Releasing an indie game on 3 consoles at once and failing financially (2016)
When the movie &quot;Indie games&quot; came out, this was the prime time to get indie games out. The whole indie market thing was hot.<p>But at a certain point, thanks to the free availability of game engines and their overal quality, the market got flooded with developers living on 5c a week and eating noodles, working on serial games and releasing top quality indie games.<p>It became a game of marketing. And sadly that&#x27;s where we failed.<p>Steam says that there is no better or worse day of the week or month to plan your release... That should be your first red flag. There are about 30-35 quality titles being put out on steam alone, every day of the week, weekends included. Other markets are a bit of a joke, they hardly fly on the revenues radar, unless you have a special deal with them for increased visibility.<p>You see the title you&#x27;ve worked on for the last 6 months solid just fly off the list quicker than you can say woof.<p>I know for a fact (we talk) that most indies don&#x27;t make a 10th of their budget back. It&#x27;s a marketeting&#x27;s game now. So you probably want a publisher to be in charge of that... and we&#x27;re back to the old days of non-indies, or essentially small studios.<p>&quot;True&quot; Indie games are dead, by the law of numbers and algorithms. Even people that saw success in the past are now having a hard time pushing signal through noise.