Thanks for your reply:
Alright, I see we’re going full detective mode here. You’ve got spreadsheets out, calculators smoking, and a burning desire to crack the mystery of this dev team’s productivity. Respect the hustle, but let’s unpack this ?unexpected chess move? from you about those probably-not-made-up numbers from the last guy and let’s work with those Bill Gates sized.
First off, yeah, $30k/month net sounds like a lot when you say it out loud. But divide that across 10 people, throw in taxes, operating costs, and other expenses, and suddenly it’s not looking so huge. Sure, let’s say each dev is pulling in about $36k/year, but let’s not pretend they’re Scrooge McDuck diving into a vault of Patreon cash. This is indie dev life, not Silicon Valley riches. If they’re feeling fancy, maybe they splurge on a trip to IKEA once a year.
Now, onto the “nothing really new” argument. I get it—you’re staring at the Patreon numbers and expecting a steady stream of groundbreaking updates. But creative work doesn’t scale like an assembly line. You don’t get 10 people = 10 times the output. It’s more like 10 people = 10 times the coordination headaches. QoL fixes and restored events might not be the spicy new content you’re craving, but they’re laying the groundwork. Would you rather have a shiny new feature that crashes your game randomly, with a Crime and Punishment book-long changelog that’s an absolute nothing burger, like in School Game, or a stable game that actually runs?
Yeah, they’re making enough to live on, but it’s not the ridiculous payday you’re imagining. They’re able to eat ramen with coffee every day—true luxury. Patience is key, my dude—you shouted Carl like you were ready to start wrestling with me. Rome wasn’t built in a day, and neither was your beloved Waifu City. It's Summertime "Saga" not long story short