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If I'm reading it correctly you're considering:

- call the game finished and walk away now you finished the dev work

- call the game a hobby to excuse the sales now you finished the dev work

- code some arbitrary addition to be ethical just to be coding something cause dev work is probably the only work that exists

- keep iterating cause you can always invent more dev work to do

- get a different project going for another type of dev work

All of these will successfully waste those 3 years and more if you don't focus on converting your nascent product into income.



Don’t fall for the sunk cost fallacy. Walking away now might mean throwing away 3 years, but that’s still better than working for another 3 years, still not succeeding, and wasting 6 years.


If someone has spent 1000 days building their MVP and 0 days establishing market fit it's a terrible time to quit.


Realistically they've spent 1,000 days building a pet programming project with little regard to market fit.


Yet it would be wise to try to stablish market fit of the toy he has first, before throwing it away and getting another toy to test for fitness.


> throwing it away and getting another toy to test for fitness.

how do you know what the opportunity cost of continuing is? It's hard to know either way.


Do you know? Does the OP know? Does anybody know?

The OP has a product almost ready on his hands. It should be easy to test it and check if it's worth investing any more time or not.

Throwing it away before he knows, just to go invest his time on another dubious thing doesn't sound wise.


But is it worse then quitting after 1000 days building and "1000 days establishing market fit."




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