Getting Started as an Indie Developer
There is a moment every developer hits where the job stops feeling like enough. You spend eight hours a day building someone else's product, solving someone else's problems, and shipping features that someone else decided mattered. And one evening, maybe on a weekend, you open a blank editor and think: what if I built something for myself?
That is the beginning. Not a business plan. Not a pitch deck. Just a question you cannot stop asking.
I am Bitnara, and I have been building indie software — calculators, accessibility tools, mobile apps, browser extensions — for a while now. None of it started with a grand vision. It started with scratching my own itches and learning in public. This post is what I wish someone had told me on day one.
The Reality of Going Indie
Let me be honest before anything else: indie development is not a shortcut to freedom. It is a different kind of hard. You trade a predictable paycheck for unpredictable everything. You trade one boss for a thousand users. You trade team standups for talking to yourself at 2 AM wondering why your build is failing.
But here is what you gain: ownership. Every line of code, every design decision, every pixel on the screen — it is yours. When someone uses your tool and sends you a thank-you message, that feeling is impossible to replicate in a corporate environment. You built the thing. You shipped the thing. Someone's life got a tiny bit better because of the thing.
The key misconception is that you need to quit your job first. You do not. Most successful indie developers started as side-project builders. They shipped version one on evenings and weekends. They validated demand before making any dramatic life changes. I strongly recommend this approach.
Choosing Your First Project
This is where most people get stuck. They want their first project to be The One — the app that changes everything, the SaaS that prints money, the tool that disrupts an industry. That pressure is paralyzing.
Here is a better framework: build something you personally need.
When I started building calculator applications, it was not because I saw a market gap in the calculator space. It was because I needed a specific calculation done repeatedly and the existing tools were either bloated, inaccurate, or riddled with ads. So I built my own. It was simple, it was ugly, and it solved my problem. That was enough.
When I started working on accessibility tools, it was because I was trying to make my own websites accessible and found the process frustrating. The existing checkers were either too expensive, too complicated, or missed obvious violations. So I started building something better.
Your first project should have three qualities:
- You understand the problem deeply because you have experienced it yourself.
- The scope is small enough that you can ship a version one in weeks, not months.
- You can explain it in one sentence to someone who is not a developer.
Do not build a social network. Do not build an operating system. Build a tool. Tools are wonderful first projects because they solve specific problems, have clear boundaries, and people actually pay for good ones.
The MVP Mindset
MVP stands for Minimum Viable Product, and the key word is "minimum." Your first version should be embarrassingly simple. If you are not slightly uncomfortable showing it to people, you spent too long on it.
When I shipped my first calculator app, it had one function. One. It could do that one calculation correctly and display the result clearly. No themes, no history, no export feature, no user accounts. Just input, calculate, output.
That is an MVP. It answers one question: does anyone besides me want this to exist?
Here is the trap: developers love building. We love adding features, refactoring code, optimizing performance, setting up CI/CD pipelines, writing comprehensive test suites. All of that is important — eventually. But none of it matters if nobody wants to use your product.
Ship the ugly version. Ship the version with only one feature. Ship the version that makes you nervous. Then listen to what users say. They will tell you exactly what to build next, and their priorities will surprise you.
Tools You Actually Need
You do not need much to start. Here is the honest minimum:
For web projects: A code editor (VS Code is free and excellent), a GitHub account, and a hosting platform. Vercel and Netlify both have generous free tiers. That is it. You can ship a production web application with zero dollars.
For browser extensions: The same code editor, a basic understanding of HTML/CSS/JavaScript, and a Chrome developer account (one-time $5 fee). Extensions are one of the most underrated platforms for indie developers because distribution is built in — the Chrome Web Store is your app store.
For mobile apps: Flutter is my recommendation for indie developers. One codebase, two platforms. The tooling is mature, the community is large, and the documentation is excellent. You will need Android Studio or Xcode depending on your target, but the Flutter SDK itself is free.
For everything: Git for version control. Learn it properly — not just git add . && git commit. Learn branching, learn how to write good commit messages, learn how to use it as a safety net for experimentation.
What you do not need: a fancy project management tool, a Slack workspace, a custom domain (yet), paid analytics, or a designer. All of those are nice-to-have later. Right now, you need to write code and ship it.
Dealing with Uncertainty
This is the part nobody talks about enough. When you are building indie software, you are making hundreds of decisions a day with incomplete information. Should you build feature A or feature B? Should you use technology X or technology Y? Should you charge $5 or $10? Should you target consumers or businesses?
You will get many of these decisions wrong. That is normal. The goal is not to make perfect decisions — it is to make reversible decisions quickly.
Here is a framework that has saved me a lot of anxiety: ask yourself if the decision is reversible. If you can change it later without catastrophic consequences, pick the option that lets you move faster and stop deliberating. If it is genuinely irreversible (rare), then take the time to think carefully.
Choosing a tech stack? Mostly reversible at the early stage. Choosing a pricing model? Completely reversible. Choosing a name? Reversible but annoying. Choosing to go full-time indie before you have any revenue? That one deserves careful thought.
The uncertainty never fully goes away. You just get better at being comfortable with it.
Finding Your Niche
"Niche" sounds like marketing jargon, but it is actually a survival strategy. The internet is enormous, and you cannot compete with everyone. You can, however, become the best option for a specific group of people with a specific problem.
I did not set out to build "developer tools." I set out to build an accessibility checker that was better than what existed for small teams. That is a niche. It is not "accessibility" broadly — it is accessibility checking for a specific audience with specific constraints.
Good niches have three properties:
- The people in the niche can be found. They hang out in specific forums, subreddits, Discord servers, or Twitter communities. If you cannot find your audience, you cannot reach them.
- The people in the niche have a budget. They are willing to pay for tools that solve their problem. Free users are nice for vanity metrics but they do not sustain a business.
- The niche is small enough that big companies ignore it. Google is not going to build a specialized WCAG compliance checker for freelance web developers. That is your opportunity.
Start narrow. You can always expand later. It is much harder to go the other direction.
The Importance of Shipping
I cannot overstate this: shipping is the skill. Not coding. Not designing. Not marketing. Shipping.
The graveyard of indie development is full of beautiful, well-architected, thoroughly-tested projects that never saw a user. Their creators kept polishing, kept refactoring, kept adding "just one more feature" before launch. And then they burned out and moved on.
Shipping means putting your work in front of real people and accepting whatever happens next. It means publishing the Chrome extension with three features instead of thirty. It means uploading the app to the Play Store with a mediocre icon. It means writing the landing page in an afternoon instead of a week.
Every time you ship, you learn something that no amount of planning could have taught you. You learn what users actually care about (usually not what you expected). You learn which features get used and which get ignored. You learn where the real friction is in your product.
Set a deadline. Make it aggressive. Cut scope to meet it. Ship.
Building in Public
One of the best decisions I made was sharing my development process openly. Not in a performative way — just honestly documenting what I was building, what problems I was running into, and what I was learning.
Building in public does several things:
It creates accountability. When you tell people you are building something, you feel more pressure to actually finish it. That pressure is useful.
It attracts early users. People who follow your journey become invested in your product before it even launches. They want to see you succeed because they have been along for the ride.
It builds credibility. When someone finds your tool and sees months of development updates, blog posts, and honest reflections, they trust you more than a faceless landing page.
It helps you think clearly. Writing about your decisions forces you to articulate your reasoning. Many times I have changed my approach halfway through a blog post because the act of explaining it revealed a flaw.
You do not need a huge audience. You do not need to go viral. Just be consistent. Write about what you are building once a week. Share it on Twitter, on a blog, on a forum relevant to your niche. The compound effect over months is powerful.
Practical First Steps
If you have read this far and you are ready to start, here is what I suggest:
This week: Write down three problems you personally experience with software. Not vague complaints — specific, concrete problems. "I need to convert between units frequently and every converter I find is slow and full of ads." That kind of specific.
Next week: Pick the smallest of those problems. Sketch out what a solution looks like. Not wireframes, not architecture diagrams — just a rough idea of what the user does and what happens.
The week after: Start building. Set a two-week deadline for version one. Cut everything that is not essential to solving the core problem.
After that: Ship it. Put it somewhere people can find it. Tell ten people about it. Listen to what they say.
That is it. That is the whole process. Everything else — monetization, scaling, marketing, hiring — comes later. First, you ship.
The world does not need another developer with a great idea. It needs developers who ship. Be one of them.