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Chronicles

The story behind the story

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A profile of Anthony Tan, the solo developer of Way to the Woods, a game that received Epic Games funding and remains unreleased nine years after its conception

Anthony Tan was 16 when his idea for a video game about a deer caught the industry's eye.  Nine years later, he's still working on it. Mastodon: @dctrjack@aus.social Mastodon: Jack Ryan / @dctrjack@aus.social : 🦌 Today's New York Times Great Read is a story I've been writing in my brain for a few years now, about a ‘silly deer game’ and the man who has been building it since he was a kid.  It's about growing up, making art, video games and life.  —  This is The Long, Long Way to the Woods. …

New York Times Jackson Ryan

Context & Ripple Effects

This profile places a long-running solo project alongside independent-game coverage that spans text-driven creation tools such as Twine's enduring role in interactive-fiction development and commercially distinctive design work such as Monument Valley's break from free-to-play conventions.

It also adds a counterweight to the more durable solo-development path described in Eric Barone's decade with Stardew Valley: external attention and funding can sustain a creator's ambition without making a release timetable predictable.

First-order effects

  • Anthony Tan remains responsible for completing and shipping Way to the Woods, despite the project's early attention and Epic Games funding.
  • Epic's support is now associated with a game whose delivery remains unresolved, rather than a completed title it can point to in its funded-project record.

Second-order effects

  • The prolonged production cycle underscores for prospective indie backers that funding a solo creator does not remove the execution and time risks inherent in a single-person project.
  • Other solo developers face a sharper trade-off between preserving a personal creative vision and setting a scope that can reach release while attention still converts into audience interest.

Third-order effects

  • If similar projects remain in development for years, indie financing may increasingly favor staged milestones, collaborators, or smaller initial scopes over backing a single creator's open-ended production.
  • The broader market will continue to distinguish between the visibility a solo game can generate early and the operating capacity required to turn that visibility into a shipped product.

The trend: Indie games are increasingly shaped by the tension between creator-led ambition and the production discipline needed to convert early attention and funding into a release.