Two years later…

It has been more than two years since we released our first indie game Steamroll. Seen with perspective it has been a great experience. We should do a proper post-mortem one day, soon.

Since then, many things have happened to us as small indie games and technology studio. One of them: we completed some contract work to turn the Oculus Toybox prototype into a releasable demo, and more important: we had the opportunity to join a relatively unknown team that was creating a battle royale game designed by a modder than turned out to become the huge monster success called PUBG. It’s funny how in the games industry you can bounce from begging people to play your game for the price of a beer, to being in the spotlight of all media and tech companies in a matter of months.

PUBG’s success raises lots of questions for the games industry. Every games site has tens of articles about it already, but to me, it’s the numbers that matter: for a long time the top games in Steam by far have been PUBG, Dota 2, CSGO. Take that, profressional game designers: all of them are derived from mods that come from designers in the community.

Working in PUBG so far has been amazing. Seeing the small team explode into a huge multinational company, and seeing how passionate players are about the game has no price. Yet it raises some questions for us: is our “indie games and technology” company viable? Is it actually a valid company model model or just something we made up to match what we had? Would we even be still here if it wasn’t because of PUBG? Is there room for small technology teams in a world of Unities and Unreals?

We will try to find answers during what remains of the year.

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