Indie Development
Ongoing coverage on Indie Development.
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Bohemia Interactive takes minority stake in Everwind developer Enjoy Studio
Bohemia Interactive has acquired an undisclosed minority stake in Enjoy Studio, the developer behind the co-op FPS survival RPG Everwind. This marks Bohemia Interactive's first investment in a Polish developer, with Enjoy Studio maintaining its creative independence. The partnership aims to foster a closer, long-term collaboration between the two studios.
'Ship a good game, learn from it, and build from there:' Lessons from going indie after a decade at id Software
Former id Software developers Tony Garza and Richard O'Neal discuss the lessons learned from leaving a major studio to found their own indie company, Turnkey Games. They emphasize realistic scope, bootstrapping, and focusing on core gameplay to overcome the challenges of independent development, especially in light of industry layoffs.
CD Projekt Red opens its 'Arasaka hardware archives' to help an indie dev whose gear was stolen during 1 of at…
Multiple indie developers and publishers, including CD Projekt Red, Tessera Studios, and iam8bit, reported significant equipment theft from their booths at Gamescom. CD Projekt Red offered assistance to one affected developer, while Gamescom acknowledged the incidents and emphasized existing security regulations and the recommendation for exhibitors to insure their equipment.
Multiple developers report equipment stolen from their Gamescom booths
Multiple developers reported equipment, including laptops and a Steam Deck, stolen from their booths at Gamescom in Cologne. Indie developer Ryan Laley stated the theft effectively ended his show early, while iam8bit and Tessera Studios also confirmed losses. Gamescom acknowledged the incidents, stating that investigations are underway and advising exhibitors to insure their equipment.
The newly independent Psychonauts dev now earns all the revenue when you buy games it made under Xbox: 'Buying any…
Double Fine has become an independent studio again after leaving Microsoft's Xbox Game Studios, regaining full publishing rights and revenue for its past games. CEO Tim Schafer confirmed the transition, noting that sales now directly support the studio as it pitches new projects. The studio is also launching a Kickstarter for its Amnesia Fortnight game jam and teased updates for its game Kiln.
Opinion: Deprofessionalization could foster toxic work environments on small teams
The article discusses the concept of 'deprofessionalization' in the game industry, where reduced general employment drives out career professionals, potentially fostering toxic work environments, particularly in indie development. It draws parallels between historical instances of harassment at both large and small studios, highlighting how relaxed professional standards can lead to inappropriate conduct and drive talent away from the industry.
Double Fine hit with layoffs after exiting Xbox - "The people we are losing were all important"
Double Fine Productions has laid off 23 employees as it transitions back to an independent studio after exiting Xbox. Studio head Tim Schafer stated the cuts were necessary for the studio's short-term survival. While at Xbox, Double Fine released Psychonauts 2, Keeper, and Kiln.
Double Fine Announces Layoffs As It Goes Independent From Xbox
Double Fine has announced layoffs affecting 23 team members following its separation from Xbox. Studio head Tim Schafer stated the decision was made to ensure the studio's future as an independent entity.
'I'm in this whole new world': Here's what Eric Barone had to say about the life-changing Stardew…
Developer Eric Barone reflects on the unexpected success of his solo-developed farming simulator, Stardew Valley, which he created over four years. He discusses his inspirations, including Harvest Moon, and the challenges of independent game development, expressing surprise and gratitude for the game's global reception and how it has changed his life.
'These are hard, but necessary decisions' — Xbox pulled funding for Io Interactive's 'Project Fantasy' but the developer will continue working on the game independently
IO Interactive has regained full ownership of its online fantasy RPG, Project Fantasy, after Xbox withdrew its funding. The developer will continue to fund and develop the game independently, but will close its Istanbul studio and lay off an unconfirmed number of employees. This decision comes amidst broader restructuring and layoffs at Microsoft.
Mike Bithell’s Journey From Auteur To Studio Boss
Mike Bithell, CEO and creative director of Bithell Games, discusses his journey from creating the indie hit Thomas Was Alone to leading a studio. He reflects on the challenges of modern indie development and the inspiration behind his TRON-inspired games, TRON: Catalyst and TRON: Identity. The interview also touches on the evolution of game development and the importance of studio leadership.
"Is this gonna be a Sonic game?": Even Takashi Iizuka wasn't sure about Sonic Pico Park at first, but Sega's learned a lot from its indie collaborators
Sega is collaborating with indie developer Tecopark on Sonic Pico Park, a co-op puzzle platformer that integrates Sonic the Hedgehog elements into the existing Pico Park gameplay. Sonic Team head Takashi Iizuka initially questioned the concept but gained confidence from previous indie collaborations like Sonic Mania. The partnership highlights Sega's evolving strategy of working with indie studios to leverage their rapid development cycles and creative ideas.
Italy's 34BigThings spins out from Embracer Group
Italian game developer 34BigThings has spun out from Embracer Group, with co-founder Valerio Di Donata buying back 100% of the studio's stock. This move makes 34BigThings the second-largest independent game developer in Italy. The studio, known for titles like Carmageddon Rogue Shift and Redout, plans to announce a major new title later this year built on a beloved intellectual property.
Game Marketing Budget Calculator for Indie Developers
The Game Marketer has launched a free Marketing Budget Estimator tool to help indie developers establish a starting point for their game marketing budgets. The tool emphasizes the importance of planning marketing spend, suggesting it should typically be between 20% and 30% of the total development budget, and offers personalized guidance based on game genre, platform, and development phase.
Now that Backrooms stormed the box office, what indie game adaptation would you like to see next?
Following the box office success of The Backrooms film, this article discusses potential future indie game adaptations. It explores whether this trend is beneficial for indie developers and prompts readers to share their desired game adaptations.
Italy's second-largest independent game studio buys its independence from Embracer
Italian game studio 34BigThings has regained its independence from Embracer Group after six years. Co-founder Valerio Di Donato acquired full ownership and will lead the studio alongside Giuseppe Enrico Franchi and CFO Daniel Giagnorio. The studio plans to announce a major title later this year and has further projects slated for 2027 and 2028.
"Going independent meant taking a massive, massive risk": How Toys for Bob split off from Activision and Xbox…
Toys for Bob has successfully spun off from Activision and Xbox to regain its independence, a move described as a massive risk. The studio is now developing a new Spyro game, Spyro: A Realm Beyond, for PC, PlayStation 5, Nintendo Switch 2, and Xbox Series X, set to release in 2027. This independence allows Toys for Bob to return to making games they are passionate about, leveraging their expertise from the Spyro and Crash Bandicoot franchises.
'A new industry with a new identity:' How Canadian devs are faring in 2026
The Canadian games industry is undergoing a transformation, moving away from a reliance on triple-A development and tax incentives towards a more resilient model focused on indie studios and community collaboration. Despite recent layoffs and studio closures, there is optimism for a new identity centered on smaller, agile teams that can validate market potential through evidence like wishlists and community engagement, supported by systems like the Canadian Media Fund.
The Evolution of the 'Daily Ritual': How Indie Mechanics Shaped Modern Reward Loops - Walkthrough, Tips, Review
This article analyzes the evolution of 'daily rituals' in gaming, tracing their origins from early 2000s indie browser games to modern HTML5 free-to-play titles. It explores how mechanics like time-gated content and reward loops, pioneered by developers on platforms like Newgrounds and Miniclip, have shaped player habits and monetization strategies through gamified retention.
Lamp Smash lite - Free Online Browser Game
Lamp Smash lite is a new arcade browser game that allows players to smash a lamp as quickly as possible to make it explode. The game features a timer, combo system, four difficulty levels, and a global leaderboard. It is playable directly in a browser, as a Chrome extension, or as a Progressive Web App, and was developed by a solo indie developer.