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An indie game, short for independent video game, is a
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
typically created by individuals or smaller development teams without the financial and technical support of a large game publisher, in contrast to most "AAA" (triple-A) games. However, the "indie" term may apply to other scenarios where the development of the game has some measure of independence from a publisher even if a publisher helps fund and distribute a game, such as creative freedom. Because of their independence and freedom to develop, indie games often focus on
innovation Innovation is the practical implementation of ideas that result in the introduction of new goods or services or improvement in offering goods or services. ISO TC 279 in the standard ISO 56000:2020 defines innovation as "a new or changed enti ...
, experimental gameplay, and taking risks not usually afforded in AAA games, and may explore the medium to produce unique experiences in art games. Indie games tend to be sold through digital distribution channels rather than at retail due to lack of publisher support. The term is synonymous with that of
independent music Independent music (also commonly known as indie music or simply indie) is music that is produced independently from commercial record labels or their subsidiaries, a process that may include an autonomous, do-it-yourself approach to recording a ...
or
independent film An independent film, independent movie, indie film, or indie movie is a feature film or short film that is produced outside the major film studio system, in addition to being produced and distributed by independent entertainment companies (or, i ...
in those respective mediums. Indie game development bore out from the same concepts of amateur and hobbyist programming that grew with the introduction of the
personal computer A personal computer (PC) is a multi-purpose microcomputer whose size, capabilities, and price make it feasible for individual use. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or te ...
and the simple
BASIC BASIC (Beginners' All-purpose Symbolic Instruction Code) is a family of general-purpose, high-level programming languages designed for ease of use. The original version was created by John G. Kemeny and Thomas E. Kurtz at Dartmouth College ...
computer language in the 1970s and 1980s. So-called bedroom coders, particularly in the United Kingdom and other parts of Europe, made their own games and used mail order to distribute their products, later shifting to other software distribution methods with the onset of the Internet in the 1990s such as
shareware Shareware is a type of proprietary software that is initially shared by the owner for trial use at little or no cost. Often the software has limited functionality or incomplete documentation until the user sends payment to the software developer ...
and other file sharing distribution methods, though by this time, interest in hobbyist programming had waned due to rising costs of development and competition from video game publishers and home consoles. The modern take on the indie game scene resulted in a combination of numerous factors in the early 2000s, including technical, economic, and social concepts that made indie games less expensive to make and distribute, but more visible to larger audiences and offered non-traditional gameplay from the current mainstream games. A number of indie games at that time became success stories that drove more interest into the area. New industry opportunities arose since then, including new digital storefronts, crowdfunding and other indie funding mechanisms to help new teams get their games off the ground, low-cost and open-source development tools available for smaller teams across all gaming platforms, boutique indie game publishers that leave creative freedom to the developers, and industry recognition of indie games alongside mainstream ones at major game award events. Around 2015, the increasing number of indie games being published led to fears of an "indiepocalypse", referring to an oversupply of games which would make the entire market unprofitable. Although the market did not collapse, discoverability remains an issue for most indie developers, with many games not being financially profitable. Examples of successful indie games include the '' Touhou Project'' series, ''
Cave Story ''Cave Story'', originally released as is a 2004 Metroidvania platform-adventure game for Microsoft Windows. It was developed over five years by Japanese independent developer Daisuke "Pixel" Amaya in his free time. ''Cave Story'' features 2 ...
'', ''
Braid A braid (also referred to as a plait) is a complex structure or pattern formed by interlacing two or more strands of flexible material such as textile yarns, wire, or hair. The simplest and most common version is a flat, solid, three-strande ...
'', '' Super Meat Boy'', ''
Minecraft ''Minecraft'' is a sandbox game developed by Mojang Studios. The game was created by Markus "Notch" Persson in the Java programming language. Following several early private testing versions, it was first made public in May 2009 before b ...
'', '' Fez'', '' Shovel Knight'', '' Undertale'', and '' Cuphead''.


Definition

The term "indie game" itself is based on similar terms like
independent film An independent film, independent movie, indie film, or indie movie is a feature film or short film that is produced outside the major film studio system, in addition to being produced and distributed by independent entertainment companies (or, i ...
and
independent music Independent music (also commonly known as indie music or simply indie) is music that is produced independently from commercial record labels or their subsidiaries, a process that may include an autonomous, do-it-yourself approach to recording a ...
, where the concept is often related to self-publishing and independence from major studios or distributors. However, as with both indie films and music, there is no exact, widely accepted definition of what constitutes an "indie game" besides falling well outside the bounds of triple-A video game development by large publishers and development studios. One simple definition, described by Laura Parker for ''
GameSpot ''GameSpot'' is an American video gaming website that provides news, reviews, previews, downloads, and other information on video games. The site was launched on May 1, 1996, created by Pete Deemer, Vince Broady and Jon Epstein. In addition ...
'', says "independent video game development is the business of making games without the support of publishers", but this does not cover all situations. Dan Pearce of '' IGN'' stated that the only consensus for what constitutes an indie game is a "
I know it when I see it The phrase "I know it when I see it" is a colloquial expression by which a speaker attempts to categorize an observable fact or event, although the category is subjective or lacks clearly defined parameters. The phrase was used in 1964 by United St ...
"-type assessment, since no single definition can capture what games are broadly considered indie. Indie games generally share certain common characteristics. One method to define an indie game is the nature of independence, which can either be: * Financial independence: In such situations, the developers have paid for the development and/or publication of the game themselves or from other funding sources such as crowd funding, and specifically without financial support of a large publisher. * Independence of thought: In this case, the developers crafted their game without any oversight or directional influence by a third party such as a publisher. Another means to evaluate a game as indie is to examine its development team, with indie games being developed by individuals, small teams, or small independent companies that are often specifically formed for the development of one specific game. Typically, indie games are ''smaller'' than mainstream titles. Indie game developers are generally not financially backed by
video game publisher A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer. They often finance the development, sometimes by paying a video game developer ...
s, who are risk-averse and prefer "big-budget games". Instead, indie game developers usually have smaller budgets, usually sourcing from personal funds or via
crowdfunding Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and alternative finance. In 2015, over was raised worldwide by cro ...
. Being independent, developers do not have controlling interests or creative limitations, and do not require the approval of a publisher, as mainstream game developers usually do. Design decisions are thus also not limited by an allocated budget. Furthermore, smaller team sizes increase individual involvement. However, this view is not all-encompassing, as there are numerous cases of games where development is not independent of a major publisher but still considered indie. Some notable instances of games include: * '' Journey'' was created by thatgamecompany, but had financial backing of
Sony , commonly stylized as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan. As a major technology company, it operates as one of the world's largest manufacturers of consumer and professional ...
as well as publishing support. Kellee Santiago of thatgamecompany believes that they are an independent studio because they were able to innovate on their game without Sony's involvement. * ''
Bastion A bastion or bulwark is a structure projecting outward from the curtain wall of a fortification, most commonly angular in shape and positioned at the corners of the fort. The fully developed bastion consists of two faces and two flanks, with fi ...
'', similarly, was developed by Supergiant Games, but with publishing by
Warner Bros. Entertainment Warner Bros. Entertainment Inc. (commonly known as Warner Bros. or abbreviated as WB) is an American film and entertainment studio headquartered at the Warner Bros. Studios complex in Burbank, California, and a subsidiary of Warner Bros. D ...
, primarily to avoid difficulties with the certification process on Xbox Live. Greg Kasavin of Supergiant notes they consider their studio indie as they lack any parent company. * '' The Witness'' was developed by Jonathan Blow and his studio Thekla, Inc. Though self-funded and published, the game's development cost around $6 million and was priced at $40, in contrast to most indie games typically priced up to $20. Blow believed this type of game represented something between indie and AAA publishing. * '' No Man's Sky'' was developed by Hello Games, though with publishing but non-financial support from Sony; the game on release had a price equal to a typical AAA title. Sean Murray of Hello Games believes that because they are still a small team and the game is highly experimental that they consider themselves indie. Yet another angle to evaluate a game as indie is from its innovation, creativity, and artistic experimentation, factors enabled by small teams free of financial and creative oversight. This definition is reflective of an "indie spirit" that is diametrically opposite of the corporate culture of AAA development, and makes a game "indie", where the factors of financial and creative independence make a game "independent". Developers with limited ability to create graphics can rely on gameplay innovation. This often leads to indie games having a retro style of the
8-bit In computer architecture, 8-bit integers or other data units are those that are 8 bits wide (1 octet). Also, 8-bit central processing unit (CPU) and arithmetic logic unit (ALU) architectures are those that are based on registers or data buses ...
and 16-bit generations, with simpler graphics atop the more complex mechanics. Indie games may fall into classic game genres, but new gameplay innovations have been seen. However, being "indie" does not imply that the game focuses on innovation. In fact, many games with the "indie" label can be of poor quality and may not be made for profit. Jesper Juul, an associate professor at
The Royal Danish Academy of Fine Arts The Royal Danish Academy of Fine Arts ( da, Det Kongelige Danske Kunstakademi - Billedkunst Skolerne) has provided education in the arts for more than 250 years, playing its part in the development of the art of Denmark. History The Royal Dani ...
that has studied the video game market, wrote in his book ''Handmade Pixels'' that the definition of an indie game is vague, and depends on different subjective considerations. Juul classified three ways games can be considered indie: those that are financially independent of large publishers, those that are aesthetically independent and significantly different of the mainstream art and visual styles used in AAA games, and those that present cultural ideas that are independent from mainstream games. Juul however wrote that ultimately the labeling of a game as "indie" still can be highly subjective and no single rule helps delineate indie games from non-indie ones. Games that are not as large as most triple-A games, but are developed by larger independent studios with or without publisher backing and that can apply triple-A design principles and polish due to the experience of the team, have sometimes been called "triple-I" games, reflecting the middle ground between these extremes.
Ninja Theory Ninja Theory Limited is a first-party British video game development studio based in Cambridge, England. Notable games it has developed include ''Kung Fu Chaos'', ''Heavenly Sword'', '' Enslaved: Odyssey to the West'', '' DmC: Devil May Cry ...
's '' Hellblade: Senua's Sacrifice'' is considered a prime example of a triple-I game. A further distinction from indie games are those considered double-A ("AA"), tending to be from mid to large-size studios ranging from 50 to 100 team members and larger than typically associated with indie games, that often work under similar practices as triple-A studios but still retain creative control of their titles from a publisher. Indie games are distinct from open source games. The latter are games which are developed with the intent to release the
source code In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the ...
and other assets under an
open source license An open-source license is a type of license for computer software and other products that allows the source code, blueprint or design to be used, modified and/or shared under defined terms and conditions. This allows end users and commercial comp ...
. While many of the same principles used to develop open source games are the same as for indie games, open source games are not developed for commercial gain and instead as a hobbyist pursuit. However, commercial sales are not a requirement for an indie game and such games can be offered as
freeware Freeware is software, most often proprietary, that is distributed at no monetary cost to the end user. There is no agreed-upon set of rights, license, or EULA that defines ''freeware'' unambiguously; every publisher defines its own rules for the ...
, most notably with '' Spelunky'' on its original release and '' Dwarf Fortress'' with exception of a planned enhanced visual front-end version while its base version will remain free.


History

The onset of indie game development is difficult to track due to the broadness of what defines an indie game, and the term was not really in use until the early 2000s. Until the 2000s, other terms like amateur, enthusiast, and hobbyist software or games were used to describe such software. Today, terms like amateur and hobbyist development are more reflective of those that create mods for existing games, or work with specific technologies or game parts rather than the development of full games. Such hobbyists usually produce
non-commercial A non-commercial (also spelled noncommercial) activity is an activity that does not, in some sense, involve commerce, at least relative to similar activities that do have a commercial objective or emphasis. For example, advertising-free community ...
products and may range from novices to industry veterans.


BASIC and bedroom coders (1970s–1980s)

There is some debate as to whether indie development started before
PCs A personal computer (PC) is a multi-purpose microcomputer whose size, capabilities, and price make it feasible for individual use. Personal computers are intended to be operated directly by an end user, rather than by a computer expert or techn ...
with games developed for
mainframe computer A mainframe computer, informally called a mainframe or big iron, is a computer used primarily by large organizations for critical applications like bulk data processing for tasks such as censuses, industry and consumer statistics, enterprise ...
s at universities and other large institutions. Games such as 1963's ''
Spacewar! ''Spacewar!'' is a Space combat game, space combat video game developed in 1962 by Steve Russell (computer scientist), Steve Russell in collaboration with Martin Graetz, Wayne Wiitanen, Robert Alan Saunders, Bob Saunders, Steve Piner, and others. ...
'' were not commercially financed and were made by a small team, but there lacked a commercial sector of the video game industry at that time to distinguish from independent works. However, one of the earliest known examples of games developed on contract for these systems was that of Joyce Weisbecker, who considers herself the first indie designer, as she had created several games for the RCA Studio II console in 1976 as an independent contractor for RCA. When the first personal computers were released in 1977, they each included a pre-installed version of the
BASIC BASIC (Beginners' All-purpose Symbolic Instruction Code) is a family of general-purpose, high-level programming languages designed for ease of use. The original version was created by John G. Kemeny and Thomas E. Kurtz at Dartmouth College ...
computer language along with example programs, including games, to show what users could do with these systems. While the manufacturers also had released commercial games that could be purchased for computers, the availability of BASIC led to people trying to make their own programs. Sales of the 1978 rerelease of the book '' BASIC Computer Games'' by David H. Ahl that included the
source code In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the ...
for over one hundred games, eventually surpassed over one million copies. The availability of BASIC inspired a number of people to start writing their own games. While the commercial sector of the video game industry was focused on the growing home video game console market in the late 1970s to early 1980s, a number of games for personal computers were released by one- or two-man teams, self-distributed in stores or sold through mail order. This was particularly true in the United Kingdom, where video game consoles had not gained as much traction as in the United States. There, the early microcomputers such as the ZX Spectrum were popular, launching a range of "bedroom coders" which initiated the UK's video game industry. By 1984, the United Kingdom's game industry had become crowded with many professional development teams making games at a large pace. Game developer Chris Crawford warned potential small developers away from the commercial prospects of the field in late 1984: During this period, the idea that indie games could provide experimental gameplay concepts or demonstrate niche arthouse appeal had been established. Many games from the bedroom coders of the United Kingdom, such as '' Manic Miner'' (1983), incorporated the quirkiness of British humour and made them highly experimental games. Other games like '' Alien Garden'' (1982) showed highly-experimental gameplay.
Infocom Infocom was an American software company based in Cambridge, Massachusetts, that produced numerous works of interactive fiction. They also produced a business application, a relational database called '' Cornerstone''. Infocom was founded o ...
itself advertised its text-based
interactive fiction '' Interactive fiction, often abbreviated IF, is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the ...
games by eschewing their lack of graphics in lieu of the players' imagination, at a time that graphics-heavy action games were commonplace.


Shareware and chasing the console (1990s)

By the mid-1990s, the recognition of the personal computer as a viable gaming option, and advances in technology that led to 3D gaming created many commercial opportunities for video games. During the last part of the 1990s, visibility of games from these single or small team studios scene wanes, since a small team could not readily compete in costs, speed and distribution as a commercial entity could. The industry had started to coalesce around
video game publisher A video game publisher is a company that publishes video games that have been developed either internally by the publisher or externally by a video game developer. They often finance the development, sometimes by paying a video game developer ...
s that could pay larger developers to make games and handle all the marketing and publication costs as well as opportunities to franchise game series. Publishers tended to be risk averse due to high costs of production, and they would reject all small-size and too innovative concepts of small game developers. The market also became fractured due to the prevalence of video game consoles, which required expensive or difficult-to-acquire
game development kit Game development kits (GDK) are specialized hardware and software used to create commercial video games for game consoles. They may be partnered with game development tools, special game engine licenses, and other middleware to aid video game deve ...
s typically reserved for larger developers and publishers. There were still significant developments from smaller teams that laid the basis of indie games going forward.
Shareware Shareware is a type of proprietary software that is initially shared by the owner for trial use at little or no cost. Often the software has limited functionality or incomplete documentation until the user sends payment to the software developer ...
games became a popular means to distribute demos or partially complete games in the 1980s and into the 1990s, where players could purchase the full game from the vendor after trying it. As such demos were generally free to distribute, shareware demo compilations would frequently be included in gaming magazines at that time, providing an easy means for amateur and hobbyist developers to be recognized. The ability to produce numerous copies of games, even if just shareware/demo versions, at a low cost helped to propel the idea as the PC as a gaming platform. At the time, shareware was generally associated with hobbyist programmers, but with releases of '' Wolfenstein 3D'' in 1992 and ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'' in 1993 showed the shareware route to be a viable platform for titles from mainstream developers.


Rise of indie games from digital distribution (2000−2005)

The common take on indie games on personal computer took shape in the early 2000s from several factors. Key was the availability of online distribution over the
Internet The Internet (or internet) is the global system of interconnected computer networks that uses the Internet protocol suite (TCP/IP) to communicate between networks and devices. It is a '' network of networks'' that consists of private, p ...
, allowing game developers to sell directly to players and bypassing limitations of retail distribution and the need for a publisher. Software technologies used to drive the growth of the
World Wide Web The World Wide Web (WWW), commonly known as the Web, is an information system enabling documents and other web resources to be accessed over the Internet. Documents and downloadable media are made available to the network through web ...
, like
Adobe Flash Adobe Flash (formerly Macromedia Flash and FutureSplash) is a multimedia software platform used for production of animations, rich web applications, desktop applications, mobile apps, mobile games, and embedded web browser video players. Flash ...
, were available at low cost to developers, and provided another means for indie games to grow. The new interest in indie games led to
middleware Middleware is a type of computer software that provides services to software applications beyond those available from the operating system. It can be described as "software glue". Middleware makes it easier for software developers to implement ...
and
game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software ...
developers to offer their products at low or no cost for indie development, in addition to
open source Open source is source code that is made freely available for possible modification and redistribution. Products include permission to use the source code, design documents, or content of the product. The open-source model is a decentralized so ...
libraries and engines. Dedicated software like GameMaker Studio and tools for unified game engines like
Unity Unity may refer to: Buildings * Unity Building, Oregon, Illinois, US; a historic building * Unity Building (Chicago), Illinois, US; a skyscraper * Unity Buildings, Liverpool, UK; two buildings in England * Unity Chapel, Wyoming, Wisconsin, US; a ...
and
Unreal Engine Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of g ...
removed much of the programming barriers needed for a prospective indie developer to create these games. The commercial possibilities for indie games at this point helped to distinguish these games from any prior amateur game. There were other shifts in the commercial environment that were seen as drivers for the rise of indie games in the 2000s. Many of the games to be indie games of this period were considered to be the antithesis of mainstream games and which highlighted the independence of how these games were made compared to the collective of mainstream titles. Many of them took a retro-style approach to their design, art, or other factors in development, such as ''
Cave Story ''Cave Story'', originally released as is a 2004 Metroidvania platform-adventure game for Microsoft Windows. It was developed over five years by Japanese independent developer Daisuke "Pixel" Amaya in his free time. ''Cave Story'' features 2 ...
'' in 2004, which proved popular with players. Social and political changes also led to the use of indie games not only for entertainment purposes but to also tell a message related to these factors, something that cannot be done in mainstream titles. In comparing indie games to
independent film An independent film, independent movie, indie film, or indie movie is a feature film or short film that is produced outside the major film studio system, in addition to being produced and distributed by independent entertainment companies (or, i ...
and the state of their respective industries, the indie game's rise was occurring approximately at the same relative time as its market was starting to grow exponentially and seen as a supporting offshoot of the mainstream works.


Shifting industry and increased visibility (2005−2014)

Indie games saw a large boost in visibility within the video game industry and the rest of the world starting around 2005. A key driver was the transition into new digital distribution methods with storefronts like
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporizatio ...
that offered indie games alongside traditional AAA titles, as well as specialized storefronts for indie games. While direct online distribution helped indie games to reach players, these storefronts allowed developers to publish, update, and advertise their games directly, and players to download the games anywhere, with the storefront otherwise handling the distribution and sales factors. While Steam itself initially began heavy curation, it eventually allowed for indie publishing with its Steam Greenlight and Steam Direct programs, vastly increasing the number of games available. Further driving indie game growth in this period came from the departure of large publishers like
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the ...
and Activision from their smaller, one-off titles to focus on their larger, more successful properties, leaving the indie game space to provide shorter and more experimental titles as alternatives. Costs of developing AAA games had risen greatly, to an average cost of tens of millions of dollars in 2007–2008 per title, and there was little room for risks in gameplay experimentation. Another driver came from discussions related to whether video games could be seen as an art form; movie critic
Roger Ebert Roger Joseph Ebert (; June 18, 1942 – April 4, 2013) was an American film critic, film historian, journalist, screenwriter, and author. He was a film critic for the ''Chicago Sun-Times'' from 1967 until his death in 2013. In 1975, Ebert beca ...
postulated in open debates that video games could not be art in 2005 and 2006, leading to developers creating indie games to specifically challenge that notion. Indie video game development saw a further boost by the use of
crowdfunding Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and alternative finance. In 2015, over was raised worldwide by cro ...
as a means for indie developers to raise funds to produce a game and to determine the desire for a game, rather than risk time and investment into a game that does not sell well. While video games had used crowdfunding prior to 2012, several large indie game-related projects successfully raised millions of dollars through
Kickstarter Kickstarter is an American public benefit corporation based in Brooklyn, New York, that maintains a global crowdfunding platform focused on creativity. The company's stated mission is to "help bring creative projects to life". As of July 2021, ...
, and since then, several other similar crowdfunding options for game developers have become available. Crowdfunding eliminated some of the cost risk associated with indie game development, and created more opportunities for indie developers to take chances on new titles. With more indie titles emerging during this period, larger publishers and the industry as a whole started taking notice of indie games as a significant movement within the field. One of the first examples of this was '' World of Goo'' (2008), where its developers 2D Boy had tried but failed to gain any publisher support prior to release. On release, the game was recognized at various award events including the Independent Games Festival, leading to publishers that had previously rejected 2D Boy to offer to publish it. Console manufactures also helped to boost recognition of indie games in this period. By the seventh generation of consoles in 2005, each platform provided online services for players, such as Xbox Live,
PlayStation Network PlayStation Network (PSN) is a digital media entertainment service provided by Sony Interactive Entertainment. Launched in November 2006, PSN was originally conceived for the PlayStation video game consoles, but soon extended to encompass smar ...
, and
Nintendo Wi-Fi Connection Nintendo Wi-Fi Connection (WFC) was an online Multiplayer, multiplayer gaming service run by Nintendo to provide free online play in compatible Nintendo DS and Wii games. The service included the company's Wii Shop Channel and DSi Shop game d ...
, which included digital distribution of games. Following the increased awareness of indie games for PC, these services started publishing indie games alongside commercial offerings to expand their libraries. The
Xbox 360 The Xbox 360 is a home video game console developed by Microsoft. As the successor to the original Xbox, it is the second console in the Xbox series. It competed with Sony's PlayStation 3 and Nintendo's Wii as part of the seventh generati ...
had launched in 2005 with the Xbox Live Arcade (XBLA) which had included some indie games among other titles, but these drew little attention in the first few years. In 2008, Microsoft ran its "XBLA Summer of Arcade" promotion which included the releases of indie games ''
Braid A braid (also referred to as a plait) is a complex structure or pattern formed by interlacing two or more strands of flexible material such as textile yarns, wire, or hair. The simplest and most common version is a flat, solid, three-strande ...
'', ''
Castle Crashers ''Castle Crashers'' is a 2D side scrolling hack-and-slash video game developed by The Behemoth. It features music created by members of Newgrounds. The Xbox 360 version was released on August 27, 2008, via Xbox Live Arcade as part of the Xbox L ...
'', and '' Geometry Wars: Retro Evolved 2'' alongside two AAA games. While all three indie games had high number of downloads, ''Braid'' was a critical darling and drew mainstream media recognition for a game developed by only two people. Microsoft continued to follow up on this promotion in the following years, bringing in more games onto XBLA including '' Super Meat Boy'', '' Limbo'', and '' Fez''. Sony and Nintendo followed suit, also wooing indie developers to bring games onto their platforms. By 2013, all three console manufactures had established programs that allowed indie developers to apply for low-cost development toolkits and licenses to publish directly onto the console's respective storefronts following approval processes. A number of "boutique" indie game publishers were founded in this period to support funding, technical support, and publishing of indie games across various digital and retail platforms. The 2012 documentary '' Indie Game: The Movie'' covers several of the games that flourished from this period. In 2012, ''Journey'' became the first Indie game to win the Game Developers Choice Award for Game of the Year and D.I.C.E. Award for Game of the Year. The single
best-selling game of all time This is a list of video games that have sold the highest number of software units worldwide. The best-selling video game to date is ''Minecraft'', a sandbox game released by Mojang in May 2009 for a wide range of PC, mobile and console pla ...
, ''
Minecraft ''Minecraft'' is a sandbox game developed by Mojang Studios. The game was created by Markus "Notch" Persson in the Java programming language. Following several early private testing versions, it was first made public in May 2009 before b ...
'', was also originally released as an indie game during this period, though in 2014
Microsoft Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washi ...
purchased
Mojang Mojang Studios is a Swedish video game developer based in Stockholm. The studio is best known for developing the sandbox and survival game '' Minecraft'', the best-selling video game of all time. Mojang Studios was founded by the independe ...
, the developer behind ''Minecraft'', and brought them into Xbox Game Studios. Other successful indie games during this period include '' Terraria'' and '' Shovel Knight''.
Mobile games A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone ( feature phone or smartphone), tablet, PDA to ...
also became popular with indie developers, with inexpensive development tools and low-barrier storefronts with the App Store and Google Play which opened in the late 2000s.


Fears regarding saturation and discoverability (2015−present)

Leading into 2015, there was concern that the rise of easy-to-use tools to create and distribute video games could lead to an oversupply of video games, this was termed the "indiepocalypse". This perception of an indiepocalypse is not unanimous; Jeff Vogel stated in a talk at GDC 2016 that any downturn was just part of the standard business cycle. The size of the indie game market was estimated in March 2016 to be at least $1 billion per year for just those games offered through
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporizatio ...
. Mike Wilson, Graeme Struthers and Harry Miller, the co-founders of indie publisher Devolver Digital, stated in April 2016 that the market in indie games is more competitive than ever but continues to appear healthy with no signs of faltering. ''
Gamasutra ''Game Developer'', known as ''Gamasutra'' until 2021, is a website founded in 1997 that focuses on aspects of video game development. It is owned and operated by Informa and acts as the online sister publication to the print magazine '' Gam ...
'' said that by the end of 2016, while there had not be any type of catastrophic collapse of the indie game market, there were signs that the growth of the market had significantly slowed and that it has entered a "post-indiepocalypse" phase as business models related to indie games adjust to these new market conditions. While there has not been any type of collapse of the indie game field since 2015, there are concerns that the market is far too large for many developers to get noticed. Very few selected indie titles get wide coverage in the media, and are typically referred to as "indie darlings". In some cases, indie darlings are identified through consumer reactions that praise the game, leading to further coverage; examples of such games include ''
Celeste Celeste may refer to: Geography * Mount Celeste, unofficial name of a mountain on Vancouver Island, British Columbia, Canada * Celeste, Texas, a rural city in North Texas ** Celeste High School, public high school located in the city of Celest ...
'' and '' Untitled Goose Game''. However, there are also times where the video game media may see a future title as a success and position it as an indie darling before its release, only to have the game fail to make a strong impression on players, such as in the case of '' No Man's Sky'' and ''
Where the Water Tastes Like Wine ''Where the Water Tastes Like Wine'' is an adventure game developed by Dim Bulb Games and Serenity Forge, and published by Good Shepherd Entertainment. It was released for Linux, macOS, Microsoft Windows in February 2018. In November 2019, Sereni ...
''. Discoverability has become an issue for indie developers as well. With the
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporizatio ...
distribution service allows any developer to offer their game with minimal cost to them, there are thousands of games being added each year, and developers have come to rely heavily on Steam's discovery tools – methods to tailor catalog pages to customers based on past purchases – to help sell their titles. Mobile app stores have had similar problems with large volumes of offers but poor means for discovery by consumers in the late 2010s. Several indie developers have found it critical to have a good
public relations Public relations (PR) is the practice of managing and disseminating information from an individual or an organization (such as a business, government agency, or a nonprofit organization) to the public in order to influence their perception. ...
campaign across social media and to interact with the press to make sure a game is noticed early on in its development cycle to get interest and maintain that interest through release, which adds to costs of development. In addition to titles like ''Celeste'' and ''Untitled Goose Game'', other highly successful indie games released during this period included '' Undertale'', '' Stardew Valley'', and '' Cuphead''.


Other regions

Indie games are generally associated with Western regions, specifically with North American, European, and Oceanic areas. However, other countries have had similar expansions of indie games that have intersected with the global industry.


Japanese ''doujin'' soft

In Japan, the doujin soft community has generally been treated as a hobbyist activity up through the 2010s. Computers and bedroom coding had taken off similarly in the late 1970s and early 1980s, but the computer market was quickly overwhelmed by consoles. Still, hobbyist programmers continued to develop games. One area that Japan had focused on were
game development kit Game development kits (GDK) are specialized hardware and software used to create commercial video games for game consoles. They may be partnered with game development tools, special game engine licenses, and other middleware to aid video game deve ...
s, specialized software that would allow users to create their own games. A key line of these were produced by ASCII Corporation, which published ''
ASCII ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because ...
'' a hobbyist programming magazine that users could share their programs with. Over time, ASCII saw the opportunity to publish game development kits, and by 1992, released the first commercial version of the '' RPG Maker'' software. While the software cost money to obtain, users could release completed games with it as freeware or commercial products, which established the potential for a commercial independent games market by the early 2000s, aligning with the popularity of indie games in the West. Like other Japanese fan-created works in other media, doujin games were often built from existing assets and did not receive much respect or interest from consumers, and instead were generally made to be played and shared with other interested players and at conventions. Around 2013, market forces began to shift with the popularity of indie games in the Western regions, bringing more interest to doujin games as legitimate titles. The
Tokyo Game Show , commonly known as TGS, is a video game expo / convention held annually in September in the Makuhari Messe, in Chiba, Japan. It is presented by the Computer Entertainment Supplier's Association (CESA) and Nikkei Business Publications, Inc. T ...
first offered a special area for doujin games in 2013 with support from Sony Interactive Entertainment who had been a promoter of Western indie games in prior years, and has expanded that since. The distinction between Japanese-developed doujin games and indie games are ambiguous - the use of the term usually refers to if their popularity formed in Western or Eastern markets before the mid-2010s, and if they are made with the aim of selling large copies or just as a passion project: the long-running
bullet hell Shoot 'em ups (also known as shmups or STGs ) are a sub-genre of action games. There is no consensus as to which design elements compose a shoot 'em up; some restrict the definition to games featuring spacecraft and certain types of charact ...
'' Touhou Project series'', developed entirely by one-man independent developer ZUN since 1995, has been called both indie and doujinshi. Meanwhile, despite being Japanese-developed, ''Cave Story'' is primarily referred to as an "indie game" because of its success in the Western market. It is one of the most influential indie games, also contributing to the resurgence of the Metroidvania genre. doujin games also got a strong interest in Western markets after some English-speaking groups translated various titles with permission for English release, most notably with '' Recettear: An Item Shop's Tale'', the first such doujin to be published on Steam in 2010. Mikhail Fiadotau, a lecturer in video game studies at Tallinn University, identified three primary distinctions between the established doujin culture and the Western idea of indie games. From a conceptual view, indie games generally promote independence and novelty in thought, while doujin games tend to be ideas shared by a common group of people and tend to not veer from established concepts (such as strong favoritism towards the well-established RPG genre). From a genealogical standpoint, the nature of
doujin In Japan, is a group of people who share an interest, activity, or hobby. The word is sometimes translated into English as " clique", "fandom", "coterie", "society", or "circle" (as in " sewing circle"). Self-published creative works produced ...
dates back as far as the 19th century, while the indie phenomena is relatively new. Finally, only until recently, doujin games tended to only be talked about in the same circles as other doujin culture (fan artwork and writing) and rarely mixed with commercial productions, whereas indie games have shared the same stage with AAA games.


Development

Many of the same basic concepts behind video game development for mainstream titles all apply to indie game development, particularly around the software development aspects. Key differences lie in how the development of the game ties in with the publisher or lack thereof.


Development teams

There is no definitive size to how big an independent game development studio might be. Several successful indie games, such as the ''Touhou Project'' series, ''
Axiom Verge ''Axiom Verge'' is a metroidvania video game by American indie developer Thomas Happ. The game was originally released in March 2015 in North America and April 2015 in Europe and Australia for PlayStation 4. It was released in May 2015 for Micr ...
'', ''Cave Story'', ''
Papers, Please ''Papers, Please'' is a puzzle simulation video game created by indie game developer Lucas Pope, developed and published through his production company, 3909 LLC. The game was released on August 8, 2013 for Microsoft Windows and OS X, for ...
'', and '' Spelunky'', were all developed by a single person, though often with support of artists and musicians for those assets. More common are small teams of developers, from two to a few dozen, with additional support from external artists. While it is possible for development teams to be larger, there becomes a higher cost overhead of running the studio, which may be risky if the game does not perform well. Indie teams can arise from many different directions. One common path recently includes student projects, developed as prototypes as part of their coursework, which the students then take into commercial opportunity after graduating from school. Examples of such games include ''
And Yet It Moves ''And Yet It Moves'' is a puzzle-platform game developed by independent developer Broken Rules. The game was released for Microsoft Windows, Mac OS X, and Linux on April 2, 2009, and for Wii as a WiiWare title in August 2010. ''And Yet It Move ...
'', '' Octodad: Dadliest Catch'', ''
Risk of Rain ''Risk of Rain'' is a 2013 platform game developed by Hopoo Games and published by Chucklefish. The game, initially made by a two-student team from the University of Washington using the GameMaker engine, was funded through Kickstarter before b ...
'', and '' Outer Wilds''. In some cases, students may drop out of school to pursue the commercial opportunity or for other reasons;
Vlambeer Vlambeer was a Dutch independent video game developer based in Utrecht. Founded in 2010, the studio was composed of Rami Ismail and Jan Willem Nijman, and closed down on its tenth anniversary after the two recognized they were moving in different ...
's founders, for example, had started to develop a commercial game while still in school and dropped out when the school demanded rights to the game. Another route for indie development teams comes from experienced developers in the industry who either voluntarily leave to pursue indie projects, typically due to creative burnout from the corporate process, or resulting from termination from the company. Examples of games from such groups include '' FTL: Faster Than Light'', ''
Papers, Please ''Papers, Please'' is a puzzle simulation video game created by indie game developer Lucas Pope, developed and published through his production company, 3909 LLC. The game was released on August 8, 2013 for Microsoft Windows and OS X, for ...
'', '' Darkest Dungeon'', and '' Gone Home''. Yet another route are simply those with little to no experience in the games industry, though they may have computer-programming skills and experience, and they may come in with ideas and fresh perspectives for games, with ideas that are generally more personable and close to their hearts. These developers are usually self-taught and thus may not have certain disciplines of typical programmers, thereby allowing for more creative freedom and new ideas. However, some may see amateur work less favorably than those that have had experience, whether from school or from industry, relying on the game development toolkits rather than programming languages, and they may associate such titles as amateur or hobbyist. Examples of such amateur games include ''
Braid A braid (also referred to as a plait) is a complex structure or pattern formed by interlacing two or more strands of flexible material such as textile yarns, wire, or hair. The simplest and most common version is a flat, solid, three-strande ...
'', '' Super Meat Boy'', '' Dwarf Fortress'', and '' Undertale''. Typically, a starting indie-game studio will be primarily programmers and developers. Art assets including artwork and music can be outsourced to work-for-hire artists and composers.


Development tools

For development of personal computer games, indie games typically rely on existing
game engine A game engine is a software framework primarily designed for the development of video games and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "software engine" used in the software ...
s,
middleware Middleware is a type of computer software that provides services to software applications beyond those available from the operating system. It can be described as "software glue". Middleware makes it easier for software developers to implement ...
and
game development kit Game development kits (GDK) are specialized hardware and software used to create commercial video games for game consoles. They may be partnered with game development tools, special game engine licenses, and other middleware to aid video game deve ...
s to build their titles, lacking the resources to build custom engines. Common game engines include
Unreal Engine Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of g ...
and
Unity Unity may refer to: Buildings * Unity Building, Oregon, Illinois, US; a historic building * Unity Building (Chicago), Illinois, US; a skyscraper * Unity Buildings, Liverpool, UK; two buildings in England * Unity Chapel, Wyoming, Wisconsin, US; a ...
, but there are numerous others as well. Small studios that do not anticipate large sales are generally afforded reduced prices for mainstream game engines and middleware. These produces may be offered free, or be offered at a substantial royalty discount that only increases if their sales exceed certain numbers. Indie developers may also use open source software and homebrew libraries, which are freely available but may lack technically-advanced features compared to equivalent commercial engines. Prior to 2010, development of indie games on consoles was highly restrictive due to costly access to
software development kit A software development kit (SDK) is a collection of software development tools in one installable package. They facilitate the creation of applications by having a compiler, debugger and sometimes a software framework. They are normally specific ...
s (SDKs), typically a version of the console with added debugging features that would cost several thousands of dollars and come with numerous restrictions on its use to prevent trade secrets related to the console from being leaked. Console manufactures may have also restricted sales of SDKs to only certain developers that met specific criteria, leaving potential indie developers unable to acquire them. When indie games became more popular by 2010, the console manufacturers as well as mobile device operating system providers released special software-based SDKs to build and test games first on personal computers and then on these consoles or mobile devices. These SDKs were still offered at commercial rates to larger developers, but reduced pricing was provided to those who would generally self-publish via digital distribution on the console or mobile device's storefront, such as with the
ID@Xbox ID@Xbox (Independent Developers @ Xbox) is a program by Microsoft allowing independent video game developers to self-publish titles for Windows, and the Xbox One and Xbox Series X and Series S home video game consoles. Overview ID@Xbox was anno ...
program or the
iOS SDK The iOS SDK (iOS Software Development Kit), formerly the iPhone SDK, is a software development kit (SDK) developed by Apple Inc. The kit allows for the development of mobile apps on Apple's iOS and iPadOS operating systems. The iOS SDK is a f ...
.


Publishers

While most indie games lack a publisher with the developer serving in that role, a number of publishers geared towards indie games have been established since 2010, also known as boutique game publishers; these include
Raw Fury Raw Fury AB is a Swedish video game publisher, specialising in the publication of indie games, based in Stockholm. The company was founded in 2015 by Jonas Antonsson and Gordon Van Dyke. History The company was founded in 2015 by Jonas Anto ...
, Devolver Digital,
Annapurna Interactive Annapurna Games, LLC (trade name: Annapurna Interactive) is an American video game publisher. The company is a division of Annapurna Pictures, and was founded in 2016. Notable games released by the company include '' Donut County'', '' Kentucky Ro ...
, Finji, and
Adult Swim Games Adult Swim Games (stylized as dult swim games'') is the video game publishing division of the Adult Swim brand of Cartoon Network. While Adult Swim had been publishing games since 2005, primarily based on their in-house franchises. In 2011, it be ...
. There also have been a number of indie developers that have grown large enough on their own to also support publishing for smaller developers, such as Chucklefish,
Coffee Stain Studios Coffee Stain Studios AB is a Swedish video game developer based in Skövde. Founded in 2010 by nine University of Skövde students, the company is best known for ''Goat Simulator,'' which was released in April 2014, and '' Satisfactory'', rele ...
, and Team17. These boutique publishers, having experience in making indie games themselves, typically will provide necessary financial support and marketing but have little to no creative control on developers' product as to maintain the "indie" nature of the game. In some cases, the publisher may be more selective of the type of games it supported; Annapurna Interactive sought games that were "personal, emotional and original".


Funding

The lack of a publisher requires an indie developer to find means to fund the game themselves. Existing studios may be able to rely on past funds and incoming revenue, but new studios may need to use their own personal funds ("bootstrapping"), personal or bank loans, or investments to cover development costs, or building community support while in development. More recently,
crowd-funding Crowdfunding is the practice of funding a project or venture by raising money from a large number of people, typically via the internet. Crowdfunding is a form of crowdsourcing and alternative finance. In 2015, over was raised worldwide by cro ...
campaigns, both reward-based and equity-based, have been used to obtain the funds from interested consumers before development begins in earnest. While using crowd-funding for video games took off in 2012, its practice has significantly waned as consumers became wary of campaigns that failed to deliver on promised goods. A successful crowd-funded campaign typically required significant development work and costs associated with before the campaign is launched to demonstrate that the game will likely be completed in a timely manner to draw in funds. Another mechanism offered through digital distribution is the early access model, in which interested players can buy playable beta versions of the game to provide software testing and gameplay feedback. Those consumers become entitled the full game for free on release, while others may have to pay a higher price for the final. This can provide funding midway though development, but like with crowd-funding, consumers expect a game that is near completion, so significant development and costs will have had to been invested already. ''
Minecraft ''Minecraft'' is a sandbox game developed by Mojang Studios. The game was created by Markus "Notch" Persson in the Java programming language. Following several early private testing versions, it was first made public in May 2009 before b ...
'' was considered an indie game during its original development, and was one of the first titles to successfully demonstrate this approach to funding. More recently, a number of dedicated investor-based indie game funds have been established such as the Indie Fund. Indie developers can submit applications requesting grants from these funds. The money is typically provided as a seed investment to be repaid through game royalties. Several national governments, through their public arts agencies, also have made similar grants available to indie developers.


Distribution

Prior to digital distribution, hobbyist programmers typically relied on mail order to distribute their product. They would place ads in local papers or hobbyist computer magazines such as ''
Creative Computing ''Creative Computing'' was one of the earliest magazines covering the microcomputer revolution. Published from October 1974 until December 1985, the magazine covered the spectrum of hobbyist/home/personal computing in a more accessible format t ...
'' and ''
Byte The byte is a unit of digital information that most commonly consists of eight bits. Historically, the byte was the number of bits used to encode a single character of text in a computer and for this reason it is the smallest addressable uni ...
'' and, once payment was received, fulfil orders by hand, making copies of their game to cassette tape, floppy disc, or CD-ROM along with documentation. Others would provide copies to their local computer store to sell. In the United Kingdom, where personal computer game development took off in the early 1980s, a market developed for game distributors that handled the copying and distribution of games for these hobbyist programmers. In Japan, doujinshi conventions like
Comiket , more commonly known as or , is a semiannual ''doujinshi'' convention in Tokyo, Japan. A grassroots market focused on the sale of '' doujin'' (self-published) works, Comiket is a not-for-profit fan convention administered by the volunteer-r ...
, the largest fan convention in the world, have allowed independent developers to sell and promote their physical products since its inauguration in 1975, allowing game series like ''Touhou Project'' and '' Fate'' to spread in popularity and dominate the convention for years. As the media shifted to higher-capacity formats and with the ability for users to make their own copies of programs, the simple mail order method was threatened since one person could buy the game and then make copies for their friends. The
shareware Shareware is a type of proprietary software that is initially shared by the owner for trial use at little or no cost. Often the software has limited functionality or incomplete documentation until the user sends payment to the software developer ...
model of distribution emerged in the 1980s accepting that users would likely make copies freely and share these around. The shareware version of the software would be limited, and require payment to the developer to unlock the remaining features. This approach became popular with hobbyist games in the early 1990s, notably with the releases of '' Wolfenstein 3D'' and ''
ZZT ''ZZT'' is a 1991 action-adventure puzzle video game and game creation system developed and published by Potomac Computer Systems for MS-DOS. It was later released as freeware in 1997. It is an early game allowing user-generated content using ob ...
'', "indie" games from fledgling developers id Software and Tim Sweeney (later founder of Epic Games), respectively. Game magazines started to include shareware games on pack-in demo discs with each issue, and as with mail-order, companies arose that provided shareware sampler discs and served to help with shareware payment and redemption processing. Shareware remained a popular form of distribution even with availability of
bulletin board system A bulletin board system (BBS), also called computer bulletin board service (CBBS), is a computer server running software that allows users to connect to the system using a terminal program. Once logged in, the user can perform functions such ...
s and the Internet. By the 2000s, indie developers relied on the Internet as their primary distribution means as without a publisher, it was nearly impossible to stock an indie game at retail, the mail order concept having long since died out. Continued Internet growth led to dedicated video game sites that served as repositories for shareware and other games, indie and mainstream alike, such as ''
GameSpy GameSpy was an American provider of online multiplayer and matchmaking middleware for video games founded in 1996 by Mark Surfas. After the release of a multiplayer server browser for the game, QSpy, Surfas licensed the software under the Ga ...
'' ''FilePlanet''. A new issue had arise for larger mainstream games that featured multiplayer elements, in that updated and patches could easily be distributed through these sites but making sure all users were equally informed of the updates was difficult, and without the updates, some players would be unable to participate in multiplayer modes.
Valve A valve is a device or natural object that regulates, directs or controls the flow of a fluid (gases, liquids, fluidized solids, or slurries) by opening, closing, or partially obstructing various passageways. Valves are technically fitting ...
built the
Steam Steam is a substance containing water in the gas phase, and sometimes also an aerosol of liquid water droplets, or air. This may occur due to evaporation or due to boiling, where heat is applied until water reaches the enthalpy of vaporizatio ...
software client originally to serve these updates automatically for their games, but over time, it became a digital storefront that users could also purchase games through. For indie games, Steam started curating third-party titles (including some indies) onto the service by 2005, later adding Steam Greenlight in 2012 that allowed any developer to propose their game for addition onto the service to the userbase, and ultimately replacing Greenlight with Steam Direct in 2017 where any developer can add their game to the service for a small fee. While Steam remains the largest digital storefront for personal computer distribution, a number of other storefronts have opened since, with
Itch.io Itch.io (stylized as itch.io) is a website for users to host, sell and download indie games. Launched in March 2013 by Leaf Corcoran, the service hosts over 500,000 games and items (assets, ebooks, music) . Itch.io also allows users to host ga ...
, established in 2013, more focused on serving indie games over mainstream ones, providing the develop with store pages and other tools to help with marketing. Others serve more as digital retailers, giving tools to the indie developer to be able to accept and redeem online purchases and distribute the game, such as Humble Bundle, but otherwise leaving the marketing to the developer. On consoles, the distribution of an indie game is handled by the console's game store, once the developer has been approved by the console manufacturer. Similarly for mobile, the distribution of the game is handled by the app store provider once the developer has been approved to release apps on that type of device. In either case, all aspects of payment, redemption and distribution are handled at the manufacturer/app store provider level. A recent trend for some of the more popular indies is a limited physical release, typical for console-based versions. The distributor Limited Run Games was formed to produce limited runs of games, most commonly successful indie titles that have a proven following that would have a market for a physical edition. These versions are typically produced as
special edition The terms special edition, limited edition, and variants such as deluxe edition, or collector's edition, are used as a marketing incentive for various kinds of products, originally published products related to the arts, such as books, prints, ...
s with additional physical products like art books, stickers, and other small items in the game's case. Other such distributors include Super Rare Games,
Special Reserve Games Devolver Digital, Inc. is an American video game publisher based in Austin, Texas, specializing in the publishing of indie games. The company was founded in June 2009 by Nigel Lowrie, Harry Miller, Graeme Struthers, Rick Stults, and Mike Wils ...
, and Strictly Limited Games. In nearly all cases with digital distribution, the distribution platform takes a revenue cut of each sale with the rest of the sale going to the developer, as a means to pay for the costs of maintaining the digital storefront.


Industry

Most indie games do not make a significant profit, and only a handful have made large profits. Instead, indie games are generally seen as a career stepping stone rather than a commercial opportunity. The Dunning–Kruger effect has been shown to apply to indie games: some people with little experience have been able to develop successful games from the start, but for most, it takes upwards of ten years of experience within the industry before one regularly starts making games with financial success. Most in the industry caution that indie games should not be seen a financially-rewarding career for this reason. The industry perception towards indie games have also shifted, making the tactics of how to develop and market indie games difficult in contrast to AAA games. In 2008, a developer could earn around 17% of a game's retail price, and around 85% if sold digitally. This can lead to the appearance of more "risky" creative projects. Furthermore, the expansion of social websites has introduced gaming to
casual gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routine ...
s. Recent years have brought the importance of drawing social media influencers to help promote indie games as well. There is contention as to how prominent indie video game development is in the video game industry. Most games are not widely known or successful, and
mainstream media In journalism, mainstream media (MSM) is a term and abbreviation used to refer collectively to the various large mass news media that influence many people and both reflect and shape prevailing currents of thought. Chomsky, Noam, ''"What makes ma ...
attention remains with mainstream titles. This can be attributed to a lack of marketing for indie games, but indie games can be targeted at
niche market A niche market is the subset of the market on which a specific product is focused. The market niche defines the product features aimed at satisfying specific market needs, as well as the price range, production quality and the demographics that i ...
s. Industry recognition of indie games through awards has grown significantly through the year. The Independent Games Festival was established in 1998 to recognize the best of indie games, and since its first event in 1999 has been held in conjunction with the Game Developers Conference in the first part of each year alongside the Game Developers Choice Awards (GDCA). However, it was not until 2010 when indie games were seen as similar competition to major gaming awards, with the 2010 GDCA recognizing games like ''Limbo'', ''Minecraft'', and ''Super Meat Boy'' among AAA titles. Since then, indie games have frequently been included in award nominations alongside AAA games in the major awards events like the GDCA, the D.I.C.E. Awards, and the BAFTA Video Games Awards. Indie games like ''
What Remains of Edith Finch ''What Remains of Edith Finch'' is a first-person adventure game developed by Giant Sparrow and published by Annapurna Interactive. The game was released in April 2017 for Microsoft Windows, PlayStation 4, and Xbox One; for Nintendo Switch in ...
'', ''Outer Wilds'', ''Untitled Goose Game'', ''
Hades Hades (; grc-gre, ᾍδης, Háidēs; ), in the ancient Greek religion and myth, is the god of the dead and the king of the underworld, with which his name became synonymous. Hades was the eldest son of Cronus and Rhea, although this also ...
'', and '' Inscryption'' being awarded various Game of the Year awards.


Community

Indie developers are generally considered a highly collaborative community with development teams sharing knowledge between each other, providing testing, technical support, and feedback, as generally indie developers are not in any direct competition with each other once they have achieved funding for their project. Indie developers also tend to open with their target player community, using beta testing and early access to get feedback, and engaging users regularly through storefront pages and communication channels such as Discord. Indie game developers can be involved with various indie game
trade shows A trade fair, also known as trade show, trade exhibition, or trade exposition, is an exhibition organized so that companies in a specific industry can showcase and demonstrate their latest products and services, meet with industry partners and cu ...
, such as Independent Games Festival, held alongside the Game Developers Conference, and IndieCade held prior to the annual E3 convention. The Indie Megabooth was established in 2012 as a large showcase at various trade shows to allow indie developers to show off their titles. These events act as intermediaries between indie developers and the larger industry, as they present the abilities to connect with larger developers and publishers for business opportunities, as well as to get word of their games out to the press prior to release. Game jams, including Ludum Dare, the Indie Game Jam, the
Nordic Game Jam ''Nordic Game Jam'' is an annual game jam that takes place in Copenhagen, created in 2006 by Gorm Lai and the Danish chapter of the International Game Developers Association in collaboration with Jesper Juul (the IT University of Copenhagen) ...
, and the
Global Game Jam The Global Game Jam™️ (GGJ) is an annual distributed game jam. Inspired by the Nordic Game Jam, and created by Susan Gold, Ian Schreiber, Gorm Lai and Foaad Khosmood, originally developed under the International Game Developers Associati ...
, are typically annual competitions in which game developers are given a theme, concept and/or specific requirements and given a limited amount of time, on the order of a few days, to come up with a game prototype to submit for review and voting by judges, with the potential to win small cash prizes. Companies can also have internal game jams as a means to relief stress which may generate ideas for future games, as notably the case for
Double Fine Double Fine Productions, Inc. is an American first-party video game developer of Xbox Game Studios based in San Francisco, California. Founded in July 2000 by Tim Schafer shortly after his departure from LucasArts, Double Fine's first two ...
and its Amnesia Fortnights. The structure of such jams can influence whether the end games are more experimental or serious, and whether they are to be more playful or more expressive. While many game jam prototype go no further, some developers have subsequently expanded the prototype into a full release after the game jam into successful indie games, such as '' Superhot'', '' Super Time Force'', ''
Gods Will Be Watching ''Gods Will Be Watching'' is a point-and-click adventure video game created by Spain-based indie development studio Deconstructeam and published by Devolver Digital, released on 24 July 2014. Described as a "point-and-click thriller", the game r ...
'', '' Surgeon Simulator'', and '' Goat Simulator''.


Impact and popularity

Indie games are recognized for helping to generate or revitalize
video game genre A video game genre is an informal classification of a video game based on how it is played rather than visual or narrative elements. This is independent of setting, unlike works of fiction that are expressed through other media, such as films o ...
s, bringing new ideas to either stagnant gameplay concepts or creating whole new experiences. The expansion of roguelikes from
ASCII ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because ...
, tile-based hack-and-slash games to a wide variety of so-called "rogue-lites" that maintain the roguelike procedural generation and permadeath features bore out directly from indie games ''
Strange Adventures in Infinite Space ''Strange Adventures In Infinite Space'' is a roguelike video game created by the Independent video game developer, indie developer Digital Eel and released for Microsoft Windows, Windows and Macintosh, Mac on March 15, 2002 by boardgame developer- ...
'' (2002) and its sequel '' Weird Worlds: Return to Infinite Space'' (2005), '' Spelunky'' (2008), '' The Binding of Isaac'' (2011), '' FTL: Faster Than Light'' (2012) and '' Rogue Legacy'' (2012). Metroidvanias resurged following the releases of ''
Cave Story ''Cave Story'', originally released as is a 2004 Metroidvania platform-adventure game for Microsoft Windows. It was developed over five years by Japanese independent developer Daisuke "Pixel" Amaya in his free time. ''Cave Story'' features 2 ...
'' (2004) and ''
Shadow Complex ''Shadow Complex'' is a platform-adventure Metroidvania video game developed by Chair Entertainment in association with Epic Games and published by Microsoft Game Studios for the Xbox 360 in 2009. The game follows Jason and his girlfriend Cla ...
'' (2009). Art games have gained attention through indie developers with early indie titles such as ''
Samorost ''Samorost'' is a puzzle point-and-click adventure game developed by Amanita Design. The first game of the ''Samorost'' series was released in 2003 for free on the Amanita Design website. Two sequels were released, '' Samorost 2'' in 2005 and '' ...
'' (2003) and '' The Endless Forest'' (2005). The following table lists indie games that have reported total sales over 1 million copies, based on the last reported sales figures. These result exclude downloaded copies for games that had transitioned to a free-to-play model such as ''Rocket League'', or copies after acquisition by a larger publisher and no longer considered indie such as ''Minecraft''.


See also

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References


Literature

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External links


The Creativity of Indie Video Games
Documentary produced by
Off Book (web series) ''Off Book'' is a web series on digital culture and art created for PBS by Kornhaber Brown, a Webby award-winning production studio that creates web series, videos, and motion graphics. The series has been viewed more than six million times, an ...
{{Video game genre Video game types Video game terminology Self-publishing