding and technical debt comes how do they manage it?
jumperabg | 1 year ago
Does this scale and when the business requires more coding and technical debt comes how do they manage it?
laborcontract|1 year ago
Stardew Valley sold over 30m copies on a solo dev's work. I think you'd be surprised
I'm building my own product right now and never have I wished I had more technical help. It's all the other junk like sales, marketing, distribution, that makes the business so hard. Marketing and sales, in isolation, I've had success with in prior jobs. I'm a fairly productive solo developer.
However, being able to context switch and do both dev and marketing? Now that's hard. I have beyond massive respect for anyone that's even attempted it, let alone been successful doing it.
jezzamon|1 year ago
lelandfe|1 year ago
Barone is still a beast, just making sure the "one guy did the whole thing" thing has some nuance.
RenThraysk|1 year ago
grog454|1 year ago
My game Nebulous was 1.5 devs (one full time one part time) and multiple millions of MAU. 9.5 years later it's still going well.
> when the business requires more coding and technical debt comes how do they manage it
Delete bad code. Replace with good code. Sounds simple enough but in my experience at mega and mid corps, step 1 is almost never done. Whether that's because of ego or chasing local optima I'm not sure - probably a mix of both.
cbm-vic-20|1 year ago
noprocrasted|1 year ago
Your points are valid but there's also the issue that the more developers you have the more communication overhead there is, which makes large changes to the codebase hard/impossible.
With a handful of devs you can jump on a call, brainstorm for an hour or two and come to a mutual agreement, then one can submit a several-thousand-line PR refactoring the whole thing and nobody would bat an eye.
This kind of coordination is impossible in larger teams, if anything just because everyone is busy and can't afford to spend a couple hours brainstorming + subsequently get acquainted with the new code, but also because the more people the more opinions and mismatched incentives (bad or overly complex code might imply busywork which some people thrive on, so refactoring it to no longer require said busywork is a downside in their eyes).
dowager_dan99|1 year ago
Consultant32452|1 year ago
moritonal|1 year ago
open592|1 year ago
https://highscalability.com/plentyoffish-architecture/
"POF has one single employee: the founder and CEO Markus Frind. Makes up to $10 million a year on Google ads working only two hours a day. 30+ Million Hits a Day"
TheJoeMan|1 year ago
imachine1980_|1 year ago
insane_dreamer|1 year ago
vanviegen|1 year ago
insane_dreamer|1 year ago
And it has a founder who gives away most of his money instead of joining the monetize-everything-billionaire-$$hole club
(No affiliation with Craigslist; just like Craig's story, much like I do Nadia's).
skizm|1 year ago
julianeon|1 year ago
zerkten|1 year ago
At least a big part of their success was containing technical by avoiding product debt. They had a clear vision and very tight control of their product which is different from 99% of startups. They were experimenting but not throwing any crap at the wall which was never cleaned up or iterated on.
There was a very strong product-engineering connection and alignment which is unusual. Misalignment there is the genesis of much tech debt. Many product features are thrown out with little iteration to get them right but use "shipping so we can iterate" as an excuse to throw them out to users.
steventruong|1 year ago
The game sold over 30 million copies and had an all time high of over 230K concurrent players at one point earlier this year.
schneems|1 year ago
InsideOutSanta|1 year ago
mikepurvis|1 year ago
Certainly there aren’t 140M MAU fore the steam deck or any of the games they’ve built themselves, that’s for sure.
piva00|1 year ago
jedberg|1 year ago
eek2121|1 year ago
Used cloudflare and a $20 cloud instance to run it. Also relied on certain other CDNs.
Don’t own it anymore, but considering starting a new project.
huma|1 year ago
philipwhiuk|1 year ago
But that's not a VC product market.
BehindBlueEyes|1 year ago
eucki|1 year ago
0______0|1 year ago
kbutler|1 year ago
Not sure how big it was before Notch hired anyone else, but this reddit post encouraging him to hire somebody says he'd "brought in $67,903,100.72"
https://www.reddit.com/r/Minecraft/comments/kbiuv/notch_youv...
noprocrasted|1 year ago
PaulHoule|1 year ago
kumarm|1 year ago
rwmj|1 year ago
npinsker|1 year ago
OJFord|1 year ago
Which maybe goes some way to your second question, as they were slightly and slowly scaled up versions of solo serving 1M. (And obviously have continued that under FB/Meta with probably now a much less impressive/unusual staff:user ratio.)
dheera|1 year ago
- You don't take VC money
- You are okay with it not becoming a billion dollar unicorn
- You are okay with occasional downtime (this isn't being deployed in a hospital emergency room after all)
- You don't plan to feature bloat it
- You are okay with it living its life and eventually being out-competed
I had a webapp once with 250K monthly active users for several years (Fooplot). I was the sole developer. It eventually got increasingly out-competed by VC-funded Desmos and eventually got involuntarily shutdown when AWS decided to stop supporting EC2 classic instances. But I just let it be. Its ad revenue made me a good amount of side income when I was a PhD student. It had frequent downtime when people would try to export an overly complicated graph, which would crash the server. I just restarted it when I noticed. Sometimes it would be a few days later. It died eventually when AWS terminated it. I moved onto other things.
Yeah, I wasn't the best maintainer, but the ~$30K I made from its ad revenue over the years was a pretty good payout for about 10 hours of work.
mdswanson|1 year ago
BehindBlueEyes|1 year ago
bcrosby95|1 year ago
gwd|1 year ago
[1] https://sqlite.org/mostdeployed.html
mattgreenrocks|1 year ago
ffsm8|1 year ago
stronglikedan|1 year ago
Tech debt doesn't come because the business requires more coding. It comes from poor planning and rushed implementation, often spurred by overzealous and naive management.
This is a small team with one dev, so they likely do things correctly from the start and don't acquire much if any technical debt. Nothing has to be done yesterday, ever.
vergessenmir|1 year ago
You can't plan for a pivot because it's a known unknown. The same way you can't plan for a specific financial event in the market but you can brace yourself for a category of scenarios. Even with that, you can't predict the impact or the appropriate response your business needs to take.
In the same way so is the pivot. The nature of the pivot is the market revealing the debt you didn't know you had. The magnitude of that readjustment to the market, in the time it has to happen and the time to the next pivot is unknowable because it's information not present at design time.
hoppp|1 year ago
If the project is well thought out in advance a single developer is enough and will do perfect code
edm0nd|1 year ago
Tons of FOSS projects.
See the entire JiaTan fiasco.
unknown|1 year ago
[deleted]
insane_dreamer|1 year ago
burkaman|1 year ago
CM30|1 year ago
The very biggest have decent sized teams (like Mr Beast), but there are plenty in the 100s of thousands/low millions of subscribers/followers range that are operated by between 1-4 people.
And yeah, games too. Quite a few big indie games have that sort of team size/setup.
cactusplant7374|1 year ago
tptacek|1 year ago
akreal|1 year ago