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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

Steam Greenlight Tips from Successful Campaigns Not about Zombies

October 26, 2012 1:00 PM | John Polson

greenlight box.jpgDevelopers behind three of the second round of Steam Greenlit games believe you get what you give when it comes to cultivating a successful campaign. Contrast, AirBucaneers, and Secrets of Grindea succeeded, like all other games, in spite of not having access to traffic stats or sources. This led to a bit of guesswork determining from where visitors were coming, if not casual Steam community browsers.

None of the titles prescribed to popular PC gaming tropes. They were not FPSes, Minecraft-likes, nor zombie-filled survival horror games. Secrets of Grindea and Contrast even seem like retro and next-gen console experiences.

Some of them also succeeded despite having seemingly low social media support. While Secrets of Grindea has 562 followers and AirBuccaneers has 268 on Twitter, Contrast only has 94. Facebook stats are a little higher with 1,064; 508; and 258 respective likes.

What's the trick then? From icons and Kickstarter-inspired trailers to "Valve Super Drives" and media outreach, the developers share their observations here.

A New Record for IGF Submissions at Nearly 600 Games

October 23, 2012 8:00 PM | Staff

IGF2013polysquare.jpgThe organizers of the 15th annual Independent Games Festival -- the longest-running and largest showcase for independent developers -- are proud to announce that the event has once again seen record entry numbers for its latest Main Competition.

In total, the GDC 2013 co-located festival attracted 589 Main Competition entries from both already renowned indie developers and first-time entrants, just topping the record-breaking 567 games that the show saw in 2012.

Some of the hundreds of intriguing-looking titles entered in the IGF Main Competition this year include EightyEightGames' RPG matching game 10000000, Christine Love's visual novel Analogue: A Hate Story, and Blue Manchu's CCG/RPG hybrid Card Hunter.

The entrants also feature titles such as Hitbox Team's action platformer Dustforce, SantaRagione and BloodyMonkey's unusual first person puzzler MirrorMoon, and much more - and everyone is welcome to check out the full list of entries now.

With the event growing ever larger, IGF 2013 has expanded each of its Main Competition award categories to six finalists (except Nuovo, which has 8 finalists). The Main Competition finalists will be announced in January 2013, and all will be available in playable form at a larger, expanded IGF pavilion on the GDC show floor.

Minecraft Violation Becomes Inspiration for The Castle Doctrine

October 23, 2012 2:00 PM | John Polson

Thumbnail image for jrohrer2a.png"What would you do if someone was breaking into your house with your family inside?" the thought-provoking, Inside a Star-Filled Sky and Passage developer Jason Rohrer asked while discussing his upcoming massively-multiplayer game of burglary and home defense The Castle Doctrine. In protecting yourself and your home, have you gone too far if the perpetrator meets a pixelated red death?

The answer seems like a resounding "no," though the game's permadeath conditions may cause players to question their actions and consequences at least in-game, if not in life. Rohrer struggled with his own answers, as he faced defending his personal space first in the cyber world of Minecraft and then as a homeowner.

The Castle Doctrine's Doctrine

Rohrer said the The Castle Doctrine could compare to a tower defense where the "creeps" are the other players. However, the burglary aspect does not imply a stealth game, as players only go into other people's houses when they're not home.

"So, you're not sneaking so much as trying to find your way through to the vault without being trapped or killed. This is a massively multiplayer game, but one where you never see anyone else directly, though you do see the things that they've made (their houses) when you break into them. And you do see evidence of their activities when you return to your own house to find that it's been robbed," described Rohrer.

Video: Is Your Game 'Juicy' Enough?

October 17, 2012 8:00 PM | Staff

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

According to independent developers Martin Jonasson and Petri Purho (Jesus vs. Dinosaurs), the best way to make a satisfying game is to make it "juicy" -- the "juicier" your game is, the more fun it will be to play.

Now what exactly does that mean? "Juicy things are things that wobble, squirt, bounce around, and make little cute noises; it's sort of a catch-all phrase for things that make a game more satisfying to interact with," Jonasson explained during a presentation at this year's GDC Europe. "Juice is typically auditory or visual, but it doesn't really need to be...it's about maximum output for minimum input."

In Kairo, Minimalism Gets Pretty Complicated

October 17, 2012 3:00 AM | Staff

kairo long.jpgTaking a minimalist approach to graphical design can sometimes prove to be a real issue when it comes to bringing in potential players, as Richard Perrin, developer behind upcoming exploration title Kairo, has discovered.

The game, named after the Japanese word for "circuit" (a thematic element in the game), focuses on exploration and puzzle-solving in a 3D world -- a world that mainly consists of simple textures and abstract sights.

The issue is that attempting to portray the atmosphere in such a seemingly simple adventure game can be tricky, especially in screenshot and video form.

But then on top of very abstract puzzles that provide absolutely no text explanation regarding how to solve them, Kairo's methods for toeing the line between minimalist aesthetics and satisfying puzzle-solving have been tricky to nail down.

Video - The Dream Machine: A Video Game Made of Clay

October 16, 2012 2:00 PM | Staff

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

Most game artists are used to working with pixels and polygons, but what do you do when you're an artist just getting into development? If you're like Anders Gustafsson and Erik Zaring, you make your game out of clay.

Earlier this year, this pair of animators-turned-developers released The Dream Machine, an unusual point and click adventure game based almost entirely on stop-motion animation. It was the team's first attempt at a game of their own, and at this year's GDC Europe, they looked back on the project to explain how their artistic backgrounds helped bring the title to life.

Explore Xra's Memory of a Broken Dimension

October 16, 2012 2:00 AM | John Polson

Xra's experimental programming and exploring PC game Memory of a Broken Dimension is slightly less shrouded in mystery thanks to this gameplay video and last month's SOWN presentation finally edited. The game takes place in at least two different modes: part computer terminal and part reality as created by the computer.

The time at the terminal prompt screen involves typing in commands to manipulate files received from the future. When the commands run the files, the game loads into a distorted first-person perspective. It is then up to the player to come to a certain vantage point so that the data fragments are seen as a whole and form physical objects.

In the SOWN talk, creator Ezra Hanson-White mentions that Memory of a Broken Dimension is partly inspired by learning much less user-friendly computers when he was younger. He wants players to feel like they are operating a computer not a game character in the game, with all the challenges of mastering the former. In the video after the jump, he also discusses the radio being a source of inspiration, how such a small device could tune into so many different channels.

Nitrome Takes Flightless to Steam

October 15, 2012 12:00 PM | John Polson

Ladder-intensive puzzle-platformer Flightless will be Nitrome's first commercial PC release, and it looks and plays likes its most ambitious. Abandoning conventional platforming and biology, the ducks here cannot jump or fly. Actually, the truth is more gruesome: these kleptomaniatic ducks had their wings clipped as punishment for stealing.

However, their magic ladders can smash enemies, activate switches, bend around corners, go through teleporters, and even collect gems. As the ducks explore, they must find specified numbers of gems to unlock deeper areas of the dungeons.

Oculus Counting on Indies for Virtual Reality Success

October 14, 2012 11:00 PM | Staff

oculus.jpgThe promise of the Oculus Rift is a new generation of high fidelity virtual reality -- full-on digital immersion that places players in the worlds created by game developers.

Key leaders at major studios like id Software, Epic Games, and Valve have expressed a high level interest in the headset, even though it's still only a prototype. But for Brendan Iribe, CEO of Oculus, it's indie developers who will be key to the initial success of the promising device.

"Both us and big, key people who we've been talking to -- big, key, triple-A developers -- have said 'indies are going to be largely your secret to success.' Indies are going to be a big part of the beginning of this, and certainly the whole process, but especially the beginning.

"That's because right now, from a triple-A developer you're going to get ports. They're not making made-for-VR content today because there's no market. Can you convince a publisher or a big developer that needs to pay 100 people to make a VR game for a non-existent VR market? That's pretty hard. So you'll just get triple-A games ported over."

He said triple-A developers will be able to do a good job of creating game modes that support Oculus, but you're unlikely to see a "holy grail" VR-tailored experience with a port. Right now, Oculus is demoing the prototype with id Software's Doom 3.

Video: How Abstraction Gave Proteus its Voice

October 13, 2012 7:00 PM | Staff


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

The music- and exploration-based Proteus is a perfect example of minimalist game design. It has few defined goals, and exists primarily to let players wander about its atmospheric, pixel-like world.

During its inception, however, the game almost became something quite different. During an in-depth postmortem at this year's Game Developers Conference Europe, Proteus creator Ed Key explained that he and musician David Kanaga threw around some complex ideas when creating this dynamic musical experience.

"We were looking at ways to give players the tools to make music within the game, so they could arrange objects and you'd have a synthesizer or sequencer," Key said. "But I think the reason we didn't go any further with it is because it felt like it would feel too useful; it'd feel too much like a creative tool rather than a mysterious game world to explore."

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
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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'
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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
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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
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Video: Over 20 amazing demos at GDC 2013's Experimental Gameplay Workshop
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AudioBrush aims to cure iOS music games of their offbeat afflictions
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Aliceffekt Interview: Hiversaires' World Without Words
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Video: 'Hothead developers' rant at GDC 2013
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A MAZE. Indie Connect - German Indie Festival - 2nd Encounter
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Four perspectives on personal games
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November's GDC Next open for talk submissions
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How a bad publisher deal made Mutant Mudds dev Renegade Kid go indie
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Postmortem: Game Oven's intimate finger twisting Fingle
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Play folk games on the fly with Tiny Games app
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GDC/PAX East Catch-up Part 2: Home, Kentucky Route Zero devs' next plans
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The five reasons freemium sucks (according to QWOP's developer)
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Your indie guide to IGF 2013: a GDC primer
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Road to the IGF: Behold Studios' Knights of Pen & Paper
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Team Meat's Refenes: Apathy and refunds are more dangerous than piracy
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Roundtable: The Interactive Fiction Renaissance
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Veteran Japanese devs make a game on fighting terrorists with a wrecking ball
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Why they're playing: Year Walk
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Vlambeer, Kert Gartner on making a six-second Vine trailer for Ridiculous Fishing
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A history - and call - for German indie developers
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Road to the IGF: Klaus Pedersen's Back to Bed
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Indie game development on the rise in a big way
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GDC Play 2013 'Best in Play' game winners announced
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RIOT interview: ethnicity not a focus as it disconnects us, says developer
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IGF 2013 Audience Award Opens Voting
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BitSummit initiative to help connect Japanese indies to the world
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Shade, and the future of interactive fiction on the App Store
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Q&A: Bit.Trip Business: Indie studio life in 2013
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'Road to the IGF' Pt.1: the stories behind this year's top indie games
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Road to the IGF: Henry Smith's Spaceteam
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Bastion's argument for doing away with cross-platform development
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Video: How to function as a depressed, solo game developer
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Road to the IGF: Simogo's Year Walk
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Road to the IGF: Lucky Frame's Bad Hotel
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Why they're playing: Hundreds
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Interview: The 411 on Indie Speed Run
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Super Crate Box, Thomas Was Alone devs share on new site stories of being bullied
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Joe Danger is a rare example of console-to-mobile done right
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10 Indie Games Scene Shakers in 2012
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GDC 2013 adds Capy, Shellrazer, Yamove! Summit talks
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Betting on style with Saltsman and Wohlwend's Hundreds
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Top Indie Games of 2012: Dev Redux Part 2
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What AAA can learn from indies -- according to indies
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Indies met challenges, learned lessons in 2012
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Top Indie Games of 2012: Dev Redux Part 1
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Unique Showcase Space for Smaller Devs at GDC 2013 via GDC Play
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Top 10 Indie Games Of 2012 (+2!)
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The Avant-Game - brain food for the hardcore weirdos
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Personal Struggles Inspire Personal Games
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The 9 Common Mistakes Every Indie Game Studio Should Avoid
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How competition deadlines whipped FTL into shape
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PlayStation Mobile opens the floodgates for all game developers
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F*ck This Jam Gets Personal: Devs Parody Curiosity, Facebook, and YouTube
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The unique challenges of building a game world out of cardboard
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Molyneux to indies: Don't be afraid to experiment
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Even Canabalt's Creator Can't Explain its Success
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The Secret to Spider's Success: New Forms of Collaboration
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Terry Cavanagh and the Heart of Super Hexagon
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A New Record for IGF Submissions at Nearly 600 Games
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Video: Is Your Game 'Juicy' Enough?
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One Week to Go for 2013 IGF's Main Competition Entries
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Gree Launches New Program to Support, Promote Indie Devs
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The Benefits of Making Your Players Suffer (and Maybe Throw Up)
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Ask IndieGames: 'Can too much interaction obstruct a game's intended message?'
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GDC 2013 Indie Games Summit Call for Submissions
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10 Indie Games to Sing Along with
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Why Indie Games Make Meaningful Spectator Sports
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Rewarding Kickstarter Donors with Copies of Your Game Is Vital
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Ask IndieGames: Are indie developers censoring themselves?
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IGF China Seeking Indie Game Submissions for 2012 Event
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Don't Let Popular Opinion Get in the Way of Your Vision
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Pay Once for PC and iOS? Galcon Dev Experiments with Dynamite Jack
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Ask IndieGames: Which genres do you want to see indie developers tackle?
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The Day After #ScreenshotSaturday 5
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The Day After #ScreenshotSaturday 3
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GDC Europe's Indie Games Summit Adds Fotonica, Eufloria HD Design Discussions
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Take this survey on the motivations of Kickstarter contributors
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Indies Challenge Themselves to Find Innovation in the Tired Old FPS Genre
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Ask IndieGames: What makes a good free-to-play game?
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Feature: 10 iOS Adventure Games You Must Play
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Why a Key Trials Evolution Coder Went Independent
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Letter From The Chairman: Welcome back (soon!) for IGF 2013
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Wreck-It Ralph: The Indie Edition (by Kert Gartner) Must Happen
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Andy Moore on His One-hour Breadth Jam: Jam O'Clock
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Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
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Ask IndieGames: How Do I Get You Guys To Pay Attention To My Press Release?
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FPS Games and Imitation: What Should Return and What Must Go
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Interview: Hard Lines Dev Pumps His FIST OF AWESOME
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Ask Indie Devs: FPS Games and Innovation
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Exploring Parallel 3D Space and Time with Oliver & Spike
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Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
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Final Fantasy to Snow White: Composer Kumi Tanioka's Independent Vision
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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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