IT is more or less impossible to put accurate numbers into the number of video games released each year. According to
Published data, About 19,000 titles were released in 2024 on Digital Store Steam. This is on one platform. Hundreds of more have arrived on consoles and smartphones. In some respects, this is a positive sign of a vibrant industry, but how do you notice an entirely new project? When Triple A titles with a multi-million dollar marketing budget find it difficult to attract attention (Dragon Age: Bailguard, Final Fantasy VII Remake, and EA Sports FC have reported disappointing sales), is there a chance that a small team will break out?
Still, that happens. Last year’s surprise hit Baratoro shifted copies over 5m. Title Manor Rhodes, a complex medieval strategy, sold 1 million copies over the weekend. But what awaits a small developer after they succeed? And what does success mean in an ever-evolving industry?
James Carbutt and Will Todd of Coal Supper are still trying to figure it out. Their Aselvic satire will appreciate you being here!, players have gone through the strange quote scenarios of the fictional humble north town of Barnesworth, and are now an award-winning game. “It’s not registered as a success in my head at all,” Carbutt says. “The numbers were up on the screen, there was a YouTube playthrough and some erotic fan art. Beyond that, I won’t subscribe.”
After working on the project for three years, the pair now notices the confusing glare in the spotlight and asks questions about: “That’s scary,” joking Carbbit. “But we don’t think we’ll feel any kind of second-time out syndrome. The space where we can be a bit more introspective about what we want to do next is an interesting habit of successful indie games.”
Veteran indie developer Gabe Cuzzillo (Ape Out, Baby Steps) offered them the wisdom of the wise man. “He talked about not just about making something, but how to focus because it’s amorphous,” Todd says. “Instead, look at what we essentially want to explore and judge success based on whether we have explored it or not. The speed pressure on the market doesn’t apply to us.
Australian developer Grace Bruxner redefines success after leaving behind a trilogy of Bitize Size Adventures, which was developed in collaboration with Frog Detective Games: Thomas Bowker.
“Did that have a positive impact on people’s lives?”…Frog Detective. Photo: wormclub
“Success in the game has always been a bit of a lie and a bit of a illusion,” she says, pointing to typical markers such as cultural influence, number of players and financial gain. “Did the measure of my success create something I’m proud of and it has impacted my life and the lives of others in a positive way? And it was.
Bruxner began working on the series as an experiment in his final year at university to see if he could create a commercial game. After a relatively refreshing first outing, the second frog detective game demanded that Bruxner and Bowker lock in, spending most of their time on the project. In the third article, pressure was beginning to fall victim to, but the hard work paid off. Throwing out the pandemic as well as mental and physical health issues, Brooksner was ready to take a break. “I wasn’t crushed very hard, but I wasn’t having a great time either,” she says. “It was really good to make that choice.”
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Bruxner still has the idea of a game that swirls around the back of her head, but she wanted to escape the endless production cycle that swallowed many of her mates, regardless of fatigue or burnout. “That’s not universal advice,” she says, “But if you’re a solo developer or a really small team, I don’t think there’s any shame to leave there. Unless you like making games, I don’t love making games.
Three years after the series’ swan song, she falls into an indefinite break, exploring alternative creative paths such as pottery. “I can’t imagine making a game because I am expected of me as a creator,” she explains. “I don’t even know where I’m going from here.”
Bruxner is amazed at his ability to maintain himself with the modest amounts offered by Frog Detective. “If the game keeps its tail and can live within its own means, it will lead to passive income that is not linked to being a scary landlord,” she explains. Still, she knows how taboo it is to talk about money explicitly, especially in creative circles like the indie gaming scene. “I have free time to chill and decide what I want to do, but at some point I think I need to have a career again. My biggest question is, will this money last forever? Perhaps not.
“Opportunities are limited”…consuming me. Photo: 66
It may seem like more indie items have fallen into the spotlight in recent years than ever before. However, the persistent turbulence in the gaming industry has become even more complicated by finding financial support for follow-up. “The elephant in the room is everything that’s happened over the past few years, evaporating a ton of layoffs, studio closures and funding opportunities,” says upcoming indie developer AP Thomson, who will consume me alongside fellow NYU arcade alumni Jenny Ziao Hosia. “Before that, there was a pretty big change in the mid-2010, when indie publishers and funders began to rise to prominence. Everything we’ve heard suggests that the same opportunities are no longer present or are incredibly limited.”
Consumes Me, the duo’s adult scheduling RPG has no release dates, but has been nominated for five gongs at the Independent Game Festival Awards. As such, Jiao Hsia and Thomson are already under pressure to decide on their next effort. “Several people have said that once it’s released we should move forward,” Thomson says.
Even with high expectations, the pair are not keen to move ahead of them. “Everything we’ve heard suggests that now is not the best time to pitch, so we focus our energy on the launch and then read the temperature in the room,” adds Thomson.
“I don’t feel like I have to show up at a job I’ve never applied to, I want to enjoy making art again,” explains Jiao Hsia. “The idea of creating art for fun without worrying about making money is something I can’t wait for.”
Source: www.theguardian.com