![]() Thanks for the perspective, but perhaps you misread me? I said quality and popular indie games, not just any indie games. In most cases they’re losing out and these developers fought a lot of stress and feelings of hopelessness to release their games. Some indie developers get compensated very well for the massive risk they undertook, but I wouldn’t call that lucrative just like I wouldn’t state that starting a business ends up being far more lucrative for the business owner. And that’s a game that had multiple trending posts on social medias like Reddit and Twitter. For reference, Astroneer’s developers were from triple A studios like Valve, Ubisoft and Microsoft (Minecraft’s lead artist joined later) and they were hoping for 30,000 copies in a year or something. Then there’s the fact that only a very small portion of indie games can even go past 10k sales, a lot will have a hundred. And most of those have more than 2 people. Dead Cells, Hades, Don’t Starve, Subnautica, etc. Popular indie titles end up on early access for that amount of time. Then there’s the fact that future games might not sell well.Ģ years for a 2 man team for a quality indie game that isn’t super small in scope is not the norm. Then there’s the fact that you’re funding the next game and updates partly or fully from the income you got from the first game. Setting up a company has costs, storefront gets a cut, publisher gets a cut if you have one, you have to pay for the engine you used, you have to pay taxes on that revenue, the assets you bought (if any) were paid for and so on. They’re not necessarily far more lucrative. ![]()
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