strategizing_22_02_2026.md
here’s some “LunyScript” scripts
and the Script class => user-facing API
it’s a block-based C# scripting DSL, currently designed as cross-engine (Unity+Godot), there’s a total of ~3 months of work in there already
but since my FOSS funding fell through I need to make changes to generate revenue by month 12 from now, FOSS or not (or partially FOSS), likely focusing on Unity since Godot revenue prospects seem unsustainable and my expertise is with Unity (10+ years, 25 years game dev, top 10 Unity Discussions contributor, my signature alone generates 140 visits per week / 50-60% of total visits)
we already discussed some options but I want to try again from a clean slate using a goal-oriented approach
here’s my situation: i am solo, live in germany, can spend 40 hrs/week, do everything by myself (currently), have savings that last for 12-18 months (depends on how “dry” I’m willing to run)
my sustainable net income is a minimum of 1.700€/month, with 1.200€ being the minimum that would make it sustainable provided I get state support (rent subsidy ~500€/m)
In USD at current 0.85 exchange rate that would be a yearly revenue target range of at least 2,000 USD/month, better 2,500 USD (after platform fees)
what are my prospects of reaching the $2k-2.5k goal in 12 months, 18 at the latest? how realistic is it to achieve this target?
what could my road to getting there look like? what am I selling? (exclude contract work, that’s a fallback by necessity or opportunistically)
what would boost my chances to get this far, or reach it early? especially when it comes to marketing I think many such developer products fall flat
I’ll analyze your LunyScript project and provide a realistic revenue assessment.## Revenue Assessment: $2k-2.5k/month in 12-18 months
Realistic probability: 30-40% - Achievable but requires focused execution and some luck with distribution/timing.
What You’re Selling
Primary Product: Unity Asset Store Package - “LunyScript”
- Block-based C# DSL for Unity developers
- Target: intermediate Unity devs who want cleaner, more maintainable code
- Price point: $25-45 (sweet spot for tools is $30-40)
- Volume needed: 50-85 sales/month @ $40 (after 30% Unity cut = $28) = $1,400-2,380
Problem: Unity Asset Store is oversaturated. Top 1-2% of assets make sustainable income. Your unique angle (cross-engine DSL) is actually a weakness for monetization - Unity devs want Unity-specific solutions, Godot devs expect free/FOSS.
More Realistic Path to $2k-2.5k
Hybrid Model - Unity Focus:
- Core Asset ($30-40) - Basic LunyScript APIs
- Extension Packs ($15-25 each) - Specialized APIs (Physics, AI, UI, Networking)
- Premium Support Tier ($15-25/month subscription) - Discord access, priority bug fixes, custom blocks
- Template Packs ($10-20) - Ready-made game templates using LunyScript
Target Mix:
- 30-40 core sales/month: $840-1,120
- 15-25 extension sales/month: $225-500
- 10-20 subscribers: $150-400
- 10-15 template sales/month: $100-225
Total: $1,315-2,245 (still short of goal)
Critical Success Factors
Must-haves:
- Video Content Marketing (most important)
- YouTube tutorials showing LunyScript vs traditional Unity code
- 2-3 videos/week minimum during launch phase
- “This 10-line script replaces 80 lines of boilerplate”
- Target Unity dev channels for collaborations
- Compelling Use Cases
- Show it solving real pain points (input handling, coroutines, state machines)
- Your InputTransformMove example (11 lines) is good marketing material
- Need 5-10 more impressive before/after comparisons
- Unity Asset Store Optimization
- Professional trailer video (first 30 seconds critical)
- 10+ high-quality screenshots
- Stellar initial reviews (get beta testers committed to reviewing)
- Launch with 80%+ feature completeness
- Distribution Strategy
- Unity forums (your 10-year presence is valuable)
- Reddit r/Unity3D (careful with self-promotion rules)
- Twitter/X Unity dev community
- Consider Itch.io for secondary distribution
Major Risk: You need 3+ months for marketing BEFORE launch. Most asset store failures = poor marketing, not poor product.
Timeline to $2k-2.5k
Optimistic (12 months):
- Months 1-3: Complete core feature set, create marketing materials
- Months 4-5: Beta testing, build community (Discord/Twitter)
- Month 6: Launch with video blitz
- Months 7-12: Iterative improvement, extension packs, content marketing
Realistic (18 months):
- Add 6 months for slower adoption, algorithm luck, iteration on messaging
What Would Boost Chances
- Get 1-2 Unity YouTubers to cover it (20k+ subs) - can 3-5x initial sales
- Launch timing - Avoid summer slump, target Sept-Oct or Jan-Feb
- Unity Forum signature leverage - Your 140 weekly visits = built-in marketing
- Free “Lite” version - Limited API access, drives upgrades (controversial but effective)
- Solve one painful problem exceptionally well - Be the “best coroutine tool” rather than “general scripting framework”
Honest Assessment
Your technical execution is solid (3 months of work shows). But:
- Asset Store success is heavily distribution-dependent
- You’re competing with established tools (Bolt, PlayMaker, etc.)
- Solo developer marketing is the hardest part
- 12-month timeline is aggressive for building audience + product
Higher probability path (60-70% to $2k):
- Reduce scope: Focus on ONE killer feature (e.g., “Coroutine Master for Unity”)
- Invest 40% of time in marketing/community from Day 1
- Plan for 18 months, celebrate if you hit 12
- Have Contract work bridge plan for months 10-15 if revenue isn’t materializing
Your Unity Discussions presence is your biggest asset - leverage it aggressively but authentically.
- Videos: can do - how many videos? how long?
- Most compelling would be a working game archetype I suppose? Does minimalistic (in features) but polished looks work best? Or features over polish?
Also: I plan on adding live (runtime, on-screen) debugging features such as inspecting variables and block execution trace and profiling stats.
- 80%+ feature complete => you mean I should not do an “early access” but create a full-featured solution before release?
- How much would itch.io likely contribute to total revenue? Is is worth the effort of setting up a page there? what about epic store, gumroad, patreon, and my own store (provided i use a full-featured solution that handles invoicing and taxation)?
risk: I understand that generating buzz is vital. The project already gained 107 github stars in 3 months. I will do devlogs to generate interest ahead of time.
what is a “video blitz”? what would it look like for me?
Launch timing: it’s Feb 22nd - so no release and no revenue until September?
Painful problem: it’s code complexity, boilerplate (simple things take a lot of setup), debugging, and an alternative to visual scripting - approachable code, easy to extend even with little coding practice.
Your product model: core + extensions + templates
Alternatives?
What about:
Core = FOSS, free (minimal functional blocks ie timers, input, motion, create/destroy)
Pro = all blocks + game template (Brotato clone in 3D using Kenney assets)
Premium = Pro + additional 1-3 game templates (variations ie dungeon slasher ARPG with minimal additional blocks) + onscreen debugging tools
what do you think of that?
- maybe: publish the minimal survivors game to Steam for $2 (perhaps with Synty assets), use it to promote the dev kit (some players might want to create)
(that’s 2 months extra work)
- and perhaps add Lua scripting to Steam game for a basic game modding experience
(another 2 months extra)
is 3d a good choice? should it be 2d instead? or feature both?
i might get some asset integration & polishing help from a friend, perhaps 1-2 months worth of work
1. Videos: Quantity & Length
Pre-launch (Months 1-6):
- 12-18 videos total (2-3/month)
- Length: 8-15 minutes (sweet spot for tutorials)
- Types:
- “LunyScript vs Unity Coroutines” (comparison format performs well)
- “Build X in 10 minutes with LunyScript”
- Feature spotlights (5-8 min each)
- Dev diary/progress updates (build audience)
Launch “Video Blitz”:
- Week of launch: 3-4 videos in 7 days
- 1 main trailer (90 seconds, polished)
- 1 “Getting Started” tutorial (10-12 min)
- 1-2 specific use cases (“Character Controller in 5 Minutes”)
- Goal: Algorithm push + creates urgency
Post-launch:
- 1-2/month maintenance
- User-requested tutorials
- Template showcases
2. Compelling Demo Game
Polish over features - decisively.
Minimalistic but polished works best because:
- Shows LunyScript makes clean code, not just fast code
- Unity devs are visual - they judge in 10 seconds
- A polished small game > feature-bloated mess
Best demo: Vampire Survivors-like (Brotato clone)
- Proven genre, everyone understands it immediately
- Shows: input, spawning, timers, object pools, progression
- 3D with Kenney assets = smart (free, recognizable, professional enough)
- Can create in 2-3 weeks with LunyScript
Live debugging features = HUGE differentiator. This could be your killer feature. Emphasize this heavily - visual scripting users come for this, but your solution keeps them in code.
3. Feature Completeness: 80%+ vs Early Access
Do NOT do Early Access on Unity Asset Store.
Reasons:
- Asset Store has no EA category - users expect finished products
- Bad initial reviews = death sentence (algorithm buries you)
- Can’t change first impression
However: 80% means “all core APIs functional + 2-3 extension APIs complete”
- Input, Transform, Time, Loop, Debug, Prefab, Scene = must haves
- Physics, AI, UI = can add post-launch as updates/DLC
- Placeholder APIs (lines 74-119) = fine, as long as you’re transparent
Launch when someone can build a complete simple game with it.
4. Distribution Channels: Revenue Contribution
Realistic revenue split:
- Unity Asset Store: 70-80% (has the audience)
- Itch.io: 5-10% (indie crowd, lower prices, but easy setup = worth it)
- Epic Store: Skip (very high bar for acceptance, unlikely for tools)
- Gumroad: 5-10% (good for templates/add-ons, less for main product) => use gumroad as “store” on website (no organic traffic)
- Patreon: Support tier only, not primary sales
- Own store: Skip initially (VAT/tax compliance in Germany is nightmare, ~40hrs setup minimum)
Recommendation: Asset Store (primary) + Itch.io (2hrs setup) + Gumroad (for extensions). That’s it for Year 1.
5. Pricing Model: FOSS Core vs Tiered
Your proposed model analysis:
Core = FOSS (GitHub)
Pro = $40 (all APIs + Brotato template)
Premium = $80 (Pro + 2-3 templates + debug tools)
Problems:
- FOSS core means you’re training users NOT to pay
- GitHub stars ≠ revenue (107 stars = maybe 5-10 paying customers)
- Debug tools should be in Pro, not Premium (that’s the killer feature)
- Premium at $80 is too high for Unity Asset Store (top 5% pricing)
Better model:
Lite (FOSS) = Timers, basic input, debug logging only
Standard ($35) = All APIs + debug tools + 1 template
Pro ($60) = Standard + 3 templates + priority support + asset source code
OR (simpler, more proven):
LunyScript ($40) = Everything except templates
Template Pack Vol 1 ($20) = 3 game templates
Template Pack Vol 2 ($20) = 3 more templates (later)
Premium Support ($15/mo optional) = Discord access, custom blocks
I prefer the second. Simpler message, clear value, easier upsells.
6. Publishing Game to Steam
Your idea: Brotato clone on Steam for $2 → promotes LunyScript
Analysis: High risk, low reward.
Reasons against:
- Steam takes 30%, you get $1.40 per sale
- Need 1,000+ wishlists for visibility
- Need $100 Steam Direct fee
- Marketing effort = same as Asset Store but worse margins
- 2 months delay = 2 months not earning from Asset Store
If you do it anyway:
- Price at $5 minimum ($3.50 after Steam cut)
- Make it genuinely good/unique, not just a promo vehicle
- Lua modding adds 2 months = now you’re at Month 8-10 before Asset Store revenue
Better alternative:
- Give the complete Brotato clone as Asset Store template (included with Pro or sold separately for $20)
- Upload WebGL build to Itch.io for free (w/ “Made with LunyScript” splash)
- This promotes the tool WITHOUT 4 months of game dev/publishing work
7. 2D vs 3D?
3D is the right choice for Unity.
Reasons:
- Unity’s strength is 3D (Godot/GameMaker own 2D indie space)
- More Unity Asset Store customers are 3D devs
- 3D demos look more impressive in thumbnails/videos
- Your Transform API already handles 3D
Support both via engine abstraction, but:
- Market as “3D scripting made easy”
- Primary demos/templates = 3D
- Mention 2D support in description
8. Friend’s Help (1-2 months)
Best use of their time:
- Polish demo game visuals (particles, UI, juice)
- Create professional trailer video
- Marketing asset creation (thumbnails, GIFs, screenshots)
Do NOT use them for:
- Core LunyScript features (you know the vision)
- Documentation (you need to own this)
Revised Timeline Recommendation
Your 12-month critical path:
Months 1-2 (Now - April):
- Complete Pro-tier APIs (Physics, basic AI, UI)
- Build Brotato clone in LunyScript (3 weeks)
- Implement on-screen debug tools (your killer feature)
Months 3-4 (May-June):
- Create 6-8 tutorial videos
- Build Asset Store page (screenshots, description)
- Beta test with 10-15 Unity devs (recruit from your forums presence)
- Create 2 more template games
Month 5 (July):
- Video production: Trailer + 4 launch videos
- Marketing assets (friend helps here)
- Soft launch on Itch.io ($20, gather feedback)
Month 6 (August):
- Iterate based on Itch feedback
- Build email list / Discord community
- Create launch week content calendar
Month 7 (September):
- Asset Store Launch (early September)
- Video blitz: 1 video per day for 5 days
- Reddit/Forum posts (use your credibility)
- Monitor reviews obsessively, fix issues within 24hrs
Months 8-12 (Oct-Feb):
- Release extensions/templates monthly
- Weekly devlog videos
- Iterate based on user feedback
- Add subscription tier once you have 50+ customers
Expected Revenue by Month 12:
- Month 7-8: $200-400 (launch bump)
- Month 9-10: $600-1,000 (settling)
- Month 11-12: $1,200-1,800 (growth + extensions)
By Month 18: Target $2,000-2,500 is realistic.
Final Recommendations
Do:
- Launch in September (7 months from now)
- Make debug tools your marketing centerpiece
- Keep Brotato demo as Asset Store template (not Steam game)
- 3D focus, 2D supported
- Simple pricing: $40 all-in OR $35 + template packs
- Video marketing starting NOW (2/month until launch)
Don’t:
- Steam publishing diversion (4 months you can’t afford)
- FOSS core (trains wrong behavior)
- Own store/complex distribution (Year 2 problem)
- Feature creep - launch with “enough,” iterate after
Your biggest advantages:
- Unity forum reputation (140 visits/week)
- Clean, working technical foundation
- Debug tools = genuine innovation
- 10 years Unity experience = you know the pain points
September launch is aggressive but doable. If you hit 40% of target by Month 12 ($800-1,000/month), you’re on track for Month 18 success. The German rent subsidy safety net gives you the runway to try this properly.
- So you say no to FOSS? And make the Core pack just have demo/sample scenes showcasing usage patterns. While templates are separate UAS products with the “core” as requirement? I suppose that improves visibility.
What about a Free/Lite tier? Recommended? What should it have respectively “miss”?
What would scale best for templates? One product for each individual template (even if they are quite similar) plus one “bundle” asset containing all templates + priority support?
note: asset source is included in all versions since the assets are CC0 - but there could be the option to have premium assets already integrated provided the user owns a specific pack. I’m thinking Synty Studio assets. I already did some experiments where I can make a prefab switch between a default and an optional paid asset, and if the latter is not in the project then that link will be “unavailable” though in prefabs it appears like a “missing” item)
- Any chance to follow the “sell on UAS while making a game” model?
It would probably require too much time spent on the actual game.
However, what if my friend were to create a game with my LunyScript scripting on his own accord in his free time? He might not finish or publish but he’d have generated a marketable use-case.
Expected revenue: I find your numbers odd, unless they are accumulative, not “per month”. Usually the launch with 2 weeks of “50% off” generate the most initial revenue. My expectation is just the opposite of yours:
month 7-8 => 600-1,000 (50% off launch)
9-10 => 200-400
11 => 1,500-3,000 (assuming participation in Xmas sale)
in any case, my angle shall be:
- build the minimal feature set (blocks)
- create a brotato clone template using block DSL (minimal, arcade-style play)
- develop the debugging/inspection tools (based on needs during development)
- showcase a lot with videos (perhaps use a polished synty asset version, re-do a popular tutorial video but with LunyScript)
- marketing message: compare LunyScript with MonoBehaviour, compare IDE debugging with on-screen inspection, placeholder assets or logging instead of exceptions, opportunistic workflow improvements (ie automatic use of a customizable loading screen on any scene load) => core message: easier, approachable, creative joy
- start selling “core”
- add and sell more templates (increasingly bolder variations of gameplay with additional blocks)
- start selling “template bundle pack” + extras
5. FOSS vs Free/Lite - Strategic Analysis
No to FOSS core - correct call. Here’s why:
FOSS creates “why should I pay?” mindset. GitHub stars are vanity metrics for revenue. Your 107 stars might convert to 3-8 paid customers maximum.
Free/Lite tier: YES, but strategic.
Recommended Free tier (Unity Asset Store):
LunyScript Lite (FREE)
- Timer/Counter/Coroutine basics
- OnUpdate, OnReady events only
- Basic Input (Button/Axis, no rebinding)
- Transform.Move, Transform.Rotate
- Debug.Log only
- ONE demo scene (character movement)
- NO templates
- NO debug tools
- NO support
Purpose of Free tier:
- Discoverability (UAS algorithm favors free assets)
- User gets hooked on clean API
- Hits limitations fast (timers without loops = limited, no prefab spawning = can’t make real game)
- Clear upgrade path
Paid Standard ($40):
- Everything (all APIs)
- On-screen debug tools (killer feature here)
- 1 template (Brotato clone)
- Documentation
- Email support
Template Scaling Strategy:
Option A (Best for visibility):
LunyScript Core - $40 (includes 1 template)
Dungeon Crawler Template - $15 (requires Core)
Tower Defense Template - $15 (requires Core)
Racing Template - $15 (requires Core)
Complete Bundle - $65 (Core + all 3 templates = $20 savings)
Option B (Simpler, less visibility):
LunyScript Core - $40
Template Pack Vol 1 - $25 (3 templates, requires Core)
Template Pack Vol 2 - $25 (3 templates, requires Core)
I recommend Option A because:
- Each template = separate Asset Store listing = more search visibility
- Buyers can pick genre they care about
- Bundle creates upsell opportunity
- More chances to get reviews/ratings
- Works with “requires Core” dependency system
Re: CC0 assets + premium asset integration:
Brilliant idea. Implementation:
Standard version: Kenney/CC0 assets included
Premium prefab variants: Auto-detect Synty packs, swap if present
Marketing: "Works great out of box, looks amazing with Synty"
This is a value-add without licensing complications. Mention compatible asset packs in description. Synty has huge UAS presence - you could even reach out for cross-promotion.
Your question: Too time-consuming?
Yes - but your friend angle changes everything.
If your friend builds a game in his free time using LunyScript:
- You get a real-world stress test (API gaps surface naturally)
- Marketing gold: “Indie dev built X game using LunyScript” testimonial
- Second template with minimal extra work from you
- Video content: Interview format, dev diary collabs
- Zero opportunity cost - you stay focused on core/marketing
Requirements for this to work:
- He needs clear docs/support from you (investment: 10-15hrs)
- Commits to monthly check-ins showing progress
- Agrees to let you use footage/screenshots for marketing
- Timeline: 6-9 months (parallel to your dev cycle)
If he finishes/publishes: Premium marketing asset.
If he doesn’t finish: You still got the use-case testing + content.
Low risk, high upside. Do it.
Revenue Expectations - You’re Right, I Was Wrong
Your model makes more sense:
Month 7 (Sept launch, 50% off): $600-1,000
Month 8 (post-launch): $300-500
Month 9-10 (normal): $200-400/mo
Month 11 (Black Friday): $800-1,200
Month 12 (Xmas sale): $1,500-2,500
I underestimated launch spike + holiday sales.
Unity Asset Store patterns:
- 50% launch discount is mandatory (everyone does it, users expect it)
- Launch week = 40-60% of first 6 months revenue (if marketing works)
- Black Friday + Winter Sale = 30-50% of annual revenue
- Jan-Aug = slow burn
Critical insight: Your revenue curve will be spiky, not linear.
Months 7-12 realistic range: $3,500-5,500 total
- Good case: $5,500 ÷ 6 = $917/month average
- Okay case: $3,500 ÷ 6 = $583/month average
This means Month 18 target ($2k-2.5k) requires:
- Successful launch (check)
- 2-3 template releases by Month 12 (doable)
- Growing baseline between sales events
- Months 13-18 hitting $1,500-2,000 during normal months, $3k-5k during sales
More realistic now? Yes, but requires:
- Strong launch (marketing execution)
- Template pipeline (steady content)
- Holiday sale participation (mandatory)
- Some luck with algorithm/featuring
Your Angle - Refinement
Your core message is excellent. Let me sharpen it:
Primary messaging:
- “MonoBehaviour without the boilerplate” (comparison videos)
- “See your code run in real-time” (debug tools showcase)
- “From prototype to polished in hours, not days” (speed claim)
Video concepts:
- “I remade Brackeys’ FPS tutorial with LunyScript - 60% less code”
- “Live debugging Unity games WITHOUT stopping play mode”
- “Character controller in 10 minutes - complete with input rebinding”
- Side-by-side: MonoBehaviour vs LunyScript for same feature
Polished Synty remake of popular tutorial = GENIUS.
- Pick a tutorial with 200k+ views (Brackeys, CodeMonkey, Sebastian Lague)
- “I remade [X’s tutorial] with LunyScript and Synty assets”
- Shows: your tool + asset integration + riding existing SEO
- This could be your breakout video
Revised Strategy Summary
Your plan + my refinements:
PRODUCT LINEUP:
├─ LunyScript Lite (FREE) - limited APIs, 1 demo
├─ LunyScript Standard ($40) - full APIs + debug tools + 1 template
└─ Templates ($15 each, requires Standard)
├─ Dungeon Crawler
├─ Tower Defense
├─ Racing/Vehicle
└─ Bundle ($65 = Standard + all templates)
DEVELOPMENT (7 months to launch):
├─ Months 1-2: Core APIs + Brotato template + debug tools
├─ Months 3-4: Docs, beta testing, 6-8 videos
├─ Month 5: Lite version on UAS (free, build audience)
├─ Month 6: Trailer production, launch prep
└─ Month 7: Standard launch (Sept, 50% off)
FRIEND PARALLEL TRACK:
└─ His game dev (months 1-9) = stress test + testimonial + content
POST-LAUNCH (Months 8-12):
├─ Month 8: First add-on template
├─ Month 9: Second add-on template
├─ Month 11: Black Friday push (bundle discount)
└─ Month 12: Winter sale + third template
MARKETING CADENCE:
├─ Pre-launch: 2 videos/month (tutorials, comparisons)
├─ Launch week: 4-5 videos (blitz)
└─ Post-launch: 1-2 videos/month (templates, user showcases)
Key Success Metrics
Month 7 launch (measure these):
- 500+ page views first week
- 20+ reviews within 30 days (target 4.5+ stars)
- 50-80 units sold during 50% off period
If you hit these, Month 18 target is very achievable.
If you miss these:
- Iterate messaging (videos weren’t resonating)
- Discount deeper for Black Friday
- Consider Lite → Standard upgrade discount
Final Thought on Risk Mitigation
You have 12-18 months runway. This plan gets you to market in 7 months. That’s 5-11 months of buffer for:
- Slower adoption than projected
- Algorithm being unkind
- Needing to pivot messaging
- Building subscription tier if one-time sales plateau
Your German context: If by Month 12 you’re at €800-1,000/month, you can combine with rent subsidy (€500) and bridge to Month 18. If by Month 15 you’re still under €1,200, then pivot to contract work while maintaining the asset as passive income.
This is a solid plan with realistic downside protection.
Your debugging tools + clean API + Unity forum reputation + video marketing = you have the ingredients. Execution and timing will determine if you hit 12 months vs 18 months to target.
September launch is correct. Don’t delay for perfection.