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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

Mark of the Ninja's five stealth design rules

December 4, 2012 3:00 AM | Staff

mark of the ninja long.jpgFor Klei Entertainment's Nels Anderson, making a great stealth action video game meant throwing out a lot of a lot of the genre's existing tropes.

Anderson was lead designer on Mark of the Ninja, a stealth game that brought an unconventional twist to the genre through its 2D side-scrolling vantage point.

While the game casts aside certain stealth elements laid out by games such as Splinter Cell, Thief and Tenchu, it does still rely heavily on cornerstones of stealth game design.

"With Mark of the Ninja," Anderson explained, "we wanted to make sure that that the fundamental experience of being a ninja was brought across and everything else supported that."

After breaking the genre down into its fundamentals, Anderson established Mark of the Ninja's five stealth guidelines he called the "Heresies of the ninja." These "heresies" broke the rules laid out by stealth design's predecessors.

Enter the Hexagon Grand Championship for Free Super Hexagon Codes

November 27, 2012 1:30 PM | John Polson

Super Hexagon is now on Steam for Mac and Windows, discounted to $2.00. Super Hexagon is a sensory-engulfing arcade experience, requiring players to dodge the constantly spawning and spinning deadly edges. The game has six stages, offering six speeds and tons of different patterns.

Creator Terry Cavanagh provided some codes for our readers. Instead of a random giveaway, in the spirit of Cavanagh, this will be a bit hard but free. All you have to do is play the regular Hexagon better than anyone else for the (unofficial) Hexagon Grand Championship.

To enter, you must leave in the comment section below a screenshot of your best time and type in that time in the comments. Be sure to use a proper email for Disqus login so we can email you the code! The person with the best time will win 2 copies of the game on Steam and 5 runners up will win 1 copy each. Of course, the real prize is earning the title of Hexagon Grand Champion. The competition will end November 29, at 2PM EST.

The 9 Common Mistakes Every Indie Game Studio Should Avoid

November 23, 2012 4:00 PM | Staff

frustratedindie.jpgIchiro Lambe has learned a lot of hard lessons since he founded independent studio Dejobaan (AaaAAAAAaaaaA: A Reckless Disregard For Gravity) over twelve years ago.

At a talk at the Indie Game Summit this week at GDC China, Lambe whittled these down to the nine common pitfalls that most indie studios are in danger of facing.

1. Starting too large

Lambe notes, dryly, admitting that he's fallen into some of the same traps with his indie titles: "People see games like World Of Warcraft or Call Of Duty: Modern Warfare... and [believe] they can create an MMO in 9 months." Being overambitious with scoping is a classic indie failing. So why not pick a smaller game?

5 tips for using procedurally-generated content in your game

November 22, 2012 5:00 AM | Staff

cargo long.jpgIsn't procedurally-generated content brilliant? Playing the same game over and over again, yet receiving what can be a satisfyingly different experience each time -- and from a development perspective, the prospect of building only a small amount of content, and then being afforded the opportunity to focus more on making your title as enjoyable as possible.

OK, so procedural generation doesn't always work so swimmingly, and there are plenty of mediocre games that have tried and failed to incorporate randomly-placed content. But taking the "less is more" approach, as Eufloria dev Rudolf Kremers recently called it, is a great way for indie studios to free up time to focus on other areas of development -- if done successfully.

Cargo Commander from indie studio Serious Brew manages to ride procedurally-generated content into the sunset, with players zipping through random space containers to grab treasures as quickly as possible. A sort of Spelunky in space, if you will.

Steam Greenlight Submission Fee Discounted During Autumn Sale

November 21, 2012 11:30 PM | John Polson

steam greenlight fee.png

[Update 11:45 PM EST: Steam has removed the discounted fee. I will update this story if or when we determine this was officially a mistake and when know what happens to those who submitted during the discount.]

Steam has discounted its hotly debated $100 Greenlight fee to $50 during its annual Autumn Sale. Developers are split with the sudden and deep discount, much as they were split as a community when Steam first instituted the fee.

Swift Stitch and regular Indie Busker Sophie Houlden spoke out about this discount earlier this evening. "[M]an, the fee was bullshit to begin with, but now the fee is on sale? [S]team are trolling us all, does nobody else see this?"

How competition deadlines whipped FTL into shape

November 21, 2012 4:01 AM | Staff

ftl small.jpgDuring the development of Faster Than Light, Matthew Davis, half of the Subset Games team, didn't want to leave his cave.

"I was happy to just live in my apartment and program," he said. But ultimately, in-person competitions became one of the biggest drivers of success for the project.

When the duo entered the game into IGF China, "it was perhaps the most exciting part of the entire development," he said. "We had these judges tell us that it was fun, and that was really important in telling us it was something we should continue."

"IGF also led ultimately to our first public exposure, which was PC gamer," Davis added. "They loved the game and they put us in the magazine, which was a surreal experience."

The team then submitted the game to Indiecade, Fantastic Arcade, the main IGF, and other events, which "provided a huge benefit to our game," Davis said, adding that "the constant deadlines were huge."

PlayStation Mobile opens the floodgates for all game developers

November 20, 2012 9:00 PM | Staff

ps mobile long.jpgPlayStation Mobile launched on Vita and PlayStation-certified Android devices last month, with a select number of indie devs given the opportunity to lead the opening ceremony.

Today Sony has opened the floodgates, announcing an update to the SDK and a new online developer portal that provides access to the tools for any person or studio wanting to get involved and build/release games for the platform.

For those who missed the launch last month, PS Mobile allows indie developers to sell their games via the PlayStation Store with relative ease. Once a studio or individual has registered and paid $99 per year for a publisher license, they can then release as many games as they want, as long as they keep to the relatively lax service guidelines.

Early signs were good, with the platform positioned well in the online store, and the studios involved feeling encouraged by what Sony had in place. Sarah Thomson, manager of PS Mobile content for Sony, tells Gamasutra that what is currently in place is just the "first phase" of what the company wants to achieve with the platform.

Thomas Was Alone's Bithell talks getting criticized in public

November 20, 2012 4:00 AM | Staff

thomas small.jpegThomas Was Alone creator Mike Bithell says getting feedback on your work and actually implementing it is an essential skill for game makers. A few weeks ago at GameCity, he decided to quiz professionals in the areas of promotion, art, design and more on what his game could have done better -- and he did it in public.

"I was talking to the organizers about doing a postmortem, but honestly, I was a bit scared. I didn't really feel I'd be benefiting the audience, and it kind of felt a bit self indulgent," Bithell reflects. Thomas Was Alone is his first indie game, an action puzzler about a rectangle seaching for friends. It's received a warm reception since its release this past June on PC and Mac -- and it's just come out on Steam last week.

"Getting others to criticize your work, and listening to that criticism, is one of the most important skills a creative can have," he says. "And while indies do this a lot among ourselves, sharing builds and writing lengthy emails to each other, I didn't feel it was something that was very public. People see a finished game, and assume that was the work of a few geniuses. That's rarely the case."

So rather than do a postmortem presentation, he thought of doing a series of lunchtime Q&A sessions with colleagues where he shared candid conversations on what he could learn from their feedback on Thomas Was Alone.

F*ck This Jam Gets Personal: Devs Parody Curiosity, Facebook, and YouTube

November 16, 2012 12:00 PM | John Polson

simface.pngThe general goal of Fuck This Jam was to make a game in a genre developers hated, and through "ignorance for conventions and hate for the established rules of a genre, beautiful things will happen." While most of the 1,424 developers are still at work to meet the November 17 deadline, at least three developers have drawn their line in the sand, attempting to the right the wrongs of Peter Molyneux's Curiosity and certain practices on Facebook and YouTube.

Bart Bonte went after 22Cans' cube-clicking communal app Curiosity because it's just that: an app. He tells IndieGames, "Curiosity is not a real game, yet I was amazed by the amount of game press and credit it got." In Bonte's Furiosity, he seeks to add meaning and logic to each layer players chip away.

The unique challenges of building a game world out of cardboard

November 16, 2012 1:00 AM | Staff

cardboard Lume.jpgLume, a smartphone and PC adventure game from State of Play, was built as a model and filmed, rather than constructed in 3D inside a computer. The technical challenges? Paper cuts and uncooperative models.

As creative director Luke Whittaker writes in his new postmortem, working with cardboard offers some challenges game developers might not run into -- but his way of thinking will be familiar to those who hope to push boundaries.

"In developing this game, it was priority for us to be ambitious with our method. By its very nature, that meant that we couldn't plan for every outcome because we didn't know how it would pan out," Whittaker writes.

Lume's environment, a house, was created entirely out of cardboard and then filmed by a professional cameraman who had worked with the BBC. This video was overlaid onto a Flash game logic layer created by Whittaker and his team. Working with paper, however, presented its own challenges.

Desktop Features

Project Zomboid's Chris Simpson's guide to alpha funding
-July 17, 2013 11:40 PM

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

Avoiding work for hire, with Dear Esther's Pinchbeck
-July 12, 2013 1:05 PM

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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