The Indie Hacking Playbook: How to Start a Side Project That Actually Ships
2026-05-23 · Michael Beaudry
Every successful indie project I've ever seen — including the ones that turned into real companies — started the exact same way: someone got annoyed enough to build their own fix.
Not a pitch deck. Not a focus group. Not a $50k MVP built by an agency. Just a person staring at a broken process and thinking "I could build something better than this." And then they did.
The difference between a side project that ships and one that dies in a GitHub repo isn't talent, funding, or time. It's a specific set of constraints that most founders never impose on themselves. Here's the playbook.
Constraint #1: A Deadline, Not a Roadmap
The biggest killer of side projects isn't feature creep — it's feature everything. You start building a thing that solves one problem, and by week three you've got a Trello board with forty cards, six "wouldn't it be cool if" ideas, and no working prototype.
Give yourself two weeks. That's it. Day 14 you either have something someone can use, or you kill it. No extensions. Deadlines work because they force the hard question: "What is the actual smallest thing I can build that provides value?" The answer is almost always smaller than you think.
I built the first version of our AI assistant in a weekend. Not because I'm some coding wizard, but because I set a timer and refused to add anything that didn't directly solve the core problem. The result was ugly, limited, and — critically — useful.
Constraint #2: A Landing Page Before Code
This is the trick that separates people who build things from people who talk about building things. Before you write a single line of code, put up a landing page. Describe what your thing does. Add a "Buy Now" button that leads to a "We're launching soon" email capture.
If nobody clicks, you just saved yourself weeks of work. If people click and enter their email, you have something worth building. This costs you an hour and a domain name. The ROI is infinite.
I've killed five ideas this way. Each one felt brilliant in my head and fell apart the second I tried to explain it to a stranger. That's not failure — that's intelligence. That's the market telling you something for free.
Constraint #3: Charge From Day One
Free users are noise. They'll ask for features, file bug reports, and ghost you the moment a shinier free thing appears. Paying users are signal. They've invested money, which means they're invested in your success.
Charge something, even if it's $5 a month. The act of asking for money — and someone agreeing to pay — is the single strongest validation signal you can get. It's also the fastest way to discover whether your idea has legs or if you're just building a very elaborate hobby.
We launched our first product at $29/mo with exactly one feature. It was embarrassing in its simplicity. People still paid. That was the moment everything changed.
The Real Secret
Here's the thing nobody says out loud: most successful side projects aren't world-changing innovations. They're simple solutions to boring problems that somehow nobody else had bothered to solve well.
The founders who win at indie hacking aren't the ones with the most elegant architecture or the best-designed dashboards. They're the ones who shipped something, got feedback, shipped again, and kept doing that until they had a business instead of a project.
If you're waiting for permission to start: you have it. Pick something that annoys you, give yourself a deadline, put up a landing page, and charge for it. The rest is just iteration.
The worst thing that happens is you learn something. The best thing that happens is you build a real business. Both are better than wondering "what if."
📬 Subscribe to The Asset Insider
Get AI insights delivered to your inbox. No spam.