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About The IGF

IndieGames.com is presented by the UBM TechWeb Game Network, which runs the Independent Games Festival & Summit every year at Game Developers Conference. The company (producer of the Game Developers Conference series, Gamasutra.com and Game Developer magazine) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers.

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Features

Road to the IGF: Anna Anthropy's Dys4ia

March 13, 2013 4:14 PM | Staff

dys4ia-200.jpgAnna Anthropy has always aimed to challenge the status quo with her games, but Dys4ia, a collection of mini-games that tell the story of undergoing the hormone therapy process as a trans woman, feels more intimate than much of her previous work.

Not only does it aim to communicate the sense of vulnerability in one's own body and the life challenges that seem to go hand in hand with the process, but it also illustrates some of the systemic prejudices and social behavior of others that create additional challenges. In that regard it's Anthropy's personal story, but it also has something to teach others.

The game's been nominated both for the Excellence in Narrative and Nuovo categories at this year's Independent game festival. Continuing our Road to the IGF series of interviews with nominees, we catch up with Anthropy about Dys4ia.

What's your background in making games?

I started making games because i was sick of playing straight dudes' fantasies about killing / fucking aliens and rescuing / fucking / killing women. When i started making videogames, they were really alienating to me - there was no Twine, there were very few other queer people making games. I figured if I wanted to see more queer games, I would have to make them myself.

The Cat that Got the Milk, The Button Affair dev on dressing games to the nines

March 13, 2013 2:01 PM | John Polson

catgotmilkbox.pngThe developers behind the ultra stylish and clever The Cat that Got the Milk and The Button Affair freeware games are ready to chase the modern dream. Moonlighters from UK studio Blitz Games, Oliver Clarke, Helana Santos, Chris Randle, and Jon Mann are curious if fans who enjoy their games will support their interpretations of art in games as larger, paid projects.

They're going after their dreams, and that desire has led to how the team wishes to define itself, being known from this day forward as Modern Dream, Oliver Clarke shares with IndieGames.

While Clarke isn't quite ready to talk about his team's next dream, presumably the upcoming game using depth sensing technology listed on his LinkedIn page, he spills the beans on how the two wildly popular freeware titles were created, lessons learned from them, the team's plan to tackle paid games, and the options all developers can implement to make their games more accessible.

Veteran Japanese devs make a game on fighting terrorists with a wrecking ball

March 11, 2013 6:42 PM | John Polson

Don't let Team Grand Slam's Monken, or its addictive and cute jingle fool you. Monken in real life was what locals called the wrecking ball used in 1972 in Japan by the police to stop United Red Army radicals who had taken over a mountain lodge. This became known Asama-Sansō incident.

The developers do not think the footage from the original event convey its shocking essence well enough. Instead, they are using this video game, discovered at Japan's first BitSummit event, as a way to "construct real incidents and facts" and allow for a new way to "describe history."

Road to the IGF: Alexander Martin's Starseed Pilgrim

March 11, 2013 3:00 AM | Staff

As part of our Road to the IGF series, Gamasutra is speaking to each of the finalists in the 2013 Independent Games Festival to find out the story behind the games.

Today we speak to "Droqen," creator of Starseed Pilgrim, which is nominated for the Design award.

What is your team's game development background, if any?

Maybe I'll start out by telling you a bit about the team? Feels like a weird word to use for us four.

Video: Relive GDC 2012's popular Experimental Gameplay Sessions

March 8, 2013 12:00 AM | John Polson

[Note: To access chapter selection, click the fullscreen button or check out the video on the GDC Vault website]

The Experimental Gameplay Session celebrates its tenth year, having developers show off their most curious approaches to interactivity, given in this free video lecture from GDC 2012 courtesy of the GDC Vault.

A few demos in this session include Daniel Benmergui's story-building puzzle game Storyteller, Steve Swink's size-changing Scale, Vlambeer's increasingly glitched to the point of death Glitchhiker, and Anna Anthropy's uniting multiplayer experience Keep Me Occupied which went inside a moving arcade for the Occupy Oakland march.

Why they're playing: Year Walk

March 6, 2013 11:58 PM | Staff

With Year Walk, mobile developer Simogo tried more than one tack not broadly proven on the crowded App Store. First, the studio wanted to make an atmospheric horror game based on the old lore of its native Sweden, probably a complex proposition in a market more accustomed to bright and friendly than unsettling and arresting.

On a saturated storefront where familiar touchstones jostle for a little bit of attention, Year Walk's quiet darkness takes the risk of being different.

It's a departure for the studio, too, which built its reputation on charming, musical and touchable games like Beat Sneak Bandit and Bumpy Road; the 1950's filmic feel that looks cartoonish and cute across the rest of its portfolio can be used to textured, haunting appeal with Year Walk. When name recognition and branding is essential in a busy marketplace, this left turn is also a brave choice.

Vlambeer, Kert Gartner on making a six-second Vine trailer for Ridiculous Fishing

March 6, 2013 3:43 PM | John Polson

Vlambeer recently announced via a six-second Vine video that its follow up to Radical Fishing for iOS, dubbed Ridiculous Fishing, will release March 14. In creating this micro-trailer, the developers also practiced distilling some of the most important parts of their game into a narrative of mere moments (thereby respecting its viewers' time), with the help of video editor king Kert Gartner.

The game is finally seeing a release, after two years of development by Vlambeer (Super Crate Box), Zach Gage (Spelltower, Bit Pilot, Unify) and Greg Wohlwend (Hundreds, Solipskier, Gasketball). Despite Vine not providing stats, the levels of coverage the video and game received this week suggests, at least in part, that the micro-trailer was a success.

I caught up with Rami Ismail of Vlambeer and Kert Gartner to find out the process behind creating one of, if not the first, six-second Vine video game trailer. The two provide insight into the design process and tips on how they dealt with a crucial, last-minute problem.

A history - and call - for German indie developers

March 6, 2013 3:00 AM | Staff

Because of the fact that most of us smaller developers face the problem of not getting enough attention I would like to take a closer look at my own country and its even more unknown indie game scene - Germany.
When it comes to games, Germany is foremost known for simulations (Demolition Simulator by Giants Software), engines (Cry Engine by Crytek) and board games (The Settlers of Catan by Klaus Teuber). In fact, we seem to consume more video games then we actually produce or sell outside of Germany.

Besides Crysis 1, 2 and 3, have you ever heard of the building game series Anno by Related Design, The Settlers series by Blue Byte, the beloved adventures from Daedalic Entertainment like Deponia or the RPG series Gothic and Risen by Piranha Bytes?

If none of the mentioned titles - which are known by every German interested in games - rings a bell you might get an idea of what kind of problems the German indie game scene must be facing. The purpose of this article is to introduce some of their specimen, to define some typical German qualities and their problems.

Q&A: Brainwave game hints at future of biometric gameplay

March 6, 2013 1:00 AM | Staff

There have been numerous commercial attempts at "games" that are controlled with biometrics, particularly brain waves. There's Mattel's Mindflex, for example, as well as the Star Wars Force Trainer. They're almost purely novelty items, and don't particularly work that well.

Crooked Tree Studios founder Lat Ware (who's programmed games at studios including Realtime Worlds and Crytpic) wants to add some real competitive gameplay to the novelty of brainwave-controlled applications. He's using Kickstarter to try to fund Throw Trucks with Your Mind, a competitive multiplayer game in which players put on a commercially-available brainwave sensor and essentially focus their thoughts to toss vehicles and pieces of the environment at other players to win. Movement is done via mouse and keyboard but attacks are pure thought.

We caught up with Ware to talk about Throw Trucks and pick his brain about the future of biometrics-controlled games.

Road to the IGF: Klaus Pedersen's Back to Bed

March 4, 2013 3:10 PM | John Polson

Back to Bed places a narcoleptic, sleep-walking boy in an M.C. Escher-inspired isometric puzzler, where the player must nudge the boy safely to his bed using a creature from his subconsciousness. Here, the visuals and mechanics appear only limited by the limbo world in which the player is caught.

The title won the Guts & Glory award in the 2012 Dutch Game Awards, was nominated for the Unity and Nordic Game Awards, and is a finalist in the student category for the 2013 Independent Games Festival.

As part of Gamasutra's Road to the IGF series, project manager and DADIU (National Academy of Digital, Interactive Entertainment) student Klaus Pedersen discusses the inspiration for and research behind Back to Bed, the considerations of designing puzzles around a sleep walker, and the changes players can expect in the upcoming iPad (and later, multiplatform) version.

Desktop Features

Project Zomboid's Chris Simpson's guide to alpha funding
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Five PR tips indies really need
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Avoiding work for hire, with Dear Esther's Pinchbeck
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Indie Games Summit at GDC Europe debuts line-up, adds Gamescom perk
-July 10, 2013 11:40 AM

'A special mixture of courage and stupidity' - The Team2Bit story so far
-July 1, 2013 1:50 PM

What indie game festivals do for the big publishers
-June 25, 2013 3:30 AM

'We knew we were kind of making a deal with the devil'
-June 21, 2013 1:14 AM

GDC Europe's Indie Summit adds Ridiculous Fishing, Badland postmortems
-June 20, 2013 1:49 PM

Video: Shipping Retro City Rampage on 17 SKUs at once
-June 16, 2013 6:15 PM

Mutant Mudds Deluxe, Toki Tori 2+, Teslagrad, Sentinel, and more release info
-June 2, 2013 11:56 AM

'Taking genre conventions as your starting point is kinda boring'
-May 31, 2013 11:20 PM

Video: Over 20 amazing demos at GDC 2013's Experimental Gameplay Workshop
-May 21, 2013 5:50 PM

La-Mulana's Takumi Naramura on the difficult life of a Japanese indie
-May 10, 2013 10:51 AM

Indie development in the 1990s: The Game-Maker story
-May 8, 2013 2:37 PM

Video: 'Hothead developers' rant at GDC 2013
-May 7, 2013 6:07 PM

Austin Wintory Interview: The Gentleman's Private Collection
-May 3, 2013 11:00 AM

A MAZE. Indie Connect - German Indie Festival - 2nd Encounter
-May 3, 2013 2:10 AM

The Perfect Woman is one who can adjust to the Kinect's bad interface
-May 2, 2013 1:53 PM

Four perspectives on personal games
-April 30, 2013 10:40 PM

Kickstarter: Stonehearth, gorgeous sandbox strategy that also appeals to D&D fans
-April 30, 2013 12:52 PM

Game Dev Tycoon fights piracy with piracy
-April 30, 2013 9:00 AM

November's GDC Next open for talk submissions
-April 29, 2013 3:07 PM

Vlambeer's games popular among players, cloners alike
-April 23, 2013 12:01 AM

Mayhem Triple: An indie's own personal Duke Nukem Forever
-April 19, 2013 2:38 AM

Black Annex: A QBasic game for the 21st century
-April 18, 2013 3:10 PM

PC Release: Papo & Yo - a puzzle/platformer that deals with a very difficult issue
-April 18, 2013 12:20 PM

Don't Sh!t Your Pants for Cellar Door's upcoming Rogue Legacy action-platformer
-April 18, 2013 3:10 AM

How a bad publisher deal made Mutant Mudds dev Renegade Kid go indie
-April 18, 2013 12:07 AM

Browser Pick: obliterate humanity, dolphins with a fist of Uranus in Planet Punch
-April 16, 2013 4:37 PM

What about love? Inside a game jam revolution
-April 12, 2013 2:55 AM

GDC/PAX East Catch-up Part 2: Home, Kentucky Route Zero devs' next plans
-April 2, 2013 2:00 PM

The five reasons freemium sucks (according to QWOP's developer)
-March 30, 2013 1:36 PM

IGF winner Hofmeier pays it forward for Porpentine's Howling Dogs
-March 29, 2013 3:00 PM

IGF 2013 winners led by Cart Life and FTL: Faster Than Light
-March 27, 2013 10:35 PM

Indies question whether journalists should be our game curators
-March 26, 2013 2:01 PM

Road to the IGF: Michael Lee on mindful xp
-March 24, 2013 4:00 PM

Dwarf Fortress: A game that will live forever?
-March 24, 2013 12:00 PM

Road to the IGF: ATUM
-March 23, 2013 4:00 PM

The intimacy of sound: Robin Arnott's mysterious SoundSelf
-March 23, 2013 12:00 PM

Road to the IGF: The Fullbright Company's Gone Home
-March 22, 2013 10:01 PM

Your indie guide to IGF 2013: a GDC primer
-March 21, 2013 6:23 PM

Road to the IGF: Arcane Kids' Zineth
-March 21, 2013 3:12 PM

Indie Game Developer Quality-of-Life Survey Results
-March 21, 2013 12:55 PM

Road to the IGF: Behold Studios' Knights of Pen & Paper
-March 20, 2013 6:50 PM

Team Meat's Refenes: Apathy and refunds are more dangerous than piracy
-March 20, 2013 11:50 AM

Have you considered porting your game to MS-DOS?
-March 20, 2013 12:00 AM

Road to the IGF: Tale of Tales' Bientot l'ete
-March 17, 2013 7:55 PM

Roundtable: The Interactive Fiction Renaissance
-March 16, 2013 8:00 PM

Road to the IGF: Lovers in a Dangerous Spacetime
-March 16, 2013 4:00 AM

Road to the IGF: Team Pixel Pi's Pulse
-March 15, 2013 3:00 AM

Road to the IGF: Anna Anthropy's Dys4ia
-March 13, 2013 4:14 PM

The Cat that Got the Milk, The Button Affair dev on dressing games to the nines
-March 13, 2013 2:01 PM

Veteran Japanese devs make a game on fighting terrorists with a wrecking ball
-March 11, 2013 6:42 PM

Road to the IGF: Alexander Martin's Starseed Pilgrim
-March 11, 2013 3:00 AM

Video: Relive GDC 2012's popular Experimental Gameplay Sessions
-March 8, 2013 12:00 AM

A history - and call - for German indie developers
-March 6, 2013 3:00 AM

Q&A: Brainwave game hints at future of biometric gameplay
-March 6, 2013 1:00 AM

Road to the IGF: Klaus Pedersen's Back to Bed
-March 4, 2013 3:10 PM

Indie game development on the rise in a big way
-March 4, 2013 3:00 AM

GDC Play 2013 'Best in Play' game winners announced
-March 3, 2013 4:00 PM

Retro City Rampage does better on PSN than Steam, XBLA; dev releases 8-bit ROM
-March 1, 2013 3:00 AM

A free Twine game about the homeless of Denver, Colorado's Cherry Creek
-February 27, 2013 10:55 PM

Road to the IGF: Jeppe Carlsen and team's 140
-February 27, 2013 3:00 AM

The Button Affair is a stylish semi-autorunner and fundraiser for disabled gamers
-February 26, 2013 9:00 PM

Sean Barrett didn't enjoy Corrypt's twist, makes a free Brough-like anyway
-February 26, 2013 3:36 PM

Art Game: Make art with games in a game about art
-February 26, 2013 12:01 AM

RIOT interview: ethnicity not a focus as it disconnects us, says developer
-February 25, 2013 3:55 PM

Road to the IGF: Aleksey Abramenko's Intrusion 2
-February 23, 2013 4:00 PM

3DS homebrew without piracy may work, thanks to Goodbye Galaxy Games' Indi3DS
-February 19, 2013 2:45 PM

IGF 2013 Audience Award Opens Voting
-February 19, 2013 1:07 PM

BitSummit initiative to help connect Japanese indies to the world
-February 19, 2013 3:00 AM

Road to the IGF: Michael Brough's VESPER.5
-February 16, 2013 8:00 PM

It's Valentine's Day and there is time for Depression Quest
-February 14, 2013 5:30 PM

Valentine's gift ideas: Indie Royale, Indie Gala, and Game Music Bundles!
-February 14, 2013 3:00 PM

Q&A: Bit.Trip Business: Indie studio life in 2013
-February 13, 2013 8:00 AM

Road to the IGF: Teknopants' Samurai Gunn
-February 11, 2013 11:00 PM

Road to the IGF: Mousechief's 7 Grand Steps
-February 9, 2013 10:00 PM

'Road to the IGF' Pt.1: the stories behind this year's top indie games
-February 8, 2013 10:00 AM

Bastion's argument for doing away with cross-platform development
-February 7, 2013 1:00 AM

Terrorist or tourist? You decide in Lucas Pope's Papers, Please free demo
-February 5, 2013 2:30 PM

Video: How to function as a depressed, solo game developer
-February 5, 2013 11:00 AM

Bathe in the gore that is 2BAM's CJR demo
-February 3, 2013 12:15 PM

It's official: XNA is dead
-February 2, 2013 6:00 PM

Is Proteus a game -- and if not, who cares?
-January 31, 2013 12:00 AM

Top 10 Indie Platformers of 2012 (Paid)
-January 30, 2013 9:45 PM

Lume sequel is a gorgeous world of motorized paper and cardboard
-January 30, 2013 3:00 PM

Road to the IGF: Cardboard Computer's Kentucky Route Zero
-January 30, 2013 6:00 AM

Bombball aims to unlock OUYA eSport potential
-January 29, 2013 6:00 PM

Interview: The 411 on Indie Speed Run
-January 24, 2013 3:05 PM

The mysterious Quake-inspired game from the dev behind Dustforce
-January 22, 2013 1:30 AM

Top 10 Free Platformer Games of 2012
-January 21, 2013 2:00 PM

Road to the IGF: Blendo Games' Thirty Flights of Loving
-January 19, 2013 8:00 PM

Paradox CEO: New devices, open platforms offer key chances for indies
-January 19, 2013 4:00 AM

As release looms, Antichamber dev reflects on emotional rollercoaster
-January 18, 2013 9:00 PM

Top 10 (Free) Experimental Games of 2012
-January 17, 2013 9:00 AM

Super Crate Box, Thomas Was Alone devs share on new site stories of being bullied
-January 17, 2013 3:00 AM

Top 10 Free Puzzle Games for 2012
-January 11, 2013 2:00 PM

10 Indie Games Scene Shakers in 2012
-January 10, 2013 4:00 PM

Indie Royale co-ownership shifts to Tenshi Ventures
-January 10, 2013 2:13 PM

GDC 2013 adds Capy, Shellrazer, Yamove! Summit talks
-January 10, 2013 1:30 PM

Console Features

Duck Game for Ouya: stow your bow at home, for this is a gunfight!
-May 14, 2014 3:20 PM

Five PR tips indies really need
-July 16, 2013 10:50 AM

Indie Games Summit at GDC Europe debuts line-up, adds Gamescom perk
-July 10, 2013 11:40 AM

OUYA indie postmortem: 8,000 downloads and 46 sales for Bombball
-July 5, 2013 12:42 PM

What indie game festivals do for the big publishers
-June 25, 2013 3:30 AM

'We knew we were kind of making a deal with the devil'
-June 21, 2013 1:14 AM

GDC Europe's Indie Summit adds Ridiculous Fishing, Badland postmortems
-June 20, 2013 1:49 PM

Video: Shipping Retro City Rampage on 17 SKUs at once
-June 16, 2013 6:15 PM

Mutant Mudds Deluxe, Toki Tori 2+, Teslagrad, Sentinel, and more release info
-June 2, 2013 11:56 AM

Video: Over 20 amazing demos at GDC 2013's Experimental Gameplay Workshop
-May 21, 2013 5:50 PM

Sony tells us what's going on with the PlayStation Vita
-May 16, 2013 12:33 AM

As Vita languishes, why is Sony still gunning for indies?
-May 12, 2013 12:34 AM

La-Mulana's Takumi Naramura on the difficult life of a Japanese indie
-May 10, 2013 10:51 AM

Video: 'Hothead developers' rant at GDC 2013
-May 7, 2013 6:07 PM

Austin Wintory Interview: The Gentleman's Private Collection
-May 3, 2013 11:00 AM

A MAZE. Indie Connect - German Indie Festival - 2nd Encounter
-May 3, 2013 2:10 AM

Four perspectives on personal games
-April 30, 2013 10:40 PM

November's GDC Next open for talk submissions
-April 29, 2013 3:07 PM

Vlambeer's games popular among players, cloners alike
-April 23, 2013 12:01 AM

How a bad publisher deal made Mutant Mudds dev Renegade Kid go indie
-April 18, 2013 12:07 AM

CastleMiner Z dev's response to "The 8 keys to indie success"
-April 16, 2013 6:29 PM

Lessons from The Unfinished Swan's unique development journey
-April 2, 2013 8:00 PM

GDC/PAX East Catch-up Part 2: Home, Kentucky Route Zero devs' next plans
-April 2, 2013 2:00 PM

The five reasons freemium sucks (according to QWOP's developer)
-March 30, 2013 1:36 PM

IGF 2013 winners led by Cart Life and FTL: Faster Than Light
-March 27, 2013 10:35 PM

What happened to PlayStation Mobile?
-March 22, 2013 6:04 PM

Your indie guide to IGF 2013: a GDC primer
-March 21, 2013 6:23 PM

Indie Game Developer Quality-of-Life Survey Results
-March 21, 2013 12:55 PM

Team Meat's Refenes: Apathy and refunds are more dangerous than piracy
-March 20, 2013 11:50 AM

Video: Relive GDC 2012's popular Experimental Gameplay Sessions
-March 8, 2013 12:00 AM

A history - and call - for German indie developers
-March 6, 2013 3:00 AM

Indie game development on the rise in a big way
-March 4, 2013 3:00 AM

GDC Play 2013 'Best in Play' game winners announced
-March 3, 2013 4:00 PM

Retro City Rampage does better on PSN than Steam, XBLA; dev releases 8-bit ROM
-March 1, 2013 3:00 AM

Which indies are working on PS4 games, and why?
-February 25, 2013 2:59 AM

Happy Birthday, PlayStation Vita! Four-game giveaway to one lucky winner
-February 22, 2013 3:50 PM

3DS homebrew without piracy may work, thanks to Goodbye Galaxy Games' Indi3DS
-February 19, 2013 2:45 PM

IGF 2013 Audience Award Opens Voting
-February 19, 2013 1:07 PM

BitSummit initiative to help connect Japanese indies to the world
-February 19, 2013 3:00 AM

Q&A: Bit.Trip Business: Indie studio life in 2013
-February 13, 2013 8:00 AM

'Road to the IGF' Pt.1: the stories behind this year's top indie games
-February 8, 2013 10:00 AM

The journey to create Journey -- the quest for emotion
-February 8, 2013 1:00 AM

Bastion's argument for doing away with cross-platform development
-February 7, 2013 1:00 AM

Video: How to function as a depressed, solo game developer
-February 5, 2013 11:00 AM

It's official: XNA is dead
-February 2, 2013 6:00 PM

Top 10 Indie Platformers of 2012 (Paid)
-January 30, 2013 9:45 PM

Bombball aims to unlock OUYA eSport potential
-January 29, 2013 6:00 PM

Papo & Yo behind-the-scenes: Making a game that matters
-January 20, 2013 12:00 PM

Paradox CEO: New devices, open platforms offer key chances for indies
-January 19, 2013 4:00 AM

Super Crate Box, Thomas Was Alone devs share on new site stories of being bullied
-January 17, 2013 3:00 AM

Joe Danger is a rare example of console-to-mobile done right
-January 13, 2013 9:00 PM

10 Indie Games Scene Shakers in 2012
-January 10, 2013 4:00 PM

3DS Game Review - Fluidity: Spin Cycle (Curve)
-January 8, 2013 3:00 AM

Top 10 PlayStation Network Games of 2012
-January 4, 2013 11:00 AM

Sale on Wii U Indie Titles Ending Soon, Look to Future Releases
-January 2, 2013 4:00 PM

Top 10 Indie Shoot-'Em-Ups of 2012
-January 1, 2013 4:00 PM

Top Indie Games of 2012: Dev Redux Part 2
-December 31, 2012 2:00 PM

What AAA can learn from indies -- according to indies
-December 30, 2012 12:00 PM

Indies met challenges, learned lessons in 2012
-December 28, 2012 5:00 PM

Top Indie Games of 2012: Dev Redux Part 1
-December 25, 2012 12:00 PM

Bit.Trip, Johann Sebestian Joust devs chat Sifteo Cubes with free SDK
-December 21, 2012 12:00 PM

Top 10 Xbox Live Arcade Games of 2012
-December 21, 2012 10:00 AM

10 OUYA games announced via giveaway, including Starbound and Legend of Dungeon
-December 19, 2012 7:00 PM

Unique Showcase Space for Smaller Devs at GDC 2013 via GDC Play
-December 19, 2012 5:00 PM

Top 10 Indie Games Of 2012 (+2!)
-December 18, 2012 6:00 PM

Top 10 Xbox Live Indie Games of 2012
-December 15, 2012 12:00 PM

The Avant-Game - brain food for the hardcore weirdos
-December 14, 2012 3:00 AM

Persistence Pays Off: How Futurlab Finally Got a Contract with Sony
-December 12, 2012 12:00 AM

How Did Indie Studio Broken Rules Get Chummy with Nintendo?
-December 11, 2012 3:00 AM

Mark of the Ninja's five stealth design rules
-December 4, 2012 3:00 AM

PlayStation Mobile opens the floodgates for all game developers
-November 20, 2012 9:00 PM

Molyneux to indies: Don't be afraid to experiment
-November 15, 2012 1:00 AM

Pid's dilemma - how do you make a 2D platformer that stands out?
-November 7, 2012 2:00 PM

Even Canabalt's Creator Can't Explain its Success
-November 7, 2012 1:00 AM

Dust: An Elysian Tail Dev Bit the Bullet, Cut a Third of the Game
-November 2, 2012 3:00 AM

A New Record for IGF Submissions at Nearly 600 Games
-October 23, 2012 8:00 PM

One Week to Go for 2013 IGF's Main Competition Entries
-October 11, 2012 1:00 AM

The Benefits of Making Your Players Suffer (and Maybe Throw Up)
-October 8, 2012 8:00 PM

Ask IndieGames: 'Can too much interaction obstruct a game's intended message?'
-October 6, 2012 2:00 PM

GDC 2013 Indie Games Summit Call for Submissions
-September 29, 2012 12:00 AM

Doing Stealth the Monaco Way
-September 28, 2012 1:00 AM

10 Indie Games to Sing Along with
-September 21, 2012 2:00 PM

Rewarding Kickstarter Donors with Copies of Your Game Is Vital
-September 3, 2012 10:00 PM

Ask IndieGames: Are indie developers censoring themselves?
-September 2, 2012 10:00 AM

Q&A: Leonard J. Paul on Retro City Chiptunes and Vessel Audio
-August 29, 2012 6:40 PM

IGF China Seeking Indie Game Submissions for 2012 Event
-August 17, 2012 8:43 PM

The Real Story of Developing for Nintendo's Download Platforms
-August 16, 2012 3:00 AM

Sound Shapes Q&A: Prototyping for PlayStation Consoles
-August 13, 2012 1:00 PM

Ask IndieGames: Which genres do you want to see indie developers tackle?
-August 5, 2012 8:00 AM

Reinventing stealth in 2D with Mark of the Ninja
-August 3, 2012 8:00 PM

Will PlayStation Mobile be Xbox Live Indie Games all over again?
-July 27, 2012 5:00 AM

Q&A: Martin Stig Andersen on Limbo's Soundtrack
-July 26, 2012 1:00 PM

HFB Q&A: A Brief History of SideTracks' PixelJunk Soundtrack
-July 23, 2012 12:30 PM

Cactus Goes Commercial: How One Indie Moved Beyond His Freeware Roots
-July 14, 2012 4:00 AM

GDC Europe's Indie Games Summit Adds Fotonica, Eufloria HD Design Discussions
-July 10, 2012 8:00 PM

Games Like Spelunky That Do Not Require An Xbox 360
-July 4, 2012 11:00 AM

A Developer Love Letter to Spelunky
-July 4, 2012 10:00 AM

Indies Challenge Themselves to Find Innovation in the Tired Old FPS Genre
-July 4, 2012 1:00 AM

Ask IndieGames: What makes a good free-to-play game?
-June 30, 2012 1:00 PM

PlayStation Network Indie Devs Divided on Software Pricing
-June 28, 2012 1:00 AM

Mobile Features

Five PR tips indies really need
-July 16, 2013 10:50 AM

Indie Games Summit at GDC Europe debuts line-up, adds Gamescom perk
-July 10, 2013 11:40 AM

What indie game festivals do for the big publishers
-June 25, 2013 3:30 AM

GDC Europe's Indie Summit adds Ridiculous Fishing, Badland postmortems
-June 20, 2013 1:49 PM

Video: Over 20 amazing demos at GDC 2013's Experimental Gameplay Workshop
-May 21, 2013 5:50 PM

AudioBrush aims to cure iOS music games of their offbeat afflictions
-May 14, 2013 8:56 PM

Aliceffekt Interview: Hiversaires' World Without Words
-May 14, 2013 2:45 AM

Video: 'Hothead developers' rant at GDC 2013
-May 7, 2013 6:07 PM

A MAZE. Indie Connect - German Indie Festival - 2nd Encounter
-May 3, 2013 2:10 AM

Four perspectives on personal games
-April 30, 2013 10:40 PM

November's GDC Next open for talk submissions
-April 29, 2013 3:07 PM

Vlambeer's games popular among players, cloners alike
-April 23, 2013 12:01 AM

How a bad publisher deal made Mutant Mudds dev Renegade Kid go indie
-April 18, 2013 12:07 AM

Postmortem: Game Oven's intimate finger twisting Fingle
-April 14, 2013 10:06 AM

Play folk games on the fly with Tiny Games app
-April 3, 2013 11:05 PM

GDC/PAX East Catch-up Part 2: Home, Kentucky Route Zero devs' next plans
-April 2, 2013 2:00 PM

The five reasons freemium sucks (according to QWOP's developer)
-March 30, 2013 1:36 PM

IGF 2013 winners led by Cart Life and FTL: Faster Than Light
-March 27, 2013 10:35 PM

Your indie guide to IGF 2013: a GDC primer
-March 21, 2013 6:23 PM

Road to the IGF: Behold Studios' Knights of Pen & Paper
-March 20, 2013 6:50 PM

Team Meat's Refenes: Apathy and refunds are more dangerous than piracy
-March 20, 2013 11:50 AM

Roundtable: The Interactive Fiction Renaissance
-March 16, 2013 8:00 PM

Veteran Japanese devs make a game on fighting terrorists with a wrecking ball
-March 11, 2013 6:42 PM

Why they're playing: Year Walk
-March 6, 2013 11:58 PM

Vlambeer, Kert Gartner on making a six-second Vine trailer for Ridiculous Fishing
-March 6, 2013 3:43 PM

A history - and call - for German indie developers
-March 6, 2013 3:00 AM

Road to the IGF: Klaus Pedersen's Back to Bed
-March 4, 2013 3:10 PM

Indie game development on the rise in a big way
-March 4, 2013 3:00 AM

GDC Play 2013 'Best in Play' game winners announced
-March 3, 2013 4:00 PM

RIOT interview: ethnicity not a focus as it disconnects us, says developer
-February 25, 2013 3:55 PM

IGF 2013 Audience Award Opens Voting
-February 19, 2013 1:07 PM

BitSummit initiative to help connect Japanese indies to the world
-February 19, 2013 3:00 AM

Shade, and the future of interactive fiction on the App Store
-February 13, 2013 2:15 PM

Q&A: Bit.Trip Business: Indie studio life in 2013
-February 13, 2013 8:00 AM

'Road to the IGF' Pt.1: the stories behind this year's top indie games
-February 8, 2013 10:00 AM

Road to the IGF: Henry Smith's Spaceteam
-February 7, 2013 1:30 PM

Bastion's argument for doing away with cross-platform development
-February 7, 2013 1:00 AM

Video: How to function as a depressed, solo game developer
-February 5, 2013 11:00 AM

Road to the IGF: Simogo's Year Walk
-February 1, 2013 10:30 AM

Road to the IGF: Lucky Frame's Bad Hotel
-January 27, 2013 4:00 PM

Why they're playing: Hundreds
-January 26, 2013 6:00 PM

Interview: The 411 on Indie Speed Run
-January 24, 2013 3:05 PM

Super Crate Box, Thomas Was Alone devs share on new site stories of being bullied
-January 17, 2013 3:00 AM

Joe Danger is a rare example of console-to-mobile done right
-January 13, 2013 9:00 PM

10 Indie Games Scene Shakers in 2012
-January 10, 2013 4:00 PM

GDC 2013 adds Capy, Shellrazer, Yamove! Summit talks
-January 10, 2013 1:30 PM

Betting on style with Saltsman and Wohlwend's Hundreds
-January 6, 2013 7:00 PM

Top Indie Games of 2012: Dev Redux Part 2
-December 31, 2012 2:00 PM

What AAA can learn from indies -- according to indies
-December 30, 2012 12:00 PM

Indies met challenges, learned lessons in 2012
-December 28, 2012 5:00 PM

Top Indie Games of 2012: Dev Redux Part 1
-December 25, 2012 12:00 PM

Unique Showcase Space for Smaller Devs at GDC 2013 via GDC Play
-December 19, 2012 5:00 PM

Top 10 Indie Games Of 2012 (+2!)
-December 18, 2012 6:00 PM

The Avant-Game - brain food for the hardcore weirdos
-December 14, 2012 3:00 AM

Personal Struggles Inspire Personal Games
-December 6, 2012 3:00 AM

The 9 Common Mistakes Every Indie Game Studio Should Avoid
-November 23, 2012 4:00 PM

How competition deadlines whipped FTL into shape
-November 21, 2012 4:01 AM

PlayStation Mobile opens the floodgates for all game developers
-November 20, 2012 9:00 PM

F*ck This Jam Gets Personal: Devs Parody Curiosity, Facebook, and YouTube
-November 16, 2012 12:00 PM

The unique challenges of building a game world out of cardboard
-November 16, 2012 1:00 AM

Molyneux to indies: Don't be afraid to experiment
-November 15, 2012 1:00 AM

Even Canabalt's Creator Can't Explain its Success
-November 7, 2012 1:00 AM

The Secret to Spider's Success: New Forms of Collaboration
-November 3, 2012 2:00 AM

Terry Cavanagh and the Heart of Super Hexagon
-October 30, 2012 3:00 AM

A New Record for IGF Submissions at Nearly 600 Games
-October 23, 2012 8:00 PM

Video: Is Your Game 'Juicy' Enough?
-October 17, 2012 8:00 PM

One Week to Go for 2013 IGF's Main Competition Entries
-October 11, 2012 1:00 AM

Gree Launches New Program to Support, Promote Indie Devs
-October 9, 2012 1:00 AM

The Benefits of Making Your Players Suffer (and Maybe Throw Up)
-October 8, 2012 8:00 PM

Ask IndieGames: 'Can too much interaction obstruct a game's intended message?'
-October 6, 2012 2:00 PM

GDC 2013 Indie Games Summit Call for Submissions
-September 29, 2012 12:00 AM

10 Indie Games to Sing Along with
-September 21, 2012 2:00 PM

Why Indie Games Make Meaningful Spectator Sports
-September 20, 2012 3:00 AM

Rewarding Kickstarter Donors with Copies of Your Game Is Vital
-September 3, 2012 10:00 PM

Ask IndieGames: Are indie developers censoring themselves?
-September 2, 2012 10:00 AM

IGF China Seeking Indie Game Submissions for 2012 Event
-August 17, 2012 8:43 PM

Don't Let Popular Opinion Get in the Way of Your Vision
-August 15, 2012 3:30 AM

Pay Once for PC and iOS? Galcon Dev Experiments with Dynamite Jack
-August 10, 2012 2:00 PM

Ask IndieGames: Which genres do you want to see indie developers tackle?
-August 5, 2012 8:00 AM

The Day After #ScreenshotSaturday 5
-July 29, 2012 9:30 PM

The Day After #ScreenshotSaturday 3
-July 15, 2012 10:00 PM

GDC Europe's Indie Games Summit Adds Fotonica, Eufloria HD Design Discussions
-July 10, 2012 8:00 PM

Take this survey on the motivations of Kickstarter contributors
-July 6, 2012 5:00 PM

Indies Challenge Themselves to Find Innovation in the Tired Old FPS Genre
-July 4, 2012 1:00 AM

Ask IndieGames: What makes a good free-to-play game?
-June 30, 2012 1:00 PM

Feature: 10 iOS Adventure Games You Must Play
-June 28, 2012 7:30 AM

Why a Key Trials Evolution Coder Went Independent
-June 22, 2012 3:00 AM

Letter From The Chairman: Welcome back (soon!) for IGF 2013
-June 19, 2012 12:00 PM

Wreck-It Ralph: The Indie Edition (by Kert Gartner) Must Happen
-June 10, 2012 8:00 AM

Andy Moore on His One-hour Breadth Jam: Jam O'Clock
-June 1, 2012 2:00 PM

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
-May 21, 2012 2:00 PM

Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?
-May 18, 2012 4:15 PM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

Interview: Hard Lines Dev Pumps His FIST OF AWESOME
-May 17, 2012 2:00 PM

Ask Indie Devs: FPS Games and Innovation
-May 11, 2012 3:00 PM

Exploring Parallel 3D Space and Time with Oliver & Spike
-April 28, 2012 4:30 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

Final Fantasy to Snow White: Composer Kumi Tanioka's Independent Vision
-March 1, 2012 5:00 PM

Road to the IGF: Powerhead's Async Corp.
-February 26, 2012 5:07 PM

Road to the IGF: Game Oven's Fingle
-February 25, 2012 4:43 AM

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