Indie Development
Ongoing coverage on Indie Development.
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"I wish I had the formula" – 2Awesome Studio on navigating indie development while creating Altered Alma, its biggest project to date
Alexander Santiago, co-founder of 2Awesome Studio, discusses the challenges and strategies of indie game development while working on their largest project to date, Altered Alma. The studio navigates funding, market trends, and plans for future sequels, emphasizing a focused approach to game design.
Jeff Kaplan discusses indie dev, his post-Overwatch life, and fixing Legend of California’s busted ladders
Jeff Kaplan, currently working on the Wild West survival game The Legend of California with his studio Kintsugiyama, discussed his transition from Blizzard Entertainment and the game's development. He expressed a preference for not being the public face of a game and finds indie development freeing, despite facing fiscal realities. Kaplan also confirmed his disconnection from Overwatch and highlighted that fixing issues like the game's ladders is a positive sign for The Legend of California's progress.
If New Blood had made Dusk 2, there'd be no Iron Lung, 'and now David Szymanski has got a movie that made $50 million'—so maybe there's wisdom in not churning out sequels
New Blood founder Dave Oshry explains his strategy of investing success from hits like Ultrakill into new, 'artsy' projects rather than churning out sequels. He contrasts this independent approach with the AAA model of IP exploitation and relentless growth, arguing that this allows for more creative freedom and avoids the pitfalls of publisher-driven development, citing examples like the Heroes of Might and Magic series and the Wolverine game.
Steam discoverability is "the big issue" in gaming right now, Peter Molyneux says. "There's just too much choice."
Veteran developer Peter Molyneux believes Steam's discoverability is the biggest issue facing the gaming industry today, citing an overwhelming amount of choice that buries good games. He also expresses concern over the rapid pace of development from Chinese studios and the pervasive influence of AI, contributing to a challenging environment for indie developers.
Grasshopper Manufacture Splits from NetEase
Grasshopper Manufacture, founded by Suda51, has announced its independence from NetEase Games, effective October 1, 2026. The studio aims to deliver a wider variety of game styles as an independent developer. This move comes as NetEase has been scaling back its acquisitions and closing other studios, with Grasshopper Manufacture being a fan-favorite studio that NetEase likely chose to release due to its established reputation and ability to self-sustain.
Grasshopper Manufacture Goes Independent Once More, Splits From NetEase Games
Grasshopper Manufacture, led by CEO Goichi Suda, has once again become an independent studio after splitting from NetEase Games. The move, described as amicable, allows the studio to pursue a wider variety of game styles with its signature quality. While no new projects have been announced, the company is looking towards its 30th anniversary in 2028.
The algorithm comes for Steam's Discounts and Events
Valve is changing how games are featured in Steam's Discounts and Events section, replacing curated spots with personalized recommendations driven by algorithms. The company claims this will increase visibility for 10 times more games, leading to more store page visits, wishlists, and cart additions. While some express concern about over-reliance on algorithms, the change is seen as potentially beneficial for indie developers seeking visibility.
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.