The making of Meadowfell

"All my games are about the joy of exploring natural worlds."

The making of Meadowfell

Meadowfell is a new open-world game designed for relaxation and creativity. The title is made by solo developer Robert Kabwe, who runs Protopop Games, the same indie studio that brought us Wilderless. We caught up with Robert to discuss his latest game Meadowfell.

IsaKaba: Can you tell us a little bit about yourself?

Robert: I’m a solo game developer who’s been making games since 1999, starting with my first Flash game, Nimian Flyer. I didn’t really know why - I just wanted to make a game. Over time, I created several popular free Flash games, but eventually switched to Unity to focus on building open-world experiences. That led to BrightRidge, Vandgels, and Wilderless, which I first released on mobile before bringing them to Steam. I work from home, and when I’m not developing, I love biking and hiking out in nature - it’s a huge source of inspiration for my games.

Talk to us about Meadowfell. What initial spark led to its creation?

Meadowfell grew out of Wilderless, my procedurally generated wilderness exploration game. Both are set in my broader Nimian Legends fantasy world. The initial idea sparked during a countryside drive in Quebec - I was looking out at peaceful farmlands and thought, “That’s my next game.”

I was also heavily inspired by the pastoral landscapes in Kingdom Come: Deliverance - they nailed the naturalistic world design. While Meadowfell takes a more stylized approach, it shares that same love for open, peaceful environments.

Were there any moments where you felt the game might not come together? How did you push through?

Almost all the time - and honestly, still today. Being a solo dev means juggling everything: design, coding, art, marketing - all without a budget. It can feel overwhelming. In those moments, I focus on why I’m doing this - because I love it. Visualizing the finished game helps me push through, along with positive player feedback, which is huge for motivation. And when it gets too much, I take a break, go for a hike, or bike it out. Staying connected to nature keeps me grounded.

Can you share a funny or memorable moment from the development process?

Bugs - always bugs. Some are frustrating, but others are just hilarious. One recurring bug leaves the player’s body invisible, so there’s just a floating head wandering around the world.

I’ve posted some of these moments on Twitter under #bugshappen. It’s a fun way to share the chaos behind the scenes.

And were there any features or mechanics that didn’t make the final cut? If so, why?

Plenty didn’t make it, mostly due to time and resources. As a solo dev, I have to prioritize ruthlessly, but I keep a running list of ideas and come back to them when I can. That’s why my games continue to get updates for years - I’m always adding new features and improvements. Player feedback is key here; it helps me focus on what matters most and what people actually want to see.

How does this game fit into your long-term vision?

Meadowfell is part of my Wilderless series - huge, procedurally generated natural worlds that focus purely on exploration without quests or enemies. It also ties into my broader Nimian Legends universe, which focuses more on open-world adventures with stories and combat.

Eventually, I’m aiming to build a massive, cohesive open world that unites these games. I’m also working on a remake of Nimian Flyer, one of my earliest and most popular Flash games.

Meadowfell is currently available on mobile. Are there plans to bring it to other platforms?

Absolutely. Meadowfell is now on Steam for Mac and PC, and I’m continuously updating it alongside Wilderless. Expanding to more platforms helps reach more players, and I’m always open to where the community wants to see the games next.

What do you think makes the game stand out, and what part of the experience do you most want players to enjoy?

The open world. I was one of the first to bring open-world exploration to iPhones, long before games like Genshin Impact. My Nimian Legends games focus on nature, storytelling, and deeper themes - like how humans interact with nature in BrightRidge, or faith and belief in Vandgels.

But at the core, all my games are about the joy of exploring natural worlds. I spend most of my dev time crafting those landscapes because I want players to feel that same sense of wonder and calm.

What do you see as the current opportunities and challenges facing indie developers in the games industry?

Marketing is hands-down one of the biggest challenges. Indie devs wear so many hats, and marketing requires a whole different skill set. It’s tough to balance creating a game while also promoting it.

Technical demands can also be a headache, especially with constantly changing platform requirements. Mobile offers great reach, but platforms like Steam often provide longer-lasting stability. Still, I regularly update all my games regardless of platform to keep them fresh.

Do you have any plans for expansions or sequels? What’s next for you after Meadowfell?

Definitely. Meadowfell is part of the Wilderless series, and I’ll keep updating it with new features and improvements. On top of that, I’m returning to my Nimian Legends series - open-world adventures with stories and combat. GrimShiver, the next Nimian Legends game, is in the works. It uses the Wilderless world engine but adds a haunting storyline and more structured adventure elements. Plus, I’m working on a remake of Nimian Flyer, bringing one of my oldest games back to life.

You can check out Meadowfell for PC on Steam as well as on Android and iOS.