I think Tom Cain pretty much nailed it. I'd just like to add to his 2nd and 4th points. This is very important and I also think it helps to have some kind of hook to your company or games, which customers/players can latch onto. Whether it's a particular graphic style or catering to a particular niche, I think it really helps to specialize in at least something. Creating generic games for a general audience is a fast-lane to nowhere as an Indie. Though I want to also add that you should try to remain flexible. You never know what may click with your audience. For example, I have PC and Mac downloadables available on my site, but it was my web games and web demos that got the most praise/attention from players. While 3D in downloadables is very common, many of them told me they hadn't seen 3D graphics in a browser like that before. That told me, "Hmm, maybe I should greater utilize my talent for web 3D graphics into my business more". So keep your eyes open for your unique selling points and listen to your players. This is also true. I'm pretty sure I'm not the only one who over-estimated how much they would sell in the first few months. I thought 150 sales a month would be a cake-walk! Boy was I wrong. Once I got over the initial shock of not meeting my initial sales expectations, I revised my business plan somewhat. Instead of trying to earn enough money to make a living within 4-6 months, I established a 2-3 year plan for profitability. This is still being generous if you think about it since most businesses (even the big boys) bleed money for the first several years (or more) before seeing any real profits. You can obviously make money being an Indie full-time, but I think a big problem is that a lot of new guys are expecting to be totally profitable with their first game. This isn't necessarily a bad goal, but as Tom said it's like winning the proverbial Indie lottery. You should really have some long-term plans and goals in place just in case you don't hit the portal's top ten with your first game. This is why I've stepped back and started concentrating on building up my website's traffic this year. It won't have a lot of immediate returns, but I'm hoping within a year or two, I'll have a good flow of visitors to pitch games to and other things. If you have a 2-3 year plan in addition to a 4-6 month plan, you'll have pretty good odds of eventually reaching profitability if you work really hard at it. But just churning out games won't do it. IMO, you have to be cohesively building up to something. Otherwise you're just throwing darts.