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indie

The protagonist of Baby Steps holds a lantern in the dark.
Game Reviews

This Indie Game Punishes You For Skipping Its Cutscenes

by admin October 8, 2025



Baby Steps is the latest hilariously difficult game from Bennett Foddy of QWOP and Getting Over It, here working in collaboration with Gabe Cuzzillo and Maxi Boch. And it’s not just in your efforts to put one foot in front of the other and make progress that the game finds ludicrous ways to punish you. Players have discovered that, should you dare to skip the cutscenes throughout your ordeal, you’ll be treated to an unskippable 28-minute cutscene. Congratulations to Foddy & co. for innovating bold new ways for video games to fuck with you.

The game loves to do that. Not only does it take the concept of a “walking simulator” to the extreme, making the act of placing one foot in front of the other wonderfully tricky and maddening, but it plays games with its cutscenes, too. Again, literally. Cutscenes taunt you with a mini-game that you must complete if you want to skip ‘em.

And if you’re really so tempted to give the game the proverbial middle finger and skip all of the cutscenes by passing these mini-games, at the end of the game you’ll be confronted with an unskippable 28-minute cutscene featuring two characters talking about how much of a bummer it is that so much work went into these cutscenes and yet, there you are, just skipping them. Wow. I hope you feel bad about yourself.

If you’re not up for making your own way, step by hilariously agonizing step, through Baby Steps, skipping the cutscenes all the while, you can watch the whole thing here:

 

Anyway, the anthropomorphic donkey is enough to sell me on this game. Just what I need, more 2025 gems to fill up my already dense-ass backlog.



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October 8, 2025 0 comments
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How Indie Fan Fest aims to give games a boost ahead of Steam Next Fest
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How Indie Fan Fest aims to give games a boost ahead of Steam Next Fest

by admin September 24, 2025


Back in July, indie publisher Digital Bandidos and event organiser The MIX announced the launch of a new showcase championing indie developers.

Indie Fan Fest, which premieres tomorrow (September 24), is set to highlight upcoming indie titles preparing to debut playable demos during October’s Steam Next Fest.

Ahead of the debut showcase, GamesIndustry.biz spoke with Digital Bandidos CEO Steve Escalante and The MIX co-founder Justin Woodward on their partnership, how Indie Fan Fest came to be, and what they hope to achieve with future showcases.

The interview below has been edited for brevity and clarity.

Steve, how’s it been going since Versus Evil shut down in 2023?

Steve Escalante: Versus Evil was really just a great run. When Lance [James] and I decided to start Digital Bandidos, it was because there was a lot left undone and that’s resonant in the relationships that we have.

I feel like we’re in the right place – we’ve got about a half a dozen games that we’ve signed, a couple of which haven’t been announced, several have. I’m jealous of the back catalogue revenue stream that I used to have at Versus Evil, where it had that revenue flowing in and paying for things.

But we’re rebuilding, we’re having a lot of fun. We’re seeing a lot of great developers, great games, and the team we have surrounding us at Digital Bandidos is awesome. So we’re pretty psyched.

Where did the idea for Indie Fan Fest originate? What was the pitch?

Escalante: Digital Bandidos has been working for some time now to try to help indies with discovery. There’s only a finite number of groups and events that you can be a part of to try to get your title seen.

Steve Escalante

The reality is that indies are limited, and we’re limited by the fact that most indies have to use guerrilla-type tactics, and they don’t have a lot of money. They can’t inject capital, they can’t do all of these things AAA or AA companies can do – coming from AAA, I know that to be true.

The idea for Indie Fan Fest came from [asking how we can give teams] a boost, perhaps with enough advance notice in front of a Next Fest where Steam can drive organic lift during that time period. Since we didn’t know how to do a show, we reached out to Justin and Joel [Dreskin] and the guys over at The MIX. They’ve always been supporting indies in a very grassroots and authentic way.

The core competency of the event was to give indies momentum, and then as they roll into Next Fest, Valve and Steam sees what they’re doing and gives them a boost, and the rest is hopefully history.

How is Indie Fan Fest financed? Do developers need to pay a submission fee to be featured?

Escalante: Yes, there is a small submission fee, which is typical to what The MIX does. Once you get selected, there’s a $600 fee. We also have sponsors to help with other things as well.

We wanted to provide a low barrier to entry. Because as soon as you say to an indie publisher, ‘It only costs $2,000,’ [They’re] like, ‘Excuse me?’ We guard every penny, everything that we can.

Justin Woodward: With that frame of mind, we’re working with Steam [to boost the event]. Anytime we have a Steam event page, we drive thousands of wishlists to the games. And we keep to the barrier of entry so it’s affordable.

Justin Woodward

So these developers can take advantage of the situation without feeling like their pockets are getting taken advantage of.

Even if one of the games is amazing, but the developer can’t even afford that, we’ll still work with them and say, ‘Hey, we want your game, we want your content. We’ll take care of that. Don’t worry about it.’

It’s all about building a grassroots community around this Indie Next Fest in order to have this as a sustainable platform for the future, not just this one event.

Every time there’s a Steam Next Fest, we [plan to] have an Indie Fan Fest in front of it, and hopefully it gets larger and larger. Maybe in the future we could do a physical event, which would be amazing.

Steam Next Fest is a huge event, and developers can struggle to get noticed. Was this one of the catalysts for creating your own event to spotlight indie developers?

Woodward: I think it’s a complementary way to highlight games so they get visibility. We’re finding… I don’t want to say diamonds in the rough, but we are finding games that may not surface that can hopefully get a huge boost from this kind of support.

Escalante: The reality is, if you think about how many games are launched from a monthly perspective, you’ve got a couple thousand games coming out.

When we first crafted this idea, we thought that while we can help a lot of people, the reality is a show format is also limited. So how do we try to create the right type of momentum, acknowledgement, and promotion around a title to help developers?

We’d love to be able to help everybody, but in the show format and a lot of other formats, which includes Steam Next Fest, it’s really, really hard because there’s just so many titles.

Pine Creek Games’ cozy survival game Winter Burrows, which will be featured in the showcase | Image credit: Pine Creek Games

As the ones controlling what games are featured, how do you choose which titles will be shown on Indie Fan Fest?

Woodward: Both teams [Digital Bandidos and The MIX] went through this plethora of games. Also, we have to think in multiples, we have to think of our audience [and what they want to see].

We also have to consider the pacing of the show and the types of games we’re going to showcase within that.

For example, we had a bunch of Metroidvanias. We can’t pick 20 of those games, so we had to figure out which ones are unique, which ones have been overexposed, and which ones haven’t had the exposure that we think that they may need to move forward.

We also have to consider our broadcasting partners, who are looking at the content to see what their audience wants. So in that context, we want these tentpole games that will help lift up the smaller games that don’t have the exposure.

So there are some strategic things we have to think about while we’re picking the games. The whole thing is very well thought out, and we’re communicating with the Digital Bandidos team, who have a different eye and ethos behind what they’re looking at. So it’s very helpful to have those contrasting thoughts.

Have you been inundated with developers sending trailers to be featured in the showcase, or have you had to chase people?

Woodward: After we started really pushing it on LinkedIn and all these different places, we’re getting trailers after the fact, and we’re trying to figure out how to slot stuff in.

In total, we’ve had about 700 trailers come in for this mixed with the Fall showcase, but an overwhelming amount of them were for Indie Fan Fest. It’s a really clear positive that this is something that folks want. As a matter of fact, it was kind of difficult to say no to some of these. They’re amazing, but [we] can’t have a three-hour show, or else people would get lost.

But there’ll definitely be more opportunities. It’s good because I think a lot of developers and even publishers break their backs to hit the first Steam Next Fest and try to get a position. Now that we have this show, folks can strategize and maybe they can be more thoughtful on where they slot their Steam Next Fest positioning, because you only get one. So I think this is going to be a net positive and helpful for folks.

Escalante: We’ve been really flattered with how many people wanted to be part of this first show. The next one’s going to be bigger, better, with a lot more services and information, and hopefully we can help people strategize. It’s a very important event for indie developers – it’s a wishlist driver, it’s about developing a relationship with Valve, because they’re seeing the pickup that you get, and the hope is that we’re just helping.

The Game Bakers’ rockclimbing simulation Cairn, set to appear in Indie Fan Fest ahead of its November 5 release | Image credit: The Game Bakers

Playing devil’s advocate, there’s a lot of these showcases… do we need another one?

Woodward and Escalante: Yes!

Woodward: The thing is, a lot of folks don’t have the expertise that we have in positioning those showcases. Not everyone has the partnerships that we have, either. There’s a lot of shows coming out left and right, and a lot of them don’t last. Some of them do, and there’s a few that I really hold in high regard. This is something I’m personally passionate about – it’s very, very necessary and I think we’re going to kill it.

It feels like discoverability is the problem that everyone’s facing, and it gets worse and worse all the time. How can that problem possibly be solved – or can it be solved?

Escalante: Digital Bandidos is actively working on a platform right now to solve discoverability. We feel that there are companies that are doing pieces of it, but they’re not doing everything that can be done.

There are only so many tools in indie development to get that type of notice and press for a console or PC launch. Now that the platforms have pretty much lowered the barrier to entry for products, that’s why we’ve seen an influx of content. So the challenge is going to get worse. We haven’t even seen the impact of what AI development is going to do, either.

I think it’s going to be exacerbated in the next couple of years, and because of that, we are hyperfocused on how do we help teams pre-launch, find users, create relationships with those users, have direct communications, and hopefully be able to mobilize them towards wishlists, purchases, and pre-orders.

So you’re talking about building a platform for indies?

Escalante: We feel that we have a formula to do it. I’m hoping that we can get there. It’s going to be a challenge, it’s going to be a long process, but I think it’s 100% needed to help them self-publish. There are companies that are doing pieces of it that are absolutely mobilizing and helpful, and people should be seeking those things out.

Disclosure statement: Former GamesIndustry.biz editor-in-chief, James Batchelor, is an employee at Digital Bandidos.



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September 24, 2025 0 comments
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"It was really hard to publish on Xbox. It was our job to make it easier" - inside Xbox's increasingly vital indie publishing operation
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“It was really hard to publish on Xbox. It was our job to make it easier” – inside Xbox’s increasingly vital indie publishing operation

by admin September 22, 2025


My first major memory of Indie Games on Xbox platforms is a pleasant one, and it’s precisely the sort of memory I feel most appropriate for the medium. This was a tiny self-published affair – nary a publisher in sight, what I assume was a solo developer, and an extremely limited scope. I’m not talking about Hollow Knight, or Balatro, or Braid, or Limbo or what have you. I’m talking about Curling 2010.

Curling 2010 was exactly what it sounds like: a very simple indie recreation of the sport of curling. It was a drunken discovery, and in my circle of friends was almost exclusively played competitively when very liquored. To me, Curling stood alongside Mount your Friends as the absolute poster children of Xbox Live Indie Games, a rather brilliant little service that allowed pretty much anyone to develop Xbox 360 games using Microsoft’s XNA framework. Games would get peer reviewed and then could go live for a few bucks.


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This service was surprisingly simple, shockingly democratised, and was the first signal of how serious Xbox was about allowing independent developers access to its platform; they let one person indulge their interest in Curling and put their game on Xbox 360.

While Xbox Live’s Community Indie games service never left the Xbox 360 and Microsoft never quite embraced such chaotic openness again, that system’s founding spirit was later channeled into Xbox One’s ID@Xbox program, which continues to this day. In 2025, ID@Xbox has seldom seemed more important to Xbox’s fortunes. The platform holder finds itself in choppy waters: first-party studio layoffs, second-party game cancellations, botched rescue deals and boycott calls fuelled by the actions of Xbox’s parent company. But you know what part of the Xbox ecosystem has been consistently rather good? ID@Xbox.

A glance around Xbox’s Gamescom stand last month serves as quite firm confirmation of that fact. The longest line was, of course, for Silksong. Even before the show opened to the public, I watched media and influencers denigrate themselves dashing to that queue, which ran for over an hour. On the other side of the stand, games like Super Meat Boy 3D and There are No Ghosts at the Grand dominated as partner titles. Some might uncharitably suggest that this stand is more representative of a particularly quiet year for Xbox’s first party games – but the truth is, Xbox shows have featured booths like this for a long time; each appearance a demonstration of an indie and third party relations setup firing on all cylinders.

Hollow Knight: Silksong is a big deal, and got the full-on “chosen one” treatment from Xbox, but not all indie games are as fortunate. | Image credit: Eurogamer/Team Cherry

“Some years there’s more indie games, some years there’s a few less – but every year it’s a discussion,” ID@Xbox boss Chris Charla tells me in the midst of the bustle and noise of the Xbox stand. We chat in a small aisle of the booth just adjacent to an indie-focused section where an early-morning queue is beginning to snake. The breadth of third-party titles on the booth, from late Japanese ports to all-new indies and hotly anticipated sequels, is meant to send a message.

“It is just really a recognition by Xbox of the absolute crucial need for diversity in our portfolio,” Charla adds.

Case in point: There Are No Ghosts at the Grand, the quirky debut title of Bristol-based developer Friday Sundae. Distinctly British, it took pride of place at Xbox’s Summer Games Fest and Gamescom presences.

“We never in our wildest dreams thought that we would be there,” shares Anil Glendinning, creative director at Friday Sundae on No Ghosts at the Grand. “And if we did, we thought it’d be in some tiny little booth hidden at the back of a distant hall, where nobody gets to see us! We did not ever in a million years expect to be right there, as part of Xbox, right there, hall 7 – and to have people waiting, like, an hour to play our game.

“Not as big as the queues for Hollow Knight, of course,” Glendinning laughs, “But it was extraordinary, and surreal, and a real item off the bucket list. As an indie dev, you couldn’t hope for a better start for introducing the game directly to gamers.”

The section towards the back-right of Xbox’s stand where No Ghosts at the Grand made its debut serves as a perfect example of the breadth of the relationships Xbox is trying to foster outside of its first-party ecosystem. Alongside No Ghosts there was Silksong, the indie that is so massive it no longer quite fits the term in the same way. Then there’s Invincible VS, which has a more traditional publishing arrangement but via the smaller-scale Skybound Games. PowerWash Simulator 2 is a sequel to a smash hit published by one of gaming’s biggest multinationals – but this time developer Futurlab is going it alone. Chinese developer Pawprint Studio showcased its Pokémon-alike Aniimo, and just off to the side were some of the fruits of Xbox’s development outreach efforts in Japan with a few late-but-welcome ports from Square Enix.

Watch on YouTube

The point is, the stand paints a picture of a direction of travel for Xbox even as other aspects of their business appear much less certain. From smaller truly independent studios to start-ups with a little external investment and support, the word tends to be pretty universal, too: those who have had the opportunity to ply Xbox’s resources have found it invaluable.

“We’re an indie studio and small publisher so getting this level of support during key marketing milestones is huge for us,” says Mike Willette, executive producer on Invincible VS at new startup studio Quarter Up. “Having that kind of reach – especially during such a big-scale event – meant that fans around the world could connect with the Invincible VS. It was a big moment for the game and the reaction has been amazing to see.”

The enthusiastic attitude towards Xbox’s support raises a question, of course: how exactly Xbox decides which games are the chosen ones and which are less lucky. Even the most passing of glances at Steam’s statistics tells us there are now more games than ever – and the process of discovery is thereby ever more complicated. That’s true for the media, as we try to dig out cool games for readers – but it’s also obviously true for publishers, and consumers themselves. Charla says Xbox’s approach hasn’t changed in over a decade, however.

“We find them everywhere,” Charla says. “We find them by spending time in the Indie Arena [at Gamescom]. We find them by people sending us direct messages on BlueSky… We find them from people all around Microsoft being like, hey, have you seen this game? And we find them from having friends who make games who say – hey, you need to see my friend’s game. And from people just emailing us!”

In the end, Charla’s team works with hundreds of partners each year, reviewing what’s next in the world of indie or indie-adjacent gaming. This is a team that isn’t just looking for the next Hollow Knight, either – the hunt is on for all sorts of titles, in large part to ensure the breadth of releases on Game Pass. And while the idea of Game Pass as a universally ‘good thing’ remains in dispute, with some developers going as far as to call it unsustainable and damaging, Charla is bullish on the service – and its successes with indie developers.

Securing a deal to get a game on Game Pass can be a huge financial safety blanket for indide developers. | Image credit: Adobe Stock, Microsoft

“The majority of partners who’ve had a game in Game Pass want to bring their future titles to the service,” Charla notes. “As a result, we’ve signed deals with more than 150 partners to expand the catalogue. We continue to engage with hundreds of partners each year to review upcoming titles.”

“Last year, we worked with over 50 teams to sign their first Game Pass deal. This year marks our largest investment in Game Pass to date, and we remain focused on delivering the most exciting and diverse catalogue in gaming.”

The pathway of gradually ending up intertwined with Xbox and landing a Game Pass deal matches up to that described by Friday Sundae for No Ghosts at the Grand. In that case, the studio had put together a demo and had been showing it off to various potential partners, which included a submission to the Xbox team via a developer-focused website and form entry. It was, by Glendinning’s own admission, a “strange demo” – which tempered expectations.

“We didn’t expect to hear back,” Glendinning admits of that early No Ghosts at the Grand demo. “We went through those channels and then promptly forgot all about it. And in fact, when we got an email back… we thought it was spam! We weren’t completely sure it was real. But it was – it was someone within the Xbox team saying, yeah, we like your demo, we played it, we think it’s interesting, and we’d like to jump on a call. Since then, it’s been a blur.”

That whirlwind of Xbox’s involvement has been described to me variously by developers as useful from a nuts-and-bolts development perspective – in terms of gathering feedback and enjoying technological support – but also as a confidence-booster for the small teams involved. The attention of a much bigger partner can be useful or scary – but it can also be validating.

Image credit: Friday Sundae

“We had to show Xbox progress during key milestones, i.e. demo the game for their partnerships team at critical moments to inspire confidence that we belonged on their support roster,” says Mike Willette of Invincible VS. “It was a good exercise for our dev team as well as something that helped us constantly elevate our own bar.”

“I just remember that Xbox was so curious about our creative process,” says Friday Sundae’s Glendinning. “They wanted to know where we wanted to take it, where our creativity was coming from, our vision for the game. Everything that we said to them, they came back with this enthusiasm. We’d keep sending – another email, some more screenshots, more videos, more content. Time after time, we were getting encouragement, support, and the thumbs up to keep on going.

“Having that kind of support was a huge confidence boost, y’know? We weren’t sure what we were making or whether anyone would be interested, or really like it. Hearing people within the Xbox team being excited, being encouraging, wanting to see more – that was a real shot in the arm of confidence for us. It really spurred the team forward to think: hey, you know what? We might actually have something here.”

There was another, secondary benefit, of course. “The biggest thing for us was getting access to those dev kits,” Glendinning notes. “It’s still hugely important for us knowing that we have Xbox there, having our backs if we run into any issues or problems. But the truth is, it’s actually been smooth sailing so far.”

A smooth journey for indie developers is something that is clearly a focus for Charla and his team. When asked about his team’s journey over the years – aside from the games themselves – the ID@Xbox boss instantly zeroes in on the technical changes that team has managed to institute across the Xbox platform, making adjustments that in many cases benefit everyone, indie or triple-A alike.

Indie games have a strong history on Xbox, as evidenced by this absolute classic, Mount Your Friends. | Image credit: Stegersaurus Software Inc

“It was really hard to publish on Xbox. It was our job to make it easier,” Charla says. “So when we first started ID@Xbox, we had a lot of asks.

“We had a lot of asks that were really indie specific, and we would go into these meetings with all these engineers – and we didn’t know anybody, right? These are business people. And we show up like, ‘Errr… ahh… we’re from ID’ – but as soon as we said that it was like ‘Oh, you’re the Indie guys! What do you need?!’ That level of support internally at Microsoft for independent developers has been off the charts forever from day one, and it continues today.

“Y’know, if we can save 12 hours on a game… hey, that’s great for everybody. It’s great for big publishers, but for an indie or maybe a solo dev – 12 hours is like a day and a half of work that you can use to theoretically materially make the game a day and a half better. There’s a lot of former developers on the team, and we really take that kind of thing to heart.”

Over the years, the focus has been on trying to make the act of getting games onto Xbox easier. But Charla now sees a new challenge. With an explosion in the sheer number of games, plus an ever-growing number of games in Xbox’s subscription service, it’s now about making sure games don’t get lost in the flood. His team is looking to make similar optimisations in this area as they once did to the process of onboarding developers in the first place.

“What if we put that discovery question on its head?” Charla asks. “How do we as a game platform help developers to discover their audience? So if you’re making a game of a certain quality… there’s an audience for that out in the world. Whether that audience’s total addressable market is 30 million or 3 million, or 300,000, or 30,000… How do we as Microsoft help you get in front of that total addressable audience?

Watch on YouTube

“We want to show that audience your box art. Now, whether or not they click on the box, whether or not to buy the game, that’s a little dependent on the developer – on the box art, on the game, etc. But I think our job is to think about Discovery in a new way, which is, how do we ensure developers can discover their audiences?”

Some of this brings us full-circle. When I speak to Charla and the developers featured here, it’s either during or off the back of an Xbox Gamescom presence that has been all about connecting directly with players in-person. At Gamescom, from the perspective of these developers, Xbox’s support was invaluable.

“Having the opportunity to showcase Invincible VS on a global stage – especially in Europe – was huge,” says Mike Willette. “It was our first time seeing international fans interact with the game in-person, and that was incredibly rewarding. Seeing people’s reactions, watching them get a feel for the mechanics and feeling the excitement build up on the show floor – there’s really nothing like experiencing that.”

The challenge, then, appears to be taking that sort of energy and that discovery available in person at physical events and finding ways to deliver that on digital storefronts and the like. Charla’s vision – that discovery is a two-way street, as much about games finding audiences as it is about audiences finding games – is clearly a key lynchpin. As with ID@Xbox driving storefront and development backend changes that helped all, though, it’s clear that Xbox’s indie support will be key to this. Then there is the broader position in which Xbox finds itself, much of it undesirable – making this bright spot one whose continued luminescence is vital. Charla, at least, appears to believe he has the support and buy-in needed to do that.

“I remember one year, we had a bunch of games ready but we just weren’t showing them at this particular internal review. And a very senior executive, halfway through the review, looks at me and is like ‘where are the indie games?’,” the ID@Xbox boss recalls.

“I was like, ‘oh, don’t worry, they’re coming – next review! You know, the trailers tend to come along a little later for indies…’ But, it was cool for that question to be asked. It was a real moment where I reflected on it later and was just like – okay, I’m working in the right place.”



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September 22, 2025 0 comments
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All 40 Games Shown During The September Six One Indie Showcase
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All 40 Games Shown During The September Six One Indie Showcase

by admin September 18, 2025


Revealed as the Six One Indie Showcase’s “One More Thing” game, City of Dolorosa brings players to Hell. Developer Cuelebre Cult describes City of Dolorosa as a narrative game that blends first-person exploration with visual novel-style dialogue. After a mysterious, rigged trial, you’re condemned to live in Dolorosa, a city in Hell. The former king, Satan, has just died, so you’ll need to find your place in the mess he leaves behind. The art style is reminiscent of tattoos, especially in the coloring, and you should check out the trailer to see it for yourself. A demo is available now, and the game is set to launch next year. 

Wishlist the game on Steam here. 



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September 18, 2025 0 comments
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Quirky horror with a timely story hidden beneath? Indie gem No, I'm not a Human might be one of my favourite games this year
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Quirky horror with a timely story hidden beneath? Indie gem No, I’m not a Human might be one of my favourite games this year

by admin September 17, 2025


Going into No, I’m not a Human, I think I was expecting a quirky horror curio about identifying monsters in people-suits, which it sort of is – for a while. But slowly, it slips on a new face, and by the time things wrapped up several hours later in a smog of suffocating hopelessness and a smear of blood and bone, I was genuinely a little shellshocked by it all.

No, I’m not a Human

  • Developer: Trioskaz
  • Publisher: Critical Reflex
  • Platform: Played on PC
  • Availability: Out now on Steam

It’s clear from No, I’m not a Human’s strikingly assured opening moments that developer Trioskaz is completely in control of its vision. A lilting guitar strums over a photo montage of sunsets, swing sets, sleeping cats, and placid bays, while a muffled voice on the phone talks a little sadly about coming home. It’s an understated, unexpectedly melancholy start, but quickly its mood shifts again.

It’s night. You, whoever you are, stand in a sparsely decorated hallway, walls papered in disorientating swirls of lurid green. An upbeat melody plays insistently on the soundtrack, waning and warping in a way that immediately unnerves. Suddenly, a knock at the door; you peer through a peephole and a sullen face stares back – a concerned neighbour with news of a deadly heatwave, dangerous Visitors with human faces infiltrating homes, and a firm warning to stay indoors. (It’s a little weird my two favourite horror games this year, the other being Look Outside, involve people being trapped inside a building as meteorological calamity rages without, but that’s probably a story for another day). Then, bedtime.

Get used to this corridor – you’ll be seeing it a lot. | Image credit: Eurogamer/Trioskaz

Squint and there is, perhaps, a touch of PT here. As in Hideo Kojima’s oft-mimicked horror teaser, No, I’m not Human’s L-shaped hallway is your entire world. Sure, it has a couple of spartan rooms you can peer into either side, but for its duration this grim corridor – the game’s sole explorable 3D space – is pretty much everything you know. But unlike PT, which finds a kind of forward momentum in its endless loop, here you remain stuck – literally and thematically – in this stagnant hole. Even your limited means of interacting with the outside world – glimpses through peepholes and sealed windows, through TV broadcasts and muffled telephone calls – only serve to intensify No, I’m not Human’s sense of claustrophobic incarceration.

They come at night. | Image credit: Eurogamer/Trioskaz

With the scene set, things soon settle into a distinct rhythm – a cycle of repetition that’s suffocating in its own way. You sleep by day, as the burning sun turns the world to ash, then wake at dusk, always to another knock-knock-knock at the door. Each night as the world cools, a ghoulish parade of loners and losers – drunks, wasters, conspiracy theorists, religious nuts – appears on your doorstep, each requesting sanctuary. And it’s for you to decide whether to welcome them in or send them on their way. Any of them might be a Visitor – othered creatures with human faces and unclear intentions – but companionship, you’re warned, is critical for your survival. A nightmarish end supposedly awaits if you’re visited by the Pale One when all alone.

Quickly, a problem arises; undetected Visitors will pick off your guests one-by-one in the dead of night if you inadvertently invite one into your home. And other complications force your hand in different ways, as events unfold. But the effect is the same: your days are spent in mounting paranoia, roaming your house and interrogating guests using information gleaned from TV broadcasts and scrambled radio signals – all in a bid to identify Visitors and eject them from your home, with brutal, ugly violence or otherwise. It’s a sort of highwire juggling act, where you’re attempting to manipulate events using extremely transient resources and limited tools, but the way you always seem to be playing catch-up with No, I’m not Human’s ever-evolving rules suggests Trioskaz is deliberately setting you up to fail.

Slowly, your house fills up with guests… and Visitors? | Image credit: Eurogamer/Trioskaz

No, I’m not Human might present itself as a sort of quirky deduction horror, but it feels equally haunted by the spirits of This War of Mine, Papers, Please, and Pathologic 2. Gradually, almost imperceptibly, its initial affectations slip away; the mood grows sombre and an overbearing sense of hopelessness settles in. As you spend more time with your oddball guests (assuming they survive each night) they’ll begin to open up, sharing humanising stories of their strange, sad lives. Each glimpse out the window paints an increasingly severe picture of the world beyond. Glib observations make way for genuine pathos as cities burn, ash-faced corpses hang from telephone poles, and children rot in the streets. By the time my playthrough ended with the protagonist pounding another man’s face to a liquefied pulp using his bare hands, it felt like we’d come a long, long way in a few short hours.

Curiously, though, No, I’m not Human isn’t exactly a one-and-done adventure, and is instead designed for repeated play. Guests are randomised, as are the symptoms you’ll need to identify Visitors each time, and there are hints of new narrative revelations to uncover, if only the incessantly shifting pieces would correctly align. Admittedly, my eventual ending – as vicious as it was – felt a little arbitrary, struggling to pull my playthrough’s unique story beats together in a narratively satisfying way. It’s hard to tell if this is an inherent design flaw based on a single playthrough, but even so, No, I’m not Human remains a fascinating thing.

Before long, you’ll be checking guests for telltale symptoms. | Image credit: Eurogamer/Trioskaz

It offers a slithering, deeply idiosyncratic slide into darkness, and a bleak vision of an uncomfortably close future (as masked government stooges begin moving from home to home disappearing ‘visitors’, it quietly invites obvious parallels). But for all its squalid discomfort and smothering despair, there’s an unmistakable sliver of light at its core: find connection and compassion when all hope seems lost, it suggests, and humanity might just endure. Not what I was expecting to be thinking about when I fired up this unassuming little horror game.



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September 17, 2025 0 comments
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Vampire Survivors’ developer created publisher to "share the luck" with other indie studios
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Vampire Survivors’ developer created publisher to “share the luck” with other indie studios

by admin September 16, 2025


Poncle founder and Vampire Survivors creator, Luca Galante, has said the team established publishing arm Poncle Presents to “give something back to the indie community.”

In a recent interview with GamesRadar, Galante, who developed and published Vampire Survivors under the studio name Poncle, explained that the (now expanded) team established its publishing arm to share what it learned from the game’s development with other indie studios.

“Basically, we got very lucky with Vampire Survivors,” Galante told the publication. “The game has been so successful that – we definitely made some mistakes when it comes to putting the game out there, but we learned a lot, and wanted to try to sort of share what we learned with other indies.

“It was a way to try and give something back to the indie community, share the luck.”

Indie studio Poncle revealed its publishing division, Poncle Presents, in September 2024, emphasising that it would not operate as a “traditional publisher” but would work more as a label or fund to enable people to “make their games.”

Galante said he sees “a lot of publishers I don’t like” and uses these to “define what a good publisher should be.”

He went on to explain that he sees “a lot” of publishers that “exploit the platforms just to make money,” by putting out “games that are incomplete or in early access that actually never get completed.”

Instead, Galante believes publishers should “make genuine games, genuine products, something that has some real value” and understand “that not everything can be a breakout hit.”

This is the reason Poncle Present plans to “keep supporting games post-launch” regardless of how successful they are because “once you put the game out there, you have an audience, and as big or small as it is, that audience deserves to be treated fairly.”

The publisher has so far released two titles, both indies under $5: Doonutsaur’s arcade roguelite Kill the Brickman and Nao Games’ hack n’ slasher Berserk or Die.

Poncle Presents is primarily focusing on small teams that are “very transparent in what they do,” with Galante seeing a publisher’s role as “making the developers and the players happy” rather than simply a business.

While there are currently no plans for a Vampire Survivors sequel, Poncle announced in 2023 that an animated TV show based on the hit roguelike had been greenlit.



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September 16, 2025 0 comments
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New indie publisher Gambit Digital to be led by former Kepler Interactive VP
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New indie publisher Gambit Digital to be led by former Kepler Interactive VP

by admin September 9, 2025


A former VP of publishing and marketing at Kepler Interactive is now the head of Gambit Digital, a new indie publisher based in Montreal.

Zac Antonaci left Kepler in February after around three and a half years at the London-based publisher, which was behind the recent hits Clair Obscur: Expedition 33 and Rematch.

Previously, Antonaci was director of publishing at Frontier Developments in Cambridge, UK, the maker of Planet Coaster and Jurassic World Evolution.

Zac Antonaci, CEO of Gambit Digital

Gambit Digital is part of Indie Asylum, an indie ecosystem in Montreal that brings together over 200 developers across 18 studios. The firm will be helping to publish a number of games produced by the collective.

The founding team of Gambit Digital includes a range of studio heads and industry veterans. Commercial director Chad Young was previously senior director of publishing at Frontier, while publishing director Kevin Chancey is general manager at the video game marketing agency Purple is Royal.

Chief operating officer Chris Chancey is president of the indie studio ManaVoid Entertainment, which was behind the non-violent RPG Rainbow Billy: The Curse of The Leviathan, and which recently released the rogue-like city builder Roots of Yggdrasil.

Similarly, Gambit’s chief commercial officer Kim Berthiaume is interactive creative director at ManaVoid, while chief strategy officer Pascal Nataf co-founded Affordance Studio, which was a previous finalist in the Canadian Best Places to Work Awards, along with Purple is Royal.

Chris Chancey, COO of Gambit Digital

Chris Chancey emphasised the close links between the publisher and the indie studios it represents. “Gambit Digital exists to tilt the playing field in favour of developers,” he said.

“We’re builders ourselves. We know what it means to take risks, to scale up, and to find the right partners. Gambit is here to give studios the choice, flexibility, and firepower to succeed – without losing sight of why we make games in the first place.”

Gambit is aiming to provide a range of services to suit the needs of different indie studios. Among the services offered is shadow publishing, where Gambit will provide publishing muscle behind the scenes, while allowing studios to remain the publisher of record.

Gambit will also provide more traditional investment and publishing, as well as console porting and publishing via an in-house team. In addition, Gambit offers ‘post-launch growth’, driving sales of already released titles by expanding to new regions and seeking new commercial opportunities.

“Publishing today has to be more than a transaction – it has to be a long-term partnership,” says Antonaci.

“At Gambit Digital, we’re focused on helping and working hand in hand with developers not just to launch their games, but to build sustainable long-term momentum.

“From porting to post-launch growth, our mission is to expand possibilities and give studios the tools and opportunities to thrive in an ever-changing global market.”



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September 9, 2025 0 comments
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Silksong, smacking sticks and other new indie games worth checking out

by admin September 6, 2025


Welcome to our latest recap of what’s going on in the indie game space. Folks, it’s here. You know it’s here. So, we’ll touch on it, but briefly. Some developers and publishers opted not to delay their games out of this week (others have done that to get some breathing space from you-know-what), so there are several other newcomers to highlight.

Before we get there, there’s a sale worth mentioning on a PC storefront that does not offer Hollow Knight: Silksong. The Epic Games Store’s End of Summer Sale is running until September 18 and there are some pretty solid deals. Cyberpunk 2077 is 65 percent off for the base game and 50 percent off for the ultimate edition, which includes the Phantom Liberty DLC (which is also 30 percent off for those who have the base game already).

Other discounts of note include Red Dead Redemption 2 (75 percent off), Grand Theft Auto V Enhanced (50 percent off), Assassin’s Creed Shadows (33 percent off), The Witcher 3: Wild Hunt – Complete Edition (80 percent) and Alan Wake 2 (70 percent off). A bunch of PlayStation games are on sale too, including Marvel’s Spider-Man 2 (20 percent), The Last of Us Part 1 (50 percent), Ghost of Tsushima Director’s Cut (33 percent), God of War (60 percent off) and God of War Ragnarok (20 percent). You’ll get 20 percent back in Epic Rewards on your purchases too.

The Epic Games Store offers totally free games every week (no need to have a subscription for those!), and the freebies tend to be for well-known games whenever there’s a major sale on the store. Right now, you can pick up an all-timer in Monument Valley for exactly zero dollars. You have until 11AM ET on September 11 to claim the classic puzzle game. When that game cycles out, Epic Games will rotate three more titles into its lineup: Monument Valley 2, Ghostrunner 2 (which I enjoy very much but am terrible at) and a strategy game called The Battle of Polytopia. Again, you’ll have a week to claim those.

Meanwhile, if you have an Amazon Prime subscription, there’s usually a solid selection in the Prime Gaming library. Games you claim here are yours to keep forever, even if you don’t maintain your Prime membership. Amazon offered up a particularly tasty one this week in the shape of Into The Breach, a hugely acclaimed strategy game, but there are plenty of others to check out. And speaking of games you can play right now…

New releases

Yes, Hollow Knight: Silksong is finally here. It’s out on consoles and PC for $20 and it’s included with Game Pass Ultimate and PC Game Pass. It’s broken storefronts and probably some controllers that players have hurled at the wall after dying to a tough boss.

After a seven-year wait, Silksong is by some distance the highest-profile indie game to arrive in 2025 so far. Perhaps if we start mentioning another long-awaited game — say, Kingdom Hearts 4? Beyond Good and Evil 2? — it may arrive sooner rather than later. Or in, like, another five years.

I made a few attempts to play Hollow Knight, but bounced off quickly each time. I’ll be sure to give Silksong a proper go, though.

It might be the case that Silksong isn’t quite your thing. Never fear, there’s lots of other new stuff from this week for you to dive into.

If a game pops up that reminds me of The Legend of Zelda: A Link to the Past (aka the best game of all time) in terms of looks, I’m duty bound to mention it. Fortunately, Rogue Labyrinth seems like it could be fun to play too. This action-narrative roguelite from Tea Witch Games and publisher indie.io hit Steam this week. It usually costs $15, but it’s 20 percent off with a limited-time launch discount.

Another thing that’s very much in Rogue Labyrinth‘s favor is that your weapon is a smacking stick, which you can use to turn objects (including vanquished enemies) into projectiles. The combat is a blend of bullet-hell dodging and hack-and-slash action. Being a roguelike, there’s randomization when it comes to things like the arenas, enemies and powers you’ll encounter on each run. The game is also said to feature dynamic narrative systems and you’ll forge alliances with other characters as you try to survive a lethal reality show.

Although so many other indie games scrambled to get out of the way of Silksong, Hirogami stuck to its September 3 release date. I had to chuckle when a press release with a title of “3D origami platformer Hirogami refuses to fold” hit my inbox last week. An easy pun, but I appreciated it.

Anyway, this is indeed a 3D platformer with an origami focus. You can flatten out your character into a sheet of paper so that a gust of wind can send you soaring to an elevated platform. You can transform into an armadillo to roll through enemies, an ape to explore treetops and a frog to jump higher. That seems like a real bananza of animal transformation options. Hirogami is available now on Steam, Epic Games Store and PS5.

Fling to the Finish has been out on PC for some time, and now this co-op platform racing game from SplitSide Games and publisher Daedalic Entertainment has swung over to consoles. You and a friend are tethered by an elastic rope that will inevitably snag on parts of the environment. But you can actually use this to your advantage to swing your teammate onto a ledge or send you both hurling through the air.

The obstacle-filled courses bring to mind Fall Guys, while the items that players can deploy to slow down race leaders remind me a bit of the Mario Kart games. Fling to the Finish does support solo play, as well as local and online multiplayer, where communication will be key (cross-play is available too). As was the case with Overcooked, you and your pal can play the game by sharing a single controller, which may make it easier to play the game in splitscreen if you’re with a bunch of friends.

Jetrunner is an action platformer in the vein of Ghostrunner and Neon White from Riddlebit Software and publisher Curveball Games. The folks behind it say it has “a gameplay loop that can be best described as Trackmania meets Titanfall.” So, there are lots of comparisons to make here. Ultimately, you’ll be parkouring your way through various courses while shooting targets, hooking onto grapple points and looking for shortcuts.

Finding the optimal route — and, of course, actually completing it with as few errors as possible — is the path to climbing the global leaderboards. You can race against ghost replays of your previous runs for a clear visual comparison. In addition, there’s a story mode that sees your character Nina (voiced by Sara Secora) trying to become a legendary jetrunner, with commentator Mick Acaster (Matthew Mercer) charting her progress. I’m digging the visuals here too.

Jetrunner is out now on Steam and the Epic Games Store for $20 (there’s a 10 percent launch discount on Steam). There’s a speedrun contest that’s taking place until September 11 with a $2,000 prize pool. You can snag a share if you can complete all of the campaign levels in a row quickly enough in the marathon mode and stick to the rules. It also seems that the exodus of other games this week due to Silksong helped Jetrunner gain extra visibility on Steam.

Upcoming

A rhythm RPG in which you can use your own music and manually adjust the BPM is interesting enough. But add giant, repurposed mechs to the mix, and now we’re really cookin’. In Steel Century Groove, you’ll compete in robot dance battles as you try to claim a championship. These mechanical beasts were used in warfare long, long ago. Now they’re just literal groove machines.

Steel Century Groove, which is from Sloth Gloss Games, is coming to Steam on January 28. A demo is available now, and your progress will carry over to the full game.

When I was assembling the list of games to include in this week’s roundup, I left myself a single, two-word note about The Legend of Baboo: “big floof.” The floof in question is the large, titular dog that accompanies human hero Sepehr in this third-person action adventure from Permanent Way and publisher Midwest Games.

You’ll play as both characters as you take on enemies, solve puzzles and navigate treacherous lands. When you conquer bosses, you’ll learn powerful magical attacks. Most importantly, you can zhush up Baboo with outfits and ornaments that you discover on your journey. He’s the best boy and he deserves to look and feel good. It’s also crucial to note that, as Sepehr, you can pet, ride and high-five Baboo.

A release date (or even a release window) has yet to be announced for The Legend of Baboo. It’s coming to Steam, Xbox One and Xbox Series X/S.

Dreams of Another looks quite unlike any game I’ve seen before. It uses point cloud rendering tech for its remarkably pretty visuals. This fantasy exploration game from Q-Games (under the leadership of Baiyon, the director of PixelJunk Eden) is set in a dream-like world where you create the world by shooting at it.

Dreams of Another is coming to PS5, PS VR2 and Steam on October 9, and it might just prompt me to set up my VR headset again. A demo dropped this week on Steam, but it’s only available until September 16.

Tombwater looks kinda rad. It’s a 2D pixel-art Soulslike Western from Moth Atlas and publisher Midwest Games. The developers took (another?) leaf out of FromSoftware’s playbook by pitting you against creepy eldritch horrors. This one is coming to Steam on November 12.

I always appreciate when a labor of love comes to fruition. Former Uber, MapQuest and Microsoft engineer John Lansing said that, nine years ago, “I built a Final Fantasy Tactics inspired football prototype, and 691 commits later I am proud to present the Fantasy Football Tactics Demo!” This is a turn-based RPG in which the aim is to outscore your opponents rather than taking them out in combat.

The demo hit Steam this week. There’s no release date as yet for the full game.



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September 6, 2025 0 comments
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10 Indie Genre Films We're Excited for This Fall
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10 Indie Genre Films We’re Excited for This Fall

by admin September 5, 2025


You’d be hard-pressed to be a movie fan if you didn’t find a big Hollywood release to be excited about this fall. Maybe it’s the return of the Avatar, Predator, or Tron franchises. Maybe it’s a new film from an iconic filmmaker like Edgar Wright, Guillermo del Toro, or Yorgos Lanthimos. Or, maybe you can’t wait to be scared by new films in the Conjuring, Black Phone, or Five Nights at Freddy’s franchises. Whatever the case, as usual, Hollywood tries to have something for everyone. But there’s always more.

Below, we’ve got 10 genre films that aren’t from major studios and often don’t have big-name stars, but we’re still excited to see them. There’s some horror, there’s some romance, there’s some animation, and more. But all could potentially be flying under your radar.

Rabbit Trap (September 12)

Dev Patel stars in this Sundance film about a couple who move to the woods only to discover a mysterious, otherworldly sound.

Night of the Reaper (September 19 on Shudder)

We love a good period slasher film, and Night of the Reaper, about a babysitter haunted by the titular slasher, sounds like it’s going to deliver exactly that.

Xeno (September 19)

Kevin Hart produced, but doesn’t star in, this story of a young girl and a mysterious creature who go off on an adventure.

Good Boy (October 3)

An adorable dog witnesses his owner encounter an escalating series of paranormal activities. No, not the movies.

V/H/S/Halloween (October 3 on Shudder)

In what’s basically become an annual tradition, the VHS franchise is back with another series of spooky anthologies, all themed around everyone’s favorite holiday.

Shelby Oaks (October 3)

A woman believes a new discovery may be the key to finding her long-lost sister and the demon potentially behind it all.

Deathstalker (October 10)

The latest film from director Steven Kostanski (The Void, PG: Psycho Goreman) is an epic fantasy horror adventure. Just the way we like them.

The poster for Queens of the Dead – IFC

Queens of the Dead (October 24)

Katy O’Brian stars in this neon-infused horror comedy about what happens when a group of people in a club realizes a zombie apocalypse is happening outside.

Eternity (November 26)

The Scarlet Witch, aka Elizabeth Olsen, returns. Only this time, she’s dead. And in the afterlife, she has to choose between her two husbands.

Scarlet (December)

A new anime from director Mamoru Hosoda, Scarlet follows a sword-fighting princess on an adventure through the afterlife. Originally set for wide release this year, it was recently pushed into next year, but it will get a small, awards-qualifying run sometime in December.

Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.



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September 5, 2025 0 comments
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Is Hollow Knight Silksong's 'cheap' price a problem for other indie games? Devs and publishers weigh up its impact
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Is Hollow Knight Silksong’s ‘cheap’ price a problem for other indie games? Devs and publishers weigh up its impact

by admin September 4, 2025


Here’s a complaint I never thought I’d hear: Hollow Knight Silksong is too cheap.

Team Cherry announced the $19.99/€19.99/¥2300 price alongside Silksong’s 4th September release date (that’s today!) only a couple of weeks ago. No other regional pricing was announced, such as how much it’ll cost in the UK, but I expect we’re looking at £19.99 because that’s how these things usually settle here. That price makes Silksong more expensive than Hollow Knight, which cost around £11-13 across various platforms, but not much more expensive, and it’s nowhere near the £50-70 price associated with triple-A games. So, what’s the problem?

Apparently it’s too little – too cheap. Scores of comments on Bluesky and X, in reaction to Silksong’s date and price announcement, say as much. “Actually underpriced,” said one user on Bluesky. “You guys are nuts for this at $20,” said another. And, “You’re going to spawn a week of discourse with that price announcement, you know that?” said another. Oops, ignore that last one.

Broadly it’s lighthearted – most people are pleased Silksong is €20 and not more. Some people are threatening to buy multiple copies, even, which probably defeats the point. But underneath the giddy excitement there is a more serious discussion happening. Comments from worried indie developers show there is concern about the knock-on effects a price like this could have.

“Silksong honestly should cost 40 bucks and I’m not even joking,” posted developer RJ Lake, who worked as a composer on I Am Your Beast and is directing rhythm adventure Unbeatable. “I won’t go as far as to say it’s bad but it will have effects, and not all of those effects are good.”

Who will play Silksong first – Zoe or you? Watch on YouTube

RJ believes Silksong’s price will distort players’ views about what a €20/$20 indie game can and perhaps should offer. Which other indie teams can afford to take several years to make a game, after all? Similarly, if they did take that long, which teams could afford to ask only $20/€20 upon release? Would it cover all that work? Not everyone has the diamond-encrusted safety net that Hollow Knight provides.

Theoretical concerns turned into real concerns not long after, when an indie developer who had been planning to charge $20 for their game took to X to ask people what they should charge now – now that Silksong was doing the same. “I can’t afford to give it away for free,” they – BastiArtGames, developer of Lone Fungus – said. Hearteningly, most of the replies I read – there are more than 1000 – encouraged BastiArtGames to stick to their original price. But as with the games hurriedly moving their releases away from Silksong, Lone Fungus seemed to be far from the only indie game affected.

Toukana, the developer of successful and wonderful tile-laying puzzle game Dorfromantik, delayed the release of new game Star Birds because of Silksong, moving from 4th September to 10th September. And co-founder Zwi Zausch now tells me the game’s as yet unannounced price has been affected too.

“Yes, Silksong’s price has influenced our decision,” Zausch says. “We’re trying not to compete too directly with Silksong, both in terms of release date and pricing. Of course, these are two very different games with potentially different player bases, but there’s definitely some overlap. That makes things tricky, especially since Star Birds is a joint project between two studios, together employing more people than Team Cherry.”

Team Cherry has four core team members, incidentally, which includes the two co-founders, and it uses some contracted help.

But even companies as robust as Devolver have felt the presence of Silksong. The publisher was one of the first to move the release of its game Baby Steps out of the way (from 8th September to 23rd September). “We felt that the same media and influencers who would be drawn to Baby Steps would inevitably (and understandably) prioritise Silksong, and we felt that would overshadow the glory of Nate falling down the side of a mountain,” Devolver CEO and co-founder Graeme Struthers explains to me.

Tellingly, perhaps, the price of Baby Steps hasn’t been announced yet. Struthers didn’t say this was because of Silksong, but he did suggest Silksong was causing questions to be asked. “My general take is that indie games tend to err on the side of value for the gamer,” he says. “I think the triple-A world has had much more to say about price-points and value, but maybe Team Cherry has brought that conversation over this way.”

Mike Rose, founder of indie publisher No More Robots, says pricing is a fascinating and tricky thing to manage. He’d long been an advocate for higher prices, he tells me, because it leaves room for discounts and down-pricing as a game ages. “But recently,” he adds, “I think the economy of games has been shifting, and people who aren’t actually releasing games don’t see it [or] realise.


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“People have less money now and are buying fewer games,” Rose says, “so you have to set yourself up to hopefully be that one game they buy when they do have money. And if you are a higher price, it’s now actually a bit offputting.” Budget co-op climbing sensation Peak is a great example of things going the other way, he says. “Part of the reason that game did so well was the crazy low price. It’s definitely making us rethink the pricing for our upcoming games.”

One game which shares a lot of similarities with Silksong is Citizen Sleeper 2. It’s not because of the game’s content – Citizen Sleeper 2 is a sci-fi role-playing game – but because both games were built on the extraordinary success of a predecessor, both are made by very small teams (Citizen Sleeper is just Gareth Damian Martin, with contracted art and soundtrack help), and both have very similar prices. In fact, the jump from the original game to the sequel is also almost identical.

Damian Martin tells me there were “extensive” discussions about Citizen Sleeper 2’s price, and it jumped from around £16.50 to £21 to reflect it being a bigger game, to account for inflation, and because of how other games were currently priced. All things I’m sure Team Cherry has taken into account when pricing Silksong 2. But there wasn’t any negativity around Citizen Sleeper 2’s price when it launched earlier this year – not that Damian Martin noticed.

“I don’t think most people notice the price unless it is really out of step with the market,” Damian Martin tells me. “That doesn’t mean people don’t make buying decisions based on price, they obviously do, but I think they do that without judgment or comment. They just decide to buy or not, they don’t complain unless there’s a big disparity.

“No matter how big Silksong is,” they added, “I don’t think it can really affect the going rate for indies. It’s just one data point, you’d need hundreds of indies to offer massive amounts of content for a low price to shift the market. It especially feels like conjecture when we don’t even know how big the game is anyway!”

Unprecedented. So much about Silksong feels unprecedented to me. Has there ever been an indie game this anticipated? Has an indie game ever disrupted release schedules in this way, or upended pricing plans? Here’s a game being treated like the biggest of triple-A blockbusters, except it’s not, and I think that’s where some of the pricing confusion arises from. “That’s why people think the price is low compared to the triple-A games that sell for 80 bucks,” says Bram van Lith, co-founder of Game Drive.nl, a company which helps indie devs price and sell their games. Hype has warped perceptions of what Silksong actually is.

But the question remains: is Silksong too cheap? Perhaps a keener question to ask is how much the people I speak to would charge for it, were it their game. Van Lith’s colleague Alisa Jefimova, a market analyst and expert in pricing, would charge €25, she tells me, to give room for a launch discount. Not that they need the attention of a discount, she adds. “It’s gonna be popular no matter what,” she says.

“They definitely could have gone $25,” No More Robots’ Mike Rose agrees, “but this way they are essentially cementing Silksong as being a gigantic success before it even launches, by making it a steal. So I don’t think Team Cherry is wrong to go $20. If I had been pricing it personally, I would have been on the fence between $20 and $25. But given the state of the industry right now, it’s very possible I would have also fallen on $20.”

“The more interesting question,” Bram van Lith chimes in, “is would the game be more successful asking $20 or $30?” What he means is would Silksong make more money if it sold at a higher price-point, or will the extra quantity it sells at a lower price-point more than make up for it? It’s an interesting question, but it’s not something I think Team Cherry is primarily concerned about.

Again, Team Cherry doesn’t depend solely, wholly and entirely upon Silksong’s success. Far from it. Hollow Knight has sold an astronomical 15 million copies already, and the overwhelming majority since Silksong was announced in 2019, curiously enough. Financially, Team Cherry is fine even without Silksong. Financially, Team Cherry is made.

A far more important consideration for Team Cherry is audience reaction. To wheel out an old cliché, this is the Australian studio’s difficult second album, the game that follows the phenomenal success of Hollow Knight. The intense spotlight beam of expectation and hype can be withering. And the elongated wait for Silksong hasn’t helped. Dipping the price slightly below expectations is a powerful way to prime people towards positivity.

Will it work? As Damian Martin noted: so much remains conjecture until the game itself arrives, which it is now agonisingly close to doing – Silksong unlocks at 3pm UK time today. How big will it be? How historic a gaming moment are we about to witness? And will it be worth the wait? Time will tell. We’ll have to wait and see.



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September 4, 2025 0 comments
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Welcome to Laughinghyena.io, your ultimate destination for the latest in blockchain gaming and gaming products. We’re passionate about the future of gaming, where decentralized technology empowers players to own, trade, and thrive in virtual worlds.

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    October 10, 2025

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