Ten years ago this month, Stardew Valley creator Eric Barone reflected on the nascent success of his farming simulator RPG, a game that would ultimately transform his life. In an interview originally published in PC Gamer UK's July 2016 issue (#293), Barone, then known as ConcernedApe, spoke about the unexpected impact of his game, which had recently been released and had already sold several hundred thousand copies. Features now considered staples of Stardew Valley, such as multiplayer, were still in development at that time.
Barone's journey into game development began as a way to improve his resume. He taught himself to code, juggling game design with bills and a part-time job at a local theatre. Working from his parents' house, he singlehandedly created what was initially envisioned as a Harvest Moon clone, a game he deeply admired in his youth. "I guess there was a period where I stopped following current games and just kept playing old ones," Barone recalled. "And I spent countless hours playing Harvest Moon. I loved it."
After graduating with a computer science degree in 2011, Barone struggled to find employment. His decision to pursue programming led him to create what would become Stardew Valley. He and his girlfriend, who supported them financially while he worked part-time, lived off her income as a lab technician. "She was supporting us," he admitted.
A Grueling Development Process
Barone dedicated between 60 and 80 hours per week to developing the game, then known as Sprout Valley, while also working shifts at the theatre. He was learning and iterating constantly, refining his code and adding new elements. Within a year, he had a functional game, but found himself repeatedly redoing entire sections as his vision for the project expanded. "When you get to that point, where you need to redo it all, it just feels depressing—when you know you’re in for another year or more of work, at least," he said. This cycle occurred multiple times throughout development.
Near Catastrophe and Scrappy Beginnings
Stardew Valley nearly met an early end when Barone's computer crashed about a year into development. He had neglected to back up his work, leading him to believe the project was over. Fortunately, by acquiring new hardware and salvaging his existing hard drive, he was able to recover everything. "In retrospect, it feels like crazy that it all worked out," he reflected. "The whole development was so sloppy. It was the most indie development you could imagine: no professional style at all, figuring it all out as I go, and just the scrappiest code you could imagine. I’m almost embarrassed to have other people look at my code!"
Despite the chaotic development, Stardew Valley struck a chord with PC players, particularly those who missed the absence of a Harvest Moon-like experience on the platform. Barone had anticipated its appeal to fans of the original series, but he was still surprised by its global success and positive player reception. "My wildest dreams have come true and I'm in this whole new world," Barone stated, noting that his life had changed dramatically in the month following the game's release.
Barone attributes his perseverance to a strong desire to become a game developer and a sense of self-imposed pressure to prove himself, especially as peers who graduated at the same time had already found employment. "I’d put all my eggs in one basket," he explained.
Future Plans and Unforeseen Fame
With support from publisher Chucklefish, Barone had plans for multiplayer functionality, console ports, and numerous other unannounced features. He also intended to attend gaming expos, something he had been unable to do previously. "My life has completely changed in one month," he reiterated, reflecting on his newfound reality as a successful game developer.