All publications by tag «indiedev»
This free database of indie game publishers contains over 100 companies filtered by budget and more
Unifiq Games founder Seyed Nasrollahi has created a free database of active indie publishers and investors. This spreadsheet should help game developers find companies they could pitch their projects to.
Discovery issues, or why make indie games at all: Florent Maurin reflects on The Wreck’s commercial failure
We usually hear stories of success, but cases where indie games don’t live up to their devs’ expectations are unfortunately much more common. The Wreck co-creator Florent Maurin has opened up about the game’s commercial failure, also reflecting on the point of making indie games in today’s market.
Why game demos are key to opening two main marketing doors and boosting visibility, explained by Chris Zukowski
Many indie developers are still hesitant to release demos before launching their games. But the reality is that they are the essential tool for increasing visibility on Steam, so it is simply unwise to neglect it.
Why devs should treat Early Access game launch almost like full 1.0 release
Developers sometimes think of Early Access as an opportunity to warm up the audience and complete the game before the release of the 1.0 version. As discoverability expert Simon Carless points out, this mindset usually doesn’t work in practice.
Key success factors for ZERO Sievert, top-down extraction shooter that generated over $1 million in its first week
Extraction shooters like Escape from Tarkov are very hardcore and multiplayer-only titles. But what if you cut the online aspect and use the core gameplay formula to make a pixel art top-down game? This is exactly what solo developer Luca Carbonera did with his debut project ZERO Sievert, which eventually became a new hit on Steam.
Solo dev Matt Sharp says “We need to stop glamorizing indie development” after making just $4,000 in 5 months
People are used to stories of great success, but it is equally important to learn from others’ mistakes. Matt Sharp, solo developer at Momiji Studios, has reflected on the not-so-successful launch of his largely unique RPG Video Game Fables.
The Long Dark director explains why indie devs should educate players about importance of ‘healthy revenue’
Hinterland founder and creative director Raphael van Lierop has outlined the factors behind the success of The Long Dark, a survival hit that recently surpassed 10 million players. He also tried to explain the importance of “healthy revenue” for independent developers.
What went wrong during development of NecroBouncer: lack of planning and other mistakes to avoid
Andraž Oražem, Slovenian dev and founder of one-man studio Alchemy Sheep, has shared with us some ups and downs he faced while making his upcoming roguelike game NecroBouncer. This rollercoaster journey could help many other indie creators avoid making the same mistakes.
Zach Adams on adding tutorial to Dwarf Fortress with his wife as tester: “We want the world to be able to lose this game”
Dwarf Fortress has one of the highest barriers to entry among all modern games out there. That’s why Bay 12 Games decided to add a tutorial to the upcoming Steam version so that more people could at least enjoy losing.
Free Lives on Studio Ghibli-inspired reverse city builder Terra Nil: “Player involvement is a central part of our development ethos”
Restoring the environment instead of turning the planet into an industrial nightmare? This is what Terra Nil is all about. We spoke with Free Lives producer Ruan Rothmann about making this beautiful reverse city builder.
Badger-led indie studio Grimbart Tales on ITORAH, childhood memories, and creation of hand-drawn Mesoamerican world
German-based indie team Grimbart Tales has put a lot of effort into their debut title ITORAH, an action-adventure game set in the beautiful Mesoamerican world. We reached out to the studio to discuss their first steps in game dev and the importance of cherishing childhood memories.
Common mistakes devs make when creating game trailers, or why gameplay should always come first
A great trailer is essential for marketing a game and getting people hooked, especially when it is the first thing the player sees on platforms like Steam. However, a lot of indie developers make common mistakes that can negatively impact wishlists and other metrics.
Half Past Yellow on Time on Frog Island, trading with frogs, and creating “adventure for people with ADHD”
Half Past Yellow co-founder and lead designer Max Wrighton has opened up about Time on Frog Island, a colorful adventure game inspired by some Zelda quests. We discussed the title’s trading nature and the vicissitudes of indie game development.
Mark Brown’s Platformer Toolkit, playable essay on platformer game design, hits 100k downloads
Mark Brown, creator of the Game Maker’s Toolkit blog, has announced that his latest project Platformer Toolkit has reached a new milestone. It is an interactive video essay where the player has to fix a bad platformer.
Mixed Realms on Gordian Quest, blending RPG and deckbuilding genres, and the Rule of Cool: “The devil is in the details”
Polished deckbuilding roguelite with RPG-like progression and some DnD feel to it? Well, it is all about Gordian Quest. We caught up with Singapore-based indie studio Mixed Realms to discuss the challenge of mixing multiple genres, the benefits of Early Access, and their favorite Ultima game.
Indie dev Tobi on Above Snakes’ tile-based gameplay: “It started out as a compromise”
Indie dev Tobias Schnackenberg has opened up about Above Snakes, a debut game from his small studio Square Glade. We discussed the Wild West setting, promising tile mechanics, running a Kickstarter campaign, and working with player feedback.
Fruit Ninja designer left Snap to become solo indie dev. Here’s his ‘Vampire Survivors with cars’ game prototype
Even if you don’t know who Luke Muscat is, you probably played at least one of his hits like Fruit Ninja. The mobile games industry veteran has now decided to become a solo developer, documenting his new journey online.
Sezhes on its Lovecraftian JRPG Frail Hearts: Versicorae Domlion: “The true horror lies behind the scenes”
Developed by the Italian team Sezhes, Frail Hearts: Versicorae Domlion is a new eerie JRPG / visual novel featuring four stories set in a dark and dangerous world. The studio’s founder Fiore has opened up about the game’s storyline, Lovecraftian aesthetics, combat system, and three-year run to the launch.
Massive Monster on Cult of the Lamb, juggling genres, and iteration: “You have to be fast and not get attached to an idea”
Jay Armstrong, director of game design at Massive Monster, has opened up about Cult of the Lamb, a whimsical roguelike / cult management sim. We discussed the game’s development, creating the concept of running a cult, and the importance of iteration in providing players with a unique experience.