This solo dev adventure started back in 2020, during the pandemic.
Those afternoons were long, and there was not much to do other than playing other games. I think Animal Crossing was probably my number one game during those months. I have always loved cycling, and the Grand Tours have always been part of life at home. Years ago, I played a few cycling video games, but they quickly became too slow or too demanding for the amount of time I actually had.
So I started thinking: what if I made my own cycling game?
Something simpler. Something accessible. A game that could be enjoyed by cycling fans, but also by people who just wanted a short, fun, tactical experience without needing to spend hours learning complex systems.
After many experiments, some tests, and even an early 2D proof of concept, the first rough version of Cycling Champion started to take shape. But eventually I ran into technical problems I could not solve at the time, and the project was left on hold.
Until this year.
I came back to it with more motivation than ever. I also had something very valuable: time. I am currently on paternity leave, and my baby has been kind enough to let me work on the game more than I expected. Once I return to my full-time job, development will have to move mostly to late nights and spare hours, so this project now has a very real deadline.
And now, somehow, I am here: with the game almost ready to be published, doing tests I never imagined I would be doing a few years ago.
Publishing a video game has always been a dream of mine, and I feel closer than ever.
Today I have been testing the Steamworks tools to prepare the game for release, and I was also able to try Cycling Champion on Steam Deck. Of course, as soon as I tested it, I found at least five bugs — but that is part of the process.
The important thing is that the game is running, the release is getting closer, and I am more excited than ever to keep pushing.
Thank you for following the development of Cycling Champion.
I really hope you enjoy it.