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Your game idea probably isn’t new. That doesn’t make it irrelevant. Players who love a lane are usually hungry for more of it.
I have made this mistake more times than I want to admit.
I build a prototype. I get excited. I start thinking I finally found it: the untouched idea, the thing nobody has ever done before. Then a week or two later I find some random game that already did almost the exact same thing.
Same story. Every time.
Sometimes it is an old indie game I never heard of. Sometimes it is a forgotten jam project. Sometimes it is a niche title from years ago. But the result is always the same: that crushing feeling that my “original” idea was never really mine at all.
A lot of developers go through this. They think if they combine their favorite genres in the right way, some groundbreaking masterpiece will fall out of the machine.
But that is not how it works.
Combining your favorite genres does not magically churn out something original. And more importantly, it does not have to.
A lot of beginner developers secretly believe their value comes from being first. They think the goal is to find a mechanic, structure, or genre mix nobody else has touched yet.
That fantasy is poison.
The truth is that most ideas are not new. Most combinations are not new. Most mechanics have already been tried in some form, somewhere, by somebody.
That does not mean creativity is fake. It means creativity is not invention from a vacuum. It is emphasis. It is taste. It is choosing what to keep, what to cut, and what to push.
Most people lose hope the second they discover somebody already “took” their idea.
They spiral: “Welp, that’s it.” “Too late.” “Nobody will care about mine now.”
So they quit.
That reaction is built on a bad assumption: that one game in a space means the audience is full.
That is not how people consume media.
People do not play one game they love and retire from that genre forever. If anything, they become hungry for more.
Players wishlist games. Replay favorites. Search for “games like X.” Watch videos in the same niche. Join communities built around a specific feeling.
There are a lot of people interested in the same kind of game you want to make.
And they are hungry.
Hungry for more tactics games. More extraction games. More movement shooters. More weird immersive sims. More cozy builders. More whatever your lane is.
That means a similar game is not automatically bad news. Often it is proof that demand exists.
A lot of devs treat similar games as a threat by default. Sometimes they are. But often they are part of the same ecosystem.
If one game in your lane does well, it can help players find yours.
It builds interest in the space. It creates recommendation chains. It gives players language for what they like. It makes the audience easier to reach.
Sometimes the other game did not steal your audience. Sometimes it proved your audience exists.
If pure novelty is not the edge, what is?
Execution. Taste. Pacing. Art direction. Restraint. Understanding what fantasy the player is actually buying.
Two developers can start with almost the same premise and ship games that feel completely different in practice.
One copies the surface. The other understands the heartbeat.
Your game idea probably is not new.
Mine usually are not either.
That is normal. That is not failure. That is not a reason to quit.
Just because someone else already made something similar does not make your game irrelevant. It might mean you are looking in the right place.
Stop worshipping novelty. Build the game anyway.
Your idea does not need to be first. It needs to be worth wanting more of.