Indie Dev Interview: Nimillion – The Last Expedition
I caught up with Anthony Gatti, solo developer of Nimillion – The Last Expedition, to talk physics-based flight, long development lessons, and why patience is your greatest weapon.
From AMIGA nostalgia to a modern metroidvania spaceship adventure, Nimillion has clearly been a labour of love — and a stubborn one at that.

Quickfire Round
First console/system you ever owned?
NES
Favourite boss fight of all time?
I can’t really remember. I mostly played competitive games or games without bosses for the last decade, and I haven’t played many games for the past five years. I did enjoy Tunic’s boss fights though.
Go-to snack during crunch?
Biscuits!
Pizza topping that must exist in the post-apocalypse?
Pepperoni.
One game you wish you could play again for the first time?
Tunic!

The Game Pitch
Give us the one-liner pitch for Nimillion.
A metroidvania spaceship adventure with physics-based rocket ship controls.
Where did the core idea come from?
I was looking for a modern version of Gravity Force. I played the AMIGA version when I was a kid and couldn’t find anything like it, so I decided to make the game I wanted to play.
Which mechanic gave you the biggest headache?
The physics, especially the grappling ability. Fine-tuning everything took a very long time and years of iteration, largely based on player feedback.
Behind the Scenes
Biggest “aha!” moment during development?
I went through several prototypes in the first two years. Originally the game played more like Rocket League, fully 3D including the controls. It took me a while to realise it was far too hard for most players.
I eventually moved to a mix of 3D and 2D, and finally settled on 2D controls with assists and abilities. That’s when the game became playable and satisfying. Once the first environment was complete, it finally felt like I had a good game cooking.
Which part of the game are you most proud of?
The look and feel, and especially the soundtrack, which I made without any prior music experience. I’m also proud of how much fun gameplay I managed to include. I didn’t expect the game to end up being so long.
If your game had a secret cheat code, what would it unlock?
All upgraded abilities. Most players seriously underestimate how useful they are.
Funniest or most embarrassing dev moment?
I challenged the internet to beat my best time in the demo’s final level without realising I’d just pushed an update that stopped leaderboard uploads.
A player pointed it out, I admitted the mistake on X, and fixed it. That was pretty embarrassing.

Community Corner
What should players know before diving in?
The game takes time to get used to. Players who reach the first big level, around 30 minutes in, often end up playing for over 10 hours.
Abilities are key. Use them often and experiment. Trying to rush or rage always backfires. Patience really matters, especially the first time you play.
How can players best support you?
Follow me on YouTube and X, play the demo, leave a review, and wishlist the game if you enjoy it.
Like Marmite, Nimillion isn’t for everyone. Some players will love it, others might hate it. If you love it, please share it with your friends.
One feeling you want players to walk away with?
A real sense of accomplishment, that satisfying feeling of improving your skills and overcoming difficult odds.
Looking Ahead
Any plans for updates, DLC, or sequels?
If the game is financially successful, I’d love to bring it to consoles and work on a sequel or large DLC. I have so many ideas I’d love to explore further.
Dream collaboration or publisher?
I hoped Devolver might help with marketing, but that didn’t happen. I probably reached out too early. I’d love to have the resources to work with talented artists for modelling and animation. Still, I’m proud of what I managed to achieve solo.
What’s next after Nimillion – The Last Expedition?
I really hope this game allows me to make another one. It’ll take luck and community support, but I’m hopeful.
Check out links and contact details for Nimillion here.