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The Game That Didn’t Win— But Changed Everything
A smiling individual wearing a blue hoodie with a white t-shirt underneath is positioned against a textured black background. The text displayed reads: "For us at Arsanesia, every release either succeeds—or teaches us something." The individual's name is shown as "ardisaz."

The Game That Didn’t Win— But Changed Everything


In the world of indie game development, the idea of failure often looms large. But for Adam Ardisasmita, Founder of Arsanesia, failure isn’t something to avoid— it’s something to embrace.

When reflecting on their past releases, Adam shared a mindset that many developers can learn from:

“We never really saw any of our games as failures. For us at Arsanesia, every release either succeeds— or teaches us something.”

This kind of perspective is key, especially for studios growing in a competitive and unpredictable industry. Not every game will meet commercial expectations, and that’s completely okay.

The Unseek Example

One of Arsanesia’s most important learning moments came from Project Unseek, their first online multiplayer game and debut on Steam. From a business point of view, it wasn’t a big hit. But creatively and strategically, it opened major doors.

According to Adam, Project Unseek helped them understand the full publishing process on Steam. It also became a conversation starter with platform holders like Nintendo, Xbox, and PlayStation. And beyond that, it laid the foundation for their multiplayer portfolio as it’s something that would later bring bigger clients and better budgets.

What looked like a “flop” on the surface was, in reality, a powerful investment.

Learning by Doing

 

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A post shared by Adam Ardisasmita (@ardisaz)

A lot of new developers hold back from releasing their first game because they want it to be perfect. But from Adam’s experience, the best way to grow is to just release it — even if it’s not perfect yet.

When Arsanesia launched Project Unseek, they didn’t just get the game out into the world. They gained real experience, built useful connections, and added something solid to their portfolio. That’s the kind of progress you won’t get just by practicing or watching tutorials.

“Don’t wait too long. Just finish your game and release it. If it fails, it’s not a loss— it’s a lesson.”

That’s the mindset that helps you move forward. Because in game development — just like in life— the real learning happens when you take action, not just when you plan.

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More Than Success

Adam’s perspective reframes failure as a stepping stone, not a stop sign. Every misstep contains feedback. Every “wrong” launch makes the next one stronger.

In his words: “Failure isn’t the worst thing. It’s the only real way we can get to success.”

This idea becomes even more powerful when applied consistently. Whether a game underperforms or a mechanic doesn’t land, the goal is always the same: take what works, leave what doesn’t, and build again.

Failures Build Momentum

For anyone just starting out in indie development, Adam Ardisasmita offers advice that’s simple but powerful:

“Use up your failure quota while you’re still young. That way, you’ll get to success faster.”

In the early stages of any creative journey, mistakes are not only expected— they’re necessary. It’s the best time to explore, stumble, change direction, and try again. Every failed launch teaches you something real. Every misstep adds to your growth. What once looked like a setback eventually becomes momentum.

This mindset shaped Arsanesia’s path. Their story from humble beginnings to international collaborations proves that success doesn’t come from chasing perfection. It comes from showing up consistently, learning from failure, and moving forward with purpose.

You don’t need a flawless first game. What matters more is your willingness to learn and grow through each release. Because in the end, failure isn’t what holds you back. It’s what moves you forward if you let it.

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Reference:
Adam Ardisasmita – Founder/CEO of Arsanesia
Arsanesia – Indie Game Dev
Project Unseek Steampage