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**"My RPG Was "90% Done" For a Year (And Yours Will Be Too)"**

Posted by Gemma Ellison
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July 24, 2025

My RPG Was “90% Done” For a Year (And Yours Will Be Too)

You’ve been there. Maybe you’re there right now. You’re staring at your passion project, your RPG, and you know it’s close. You tell yourself, and anyone who asks, “It’s about 90% done.” But that 90% stretches into months. Then a year. What gives?

The 90% Myth

That “90% done” mark is a mirage in the indie game development desert. It’s seductive because it feels real. You have all the major systems in place. You can walk around, fight monsters, maybe even finish the main quest. But it’s the last 10% that defines whether your game is a playable prototype or a polished, engaging experience. That last 10% usually explodes into 50%.

My own RPG, a retro-inspired dungeon crawler, was stuck at 90% for over a year. I had a playable world, a functional combat system, and a half-baked story. But the game felt… lifeless. Empty. It wasn’t fun to play. That’s when I realized I was nowhere near done.

The Scope Creep Monster

Scope creep is the biggest culprit for the perpetual 90% completion rate. You started with a simple idea: a small town, a single dungeon, a clear goal. But as you developed, new ideas flooded in. “Wouldn’t it be cool if…?” becomes your mantra. New classes, new quests, new mechanics – they all get piled on, stretching your resources thin.

I wanted flying mounts. Then I wanted a crafting system rivaling Minecraft. I even considered adding a dating simulator element. Each addition, while interesting on its own, added exponentially to the workload. The original scope became a distant memory.

How to fight back? Brutal prioritization. Go back to your core concept. What is essential for the game to be fun? Cut everything else. Write it down. Tape it to your monitor. Live by it.

The Missing Content Loop

An RPG isn’t just a collection of features. It’s a loop. A satisfying sequence of actions and rewards that keeps players engaged. Is your content loop actually there, tested, and rewarding? Or do you just think it is?

In my game, the combat was functional, but repetitive. The rewards felt meaningless. There was no compelling reason to fight beyond grinding for levels. I needed to tie the combat to the story, to the exploration, to the character progression in a meaningful way.

Iterative playtesting is key here. Not just with friends, but with strangers who are willing to give honest feedback. Watch them play. See where they struggle. Identify where they get bored. Then, fix it. Rinse and repeat.

The Polish Paradox

Polish is often the first thing to get sacrificed when deadlines loom. But polish is what separates a good game from a great one. It’s the little things: the satisfying sound effects, the fluid animations, the intuitive UI, the consistent art style.

My game lacked polish. The animations were stiff, the UI was clunky, and the world felt sterile. I spent months refining these elements, and it made a world of difference.

Don’t underestimate the power of small details. A well-placed particle effect, a clever dialogue interaction, a hidden secret – these are the things that make a game memorable. But set realistic expectations. Polishing for a month is fine, polishing for a year is scope creep.

The Definition of “Done”

What does “done” actually mean? Is it when all the features are implemented? When all the bugs are fixed? When the game is perfectly balanced?

The truth is, “done” is a moving target. But you need a clear definition to avoid getting stuck in development hell. Create a checklist that goes beyond feature completeness. Include essential polish, bug fixing, marketing preparation, and post-launch support.

My checklist included:

  • All core features implemented and tested.
  • No game-breaking bugs.
  • A fully playable main quest.
  • Consistent art style across all assets.
  • Intuitive UI and controls.
  • Marketing materials prepared (trailer, screenshots, website).
  • A plan for post-launch bug fixes and updates.

The Marketing Blind Spot

Indie developers often neglect marketing until the very end. This is a huge mistake. Marketing should be an ongoing process, starting long before the game is “done.”

Build a community. Share your progress. Get feedback. Generate hype. If no one knows your game exists, it doesn’t matter how good it is.

I started marketing my game way too late. By the time I launched, I had a small, but dedicated following, but it wasn’t enough to generate significant sales. Start early, and be consistent.

Breaking Through

The journey from “90% done” to actually done is a long and arduous one. It requires ruthless prioritization, realistic scope reduction, iterative playtesting, and a clear definition of success.

Don’t be afraid to cut content. Don’t be afraid to ask for help. Don’t be afraid to admit that your game isn’t perfect.

The indie game development process is messy, unpredictable, and often frustrating. But it’s also incredibly rewarding. So, keep going. Your game is worth it. Just be honest with yourself about how much further you need to go. You aren’t as close to “done” as you think.