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Thursday, January 30, 2025
HomeMost wantedSolo developer Voidmaw on creating Katanaut: “Done is better than perfect”

Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

Eugene, the solo developer behind Voidmaw, has spent three years crafting Katanaut, a fast-paced action-roguelite where players embody a katana-wielding astronaut fighting to escape a collapsing space station. As a one-person team, he embraces both the creative freedom and the intense challenges that come with solo development. “I’ve always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving,” he explains. While the ability to shape every aspect of the game without compromise is a major advantage, he acknowledges the downside: “Wearing all the hats can be overwhelming. There’s no safety net, no one to delegate tasks to, and it’s easy to get stuck in your own head.”

Despite these challenges, Eugene remains deeply motivated by the vision of players engaging with his work. His design process is highly iterative, starting with loose ideas and evolving through sketches, prototyping, and constant refinement. “It started with a simple idea: ‘What if a katana gave you insane movement abilities?’” he says, describing the core inspiration for Katanaut. The result is a game that blends fluid, high-speed combat with roguelite unpredictability, drawing on classic influences while forging its own unique take on the genre. His biggest takeaway from the development? “That done is better than perfect. It’s easy to get stuck chasing perfection, but games are meant to be played, not just endlessly tweaked.”

Why did you become a solo developer? 

“I’ve always loved creating things, and game development felt like the perfect mix of art, storytelling, and problem-solving. I started tinkering with small projects on my own, and over time, I realized I enjoyed the freedom of building something exactly the way I envisioned it. It wasn’t really a big decision. More like a gradual realization that I wanted to see what I could accomplish on my own.”

What are the biggest advantages of working solo?

“The biggest advantage is creative freedom. I can experiment, pivot, and make decisions quickly without needing approval or compromise. There’s also a deep sense of satisfaction in knowing that every part of the game is something I built with my own hands. It’s a very personal process, and that makes every milestone feel even more rewarding.”

And the biggest pitfalls?

“Wearing all the hats can be overwhelming. There’s no safety net, no one to delegate tasks to, and it’s easy to get stuck in your own head. Motivation can also be tricky. When you hit a roadblock, there’s no teammate to bounce ideas off of or push you forward. And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting.”

What’s your creative process?

“It usually starts with a mix of loose ideas floating around in my head. Something I want to feel in a game rather than a structured concept. I sketch things out by hand, hang up the drafts all over my wall using tape and sit on the ideas, prototype mechanics, and just see what clicks. I do bounce ideas off friends and peers when I can, but a lot of my brainstorming happens alone. Playtesting is a huge part of the process, but also biased if you find yourself asking the same individuals for help. Sometimes, an idea only really makes sense when it’s in motion.”

How do you stay motivated through (years of) development?

“It’s a mix of small wins and long-term vision. I try to break big tasks into tiny, achievable goals so I always feel like I’m making progress. Also, stepping away helps. Watching other games, reading, even just taking a walk can reset my brain and bring fresh inspiration. The biggest motivator, though, is imagining people actually playing and enjoying the game. That thought keeps me going.”

Will you ever work in a team, or is it only solo for you?

“I’m not against working in a team. I think it just depends on the project and the people involved. Right now, I love the control and personal connection I have with my work, but I can definitely see the appeal of collaborating, especially for bigger ideas.”

How did you get the idea for Katanaut?

“It started with a simple idea. ‘What if a katana gave you insane movement abilities?’ That evolved into this fast-paced, sci-fi world where every slash feels powerful and fluid, and takes inspiration from 10+ games that I grew up with in the 90’s — but in essence, what if Ninja Gaiden was a roguelite? The mix of two katana styles, one that dashes and one that allows counterattacks, makes the combat feel distinct. Then you eventually get more ideas for more katana’s and abilities, and it just gets wild from there! I wanted to create something that feels kinetic, stylish, and satisfying, and I tend to pour a lot of time into getting that satisfying feel that triggers the ‘good-chemicals’ in the brain to release.”

What’s the biggest lesson learned from this project?

“That done is better than perfect. It’s easy to get stuck chasing perfection, but games are meant to be played, not just endlessly tweaked. At some point, you have to trust yourself, put your work out there, and learn from the process.”

The toll on mental health can be quite high for solo devs. How do you deal with that?

“It’s definitely a challenge. Burnout is real, and it’s easy to feel isolated. I try to be mindful of my limits, take breaks, and remind myself that progress isn’t always linear. Talking to other developers helps too. It’s reassuring to know others go through the same struggles. And honestly, sometimes you just need to step away, do something completely unrelated, and come back with fresh energy.”

Play the Katanaut demo on Steam, full release later this year.

Eric Bartelson
Eric Bartelson
Editor-in-Chief of PreMortem.Games. Veteran game journalist for over 20 years. Started out in 1999 for game magazines (yes the ones made of paper) such as PC Zone Benelux, PlayNation and GameQuest, before co-founding Dutch industry paper Control Magazine.
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