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Changing Everything: From Corporate Developer to My Own Games and Products

Constantin Potapov
11 min

An honest post about leaving a stable career for a childhood dream. Why after 20 years in web dev I’m moving to Godot and mobile games, past attempts, and why now is the time.

This Is Not About the Stack

Not about FSD, not about Supabase, not even about another PWA. It’s about a grown‑up “want”: take the yoke of my own products, not just help others take off.

I’m 37. Twenty years building web systems, performance work, pushing releases, writing architectures. I love it. And still — it’s time.

Simple and honest: I’m switching focus to my products — including mobile games on Godot. Not because I’m “tired of web,” but because I want to make things that delight people directly.

Why Now

  • The skills are there: from code and prod to marketing and monetization.
  • The base is there: products already live and earn.
  • Desire — maxed out. Scary? Yes. Not trying — scarier.

Industry Context

Mobile 2024–2025: harder than a decade ago. ATT broke cheap perf marketing, CPI up, hyper‑casual shrank, products with retention/community survive. Niche educational games live on organic and content.

What I’m Doing

  • Shifting focus to own products and indie games (Godot, mobile).
  • Short cycles: idea → prototype → playtest → numbers decide.
  • Writing in public. Accountability via visibility is the best PM.

Game #1: Memory Palaces

A game that actually trains memory. Not just “repeat the sequence,” but gentle mnemonics via gameplay.

— First, simple sequences to catch rhythm.

— Then, hints: associations, mini‑stories, imagery.

— Next, a visual “memory palace”: place objects in locations and recall them in order.

Inspirations: Monument Valley’s visual calm, Duolingo’s micro‑lessons and gamification, Lumosity’s cognitive focus — but specifically about mnemonics.

MVP in 2–3 weeks: ~20 levels, 2–3 task types (objects/words/numbers), one base “palace,” progress tracking. The rest after playtests.

Business Insights

  • Targets: D1 35%+, D7 15%+, average session 3–5 min. Without this, unit economics won’t fly.
  • Channels: short demo videos (Shorts/TikTok), articles on mnemonics, community partnerships.
  • Monetization: freemium + subscription for techniques/themes. No “paywall on inhale.”

90‑Day Plan

  1. MVP and first players
  • Fast prototype, test with a warm audience.
  • Track D1/D7, session time, completion quality.
  1. Content growth
  • Add palaces, themes, task variations.
  • A light meta narrative for return motivation.
  1. Traffic and monetization
  • Organic: Shorts/TikTok challenges, content on mnemonics.
  • Paid — targeted to validate channels.
  • Model: freemium + honest subscription. No surprises.
2–3 weeks
MVP
1000
first month players
D7 → 15%
retention goal

Risks and Grown‑Up Choices

  • “What if it doesn’t fly?” — Then the next prototype. I don’t marry ideas.
  • “Money?” — Runway calculated, base products bring cash. The game is an investment.
  • “Burnout?” — Short iterations, weekly demos, sleep on schedule.

Why Write This Here

To make a public promise. To have accountability. And so if you’re on the edge of “what if,” you get one more story for your “it’s possible” folder.

Want to follow? Subscribe. I’ll post demos, metrics, and scars. Want the beta — ping me, I’ll add you.

And yes: this is still about engineering. My “user” now is a person with a phone and a minute between tasks. They should feel good. And so should I.

See also