Back to Blog

Banana Clicker — Shipping My First Game on Steam

May 15, 20242 min read

Banana Clicker is an idle/incremental game that I designed and developed from start to finish, ultimately publishing it on Steam where it reached over 1,000 unique sales.

What Is It?

At its core, Banana Clicker is a progression game — players click, earn resources, unlock upgrades, and watch their numbers grow exponentially. But underneath the simple premise is a modular systems architecture designed for long-term balance and extensibility.

Systems Architecture

Progression & Economy

The economy system is built around a central resource manager that feeds into upgrade trees, prestige layers, and event mechanics. Each subsystem is decoupled and communicates through events, making it easy to add new content without ripple effects.

Balancing Tools

One of the biggest challenges in idle games is long-term balance. I built internal tools that let me simulate hours of gameplay in seconds, visualize progression curves, and tweak values at runtime. This saved enormous amounts of manual playtesting time.

Event-Driven Mechanics

Special events, milestones, and unlocks are driven by a lightweight event bus. Designers can define triggers and rewards in data files without modifying game code.

The Launch

Publishing on Steam was a valuable learning experience in itself — from setting up Steamworks integration and achievements to managing store pages, builds, and community feedback. Seeing real players engage with systems I'd built was incredibly rewarding.

Tech Stack

Takeaways

Banana Clicker taught me that shipping a game is a fundamentally different challenge than building one. The discipline of scoping, polishing, and actually releasing a product commercially shaped how I approach every project since.