Frontline.

how indie games actually get made.

Case studies of the devs and studios we think are doing it right. Tactics, trade-offs, and the hard parts they're willing to talk about.

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Too niche, said everyone

Two veterans, $750 spent, 10,000 wishlists in a single day — and a niche nobody believed in until they showed up.

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How a Misunderstanding Created a Monster

How a car-ride misunderstanding and a professional chef’s background turned the creature-collector genre into a high-stakes dinner rush.

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Cardboard Cowboy

From a flat idea to full funding — how one dev turned cardboard into conviction.

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Why I Stopped to Look Twice

A magical dating sim might matter more than you think

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When Doing Too Much Works

From pixels falling on a screen to communities building their own, R74n’s philosophy is simple: overdo it.

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When a Banana Peel Becomes Survival

Inside Black Honey, the slapstick horror of Winnie-the-Pooh meets the stubborn devotion of a two-man team.

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When the Math Doesn’t Love You

Real numbers, unsexy work, and the long road to finding an audience.

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You Don’t Just Launch It and Leave

A tactical roguelike that didn’t peak at launch, but two years later.

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The Chase: Inside the Minds of Indie Creators

Indie games are more than code and pixels. They’re the chase of something real.

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He Set Out to Make a Roguelike. Then He Played Pokémon.

Years into his dev career, Sean Young stumbled into the monster-collecting genre — and it changed everything. Monsterpatch is the game he didn’t grow up dreaming about, but one he felt he had to make.

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From Failure to Redemption

The Indie Devs Who Refused to Quit

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Tinder but for Games

Game discovery, reimagined—by experts, for players.

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Tails of Fate

Souls-like combat, pixel-perfect platforming, and an indie dev team proving it can be done.