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JasonFurr.com

June 28, 2026 · Jason Furr

One developer, fifty games

How a build-once, inherit-everywhere shared toolkit makes a fifty-game catalog possible for a solo studio — without cutting corners.

Fifty games is a lot for any studio. For one developer, it sounds impossible — or like a warning sign that the games must be shovelware. Neither is true, and the reason comes down to one decision: build the hard parts once, and let every game inherit them.

The shared toolkit

Most games need the same unglamorous machinery: saving your progress, settings and accessibility options, sign-in, leaderboards, the common screens. Built badly, that machinery is re-done (and re-broken) in every game. Built well, once, it becomes a foundation every game stands on.

So that is what got built first: a single, carefully made shared toolkit, brought to a stable 1.0 before the games leaned on it. Each game does not reinvent saving or accessibility — it inherits them, already solid. The developer's time goes where it should: into what makes each game its own thing.

Small on purpose

The other half of the answer is that these games are small by design. Each one is a single clear idea, made to do one thing well and respect your time. A focused game is faster to finish and better to play — there is less to pad, less to bloat, less to get in your way.

Fifty small, focused games built on one strong foundation is a very different proposition from fifty sprawling ones built from scratch. The first is how a solo studio ships with care. The second is how it burns out.

Care does not scale by accident

None of this works without discipline. Every game is decided in full before it is built, every game inherits the same tested foundation, and every game gets the same honest treatment on this site. The catalog can be large because the care is systematized — not because the care was skipped.

Tags: craft · how we build · methodology