What it had to solve
Alex Blintsov, a game developer who led teams at Pixonic, wanted a side project that could justify itself financially. He spent two years building Furnish Master in his spare time: a cozy game about furnishing rooms, where players can even change the weather outside the window, with a story mode of puzzles alongside a free sandbox.
The idea
Make the decorating sim people actually relax with — open sandbox furnishing plus story puzzles — then publish every dollar, refund and wishlist number openly.
How it works
Furnish Master entered Steam Early Access on February 20, 2024 after Blintsov had spent about $11,500 on assets, ads on Twitter, Reddit and Meta, and other pre-release costs, plus $4,000 after launch. He chose a relaxed genre, priced it low, and collected the game into a wishlist machine — 96,000 wishlists at launch growing past 205,000 in the first year.
What it did
The game sold more than 65,800 copies in 12 months and grossed over $787,000 on Steam; after the platform share, taxes and other payments Blintsov kept about $407,600. That made the project far more than self-funding even when his time was counted at roughly $85,000, and it earned a "Very Positive" rating on Steam.
Background
Alex Blintsov, co-founder of Enraven Games and a former team lead at Pixonic, built Furnish Master in his spare time over two years. The concept was deliberately unambitious in scope: a relaxing decorating simulator in which players furnish rooms and can even adjust the weather outside the window, with story puzzles layered over a free-form sandbox.
Furnish Master launched into Steam Early Access on February 20, 2024. Blintsov had spent roughly $11,500 before release — about $1,600 on assets and $8,000 on ads across Twitter, Reddit and Meta — followed by $4,000 after launch. Counting the value of his own time, he put the total cost of the project at around $85,000.
The game outperformed that investment by a wide margin: more than 65,800 copies sold in its first year, with about $787,000 in gross revenue and $582,000 net after Steam's share. Blintsov himself received about $407,600 after all royalties, payments and taxes — several times the project's budget even at the fully-loaded cost.
He also published the messy parts: a 17.8% refund rate driven by players who found the UX confusing or the sandbox locked behind a tutorial, median playtime of 1 hour 14 minutes, and wishlists that grew from 96,000 at launch to over 205,000. The open report, shared a year after release, gave other solo developers a rare complete look at what one small, calm game could earn.
Why it lands
A low-pressure decorating genre faced little competition and matched what casual Steam audiences were already buying.
Early Access let him ship a solid core and keep a stream of updates and wishlist growth going without a publisher.
Tight, honest spending — $11.5K before launch — meant even a modest hit would clear its budget many times over.
Publishing the full numbers built goodwill with the developer community and turned the report itself into free distribution.
What you can take
Pick a genre people pay for comfort, and treat transparency as the marketing: publishing exact revenue and refunds turned one developer's data into a story other creators shared.
Since then
In February 2025, for the game's first anniversary, Blintsov published the complete income report on Notion — revenue, refunds, wishlists, costs and playtime — and both Game World Observer and app2top covered it in detail, spreading the story to other indie developers. Furnish Master stayed in Early Access with a "Very Positive" rating on Steam, its wishlist count still climbing, an example of a side project that paid for itself many times over and funded whatever Blintsov wanted to build next.
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