Fighting and surviving during the indie apocalypse
summary
Small studio builds two distinct games with Unity and turns porting into a revenue arm, shipping one title on 6 platforms and doing paid console ports for other teams. Hard numbers: indie hits at 100k copies are rare, 50k is excellent, 10k is solid, many titles sell in the hundreds; one launch sells less than half projection then recovers after an Apple feature and a $9.99 Switch release. Practical moves: get a publisher or B2B work, do the math on headcount and burn, diversify editions and stores, keep a Plan B.
AI-written summary · about
chapters (6)
- 0:00Introduction and background
- 6:30Indie apocalypse reality
- 11:53Market challenges for small studios
- 18:38Case study of our games
- 25:35Practical survival advice
- 30:50Final takeaways and Q&A
related talks
21mSwitching from developer to publisher
22mIndie publisher panel
01h 23mstrategies for indie success
46mDont Die the Indie Death
53mMarketing Indie Games on a $0 Budget
01h 03m3 Steps for Founding a Successful Indie Studio
30mWorking with Independent Developers: Lessons Learned Over the Years
49mThe Funding Gap: Publishers, Pitching, and the Backup Plan
