Indie gaming articles

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A four-day Steam freebie turned into $250,000 for an indie game

The takeaway: A recent free-game promotion on Steam is drawing attention to how giving away a title can still generate substantial revenue when there is a clear path to selling additional content. A four-day free giveaway of Graveyard Keeper, a title published by tinyBuild, generated roughly $250,000 in revenue, according to CEO Alex Nichiporchik. Most of that money came afterward, as new players who claimed the free copy went on to purchase downloadable content for the game.
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This Quake-style shooter fits in just 64KB

Developer built his own image editor and programming language to save precious bytes
WTF?! While the latest AAA first-person shooters usually require over 100GB of storage space, and even retro-style indie titles consume a gigabyte or two, a solo developer recently released a project that resembles the original Quake but could comfortably fit on an NES cartridge. The creator built most of the development tools himself, including the programming language.
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Too many games, not enough players: the industry's growing challenge

Steam saw 18,626 new games in 2024 – nearly double 2020's total
The takeaway: New technology and democratized development tools have supercharged the way games are created and sold. The result? An explosion of creativity like never before. But there's a catch: a marketplace so overcrowded that even the best games struggle to be seen. For players, this is a golden era. For developers and publishers, it's an escalating arms race where only a few titles manage to break through.
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Stardew Valley is now the highest-rated game on Steam

Farming sim maintains near-perfect rating from almost 1 million reviews
Why it matters: As a foundational title in the "cozy game" subgenre, Stardew Valley has remained one of the most successful indie games for much of the past decade. With Steam player counts higher than ever over the past year, Eric Barone's pixel art farming simulator now also holds the highest user rating on the platform.
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Former Ubisoft director, Clair Obscur maker slams AAA dev bloat: "It would've taken 25 years" to make my game

Smaller teams are making better games, go figure
Let's get back to fun: The video game industry has always been unpredictable, but the current trend in triple-A development raises serious concerns about its long-term viability. As costs rise and development processes grow increasingly bloated, many question whether the industry is on the verge of another crash. Recent statements by former Ubisoft creative director Guillaume Broche suggest the situation may be more dire than previously thought.