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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

Hardcore Restaurant Sim Preview: Cook, Serve, Delicious (Vertigo Gaming)

July 30, 2012 6:00 PM | John Polson

cookservedelicious.pngHardcore restaurant sim management, you say? From the developer of The Oil Blue, I'd expect no less. In Vertigo Gaming's upcoming commercial sequel to Ore no Ryomi 2, players must return the Cook, Serve, Delicious restaurant to its five-star status by keeping the menu items interesting, toilets cleaned, and the buzz high, in addition to preparing food.

Players start with a run-down restaurant and a wad of cash to purchase food items and kitchen equipment. Several food items go stale after two days, so carefully selecting perennial, "staple" foods is key. Serving people properly yields profits for more purchases.

The restaurant is open for over twelve hours, allowing players to warm-up before two meal rush hours. During the down-time, players can learn typing shortcuts for ingredients and items. While Cook, Serve, Delicious allows for mouse or keyboard play, the frantic rushes seemed impossible to perfect without memorizing the key shortcuts.

The Day After #ScreenshotSaturday 5

July 29, 2012 9:30 PM | John Polson

wake up call.pngI'm diving right into the fifth edition of The Day After #ScreenshotSaturday with Martin Ziegler's visually striking Wake Up Call. The beta of it went well enough that everyone should get to play it "next week."

The premise is rather out there. The game happens inside a comatose man's mind, and he has to to earn his consciousness back. I'm ready, Mr. Ziegler.

I can't say the rest of the games have such a deep premise, but they sure are nice to look at! That's what this feature is for, after all...

Will PlayStation Mobile be Xbox Live Indie Games all over again?

July 27, 2012 5:00 AM | Staff

psmxbl gama.jpgBack when Sony's PlayStation Suite was first detailed, it quickly became clear that it had quite the resemblance to a certain other digital platform -- one that has its share of, ahem, problems.

Sony's initiative, now known as PlayStation Mobile, is an exciting prospect that will allow any developer to register, pay $99 a year for a publisher license, and then develop and release as many games as they desire via the PlayStation Store, as long as said titles keep to the relatively lax service guidelines.

It just so happens that Xbox Live Indie Games, Microsoft's equivalent service for the Xbox 360, also has the exact same yearly membership fee, and features very similar standards in terms of what content can be submitted and how the process of development and submission is tackled.

The open-endedness of Xbox Live Indie Games has proven to be quite the double-edged sword, especially when paired alongside the poor discoverability of games on the service. Allowing any developer to produce games for the service meant that XBLIG quickly filled up with sub-par Xbox Live avatar games, and games with names like Try Not To Fart.

Even now, nearly four years after its original launch, XBLIG's top lists are filled to the brim with avatar games and Minecraft clones, with all the original, innovative titles that deserve recognition pushed well below the top list threshold.

Q&A: Martin Stig Andersen on Limbo's Soundtrack

July 26, 2012 1:00 PM | jeriaska

msa-limbo-478.jpg
Presenting at the 2012 Game Developers Conference

Martin Stig Andersen's soundscape for Limbo received the Interactive Achievement Award for sound design from the Academy of Interactive Arts & Sciences. Recently released for Mac and PC, Limbo Special Edition comes bundled with a boy sticker, seven original art cards, 3D glasses and the award-winning soundtrack.

We had the chance to meet with the sound designer, together with French-language news site Musica Ludi, to hear about the process behind Playdead studio's independently funded game titles.

The soundtrack to Limbo has appeared on iTunes and Bandcamp. What were your initial thoughts on the process of taking this very dynamic, atmospheric game score and adapting it for a standalone soundtrack album?

Martin Stig Andersen: What is most frightening to me about making an isolated soundtrack is having to consider that while composing. Because I did not compose music outside the game, in a way I did not like the idea of releasing a soundtrack. Ideally, when you take the game design, art and music away from each other, each is ruined.

HFB Q&A: A Brief History of SideTracks' PixelJunk Soundtrack

July 23, 2012 12:30 PM | jeriaska

sidescroller_478_width.jpg

Alex Paterson and Dom Beken of the hip-hop duo High Frequency Bandwidth were nominated for a BAFTA Award for their score to Q-Games' independently developed title PixelJunk Shooter.

The UK music group and Kyoto game studio have since collaborated on PixelJunk Shooter 2 and PixelJunk SideScroller for PlayStation Network. We had the chance to catch up with Dom Beken for a brief overview of the history behind the latest soundtrack release, SideTracks: The Soundtrack to Sidescroller, now out on iTunes and Amazon Mp3.

Sidetracks - Music from Sidescroller (Album Teezer) by Dom Beken

Q-Games appears to have integrated musicianship into the daily operation of the Kyoto office. Designers there have formed a band called the Electric Bends, and have uploaded an album to Bandcamp.

Dom Beken: We have a lively and amusing email string going on about production techniques. I only wish I could manage to knock out a few computer games over my lunch break.

Driving Discussion: Mario von Rickenbach on Krautscape

July 18, 2012 8:00 PM | John Polson

krautscape block.jpg [Driving Discussion is a week-long feature aimed at examining unique racing and driving indie games and the developers who are pushing the genre forward.]

The creators of procedurally generated racer Krautscape may not have licenses to drive, but they have no such restriction on their ability to imagine and innovate.

Michael Burgdorfer and Straight, No Chaser and IGF finalist Mirage developer Mario von Rickenbach are working on their first racing game with gorgeous landscapes that allow for flying or driving to get to a goal, somewhere in space, as quickly as possible. While the leader in a multiplayer race creates the path with the direction he or she veers, others can create shortcuts often by flying to take the lead.

Mario von Rickenbach had experience with a physics-based engine in Rakete, but he says its physics are very basic compared to Krautscape. It may be his rich background in illustration and animation that allows him to see the possibilities of driving games differently than most, but it no doubt helps make them look breathtaking.

In this discussion, von Rickenbach explores the freedom of adding flight to his procedurally generated Krautscape, why there are so few driving games, and where indies can go right and wrong with making the next great racer.

Driving Discussion: Joost van Dongen's Proun

July 17, 2012 3:00 PM | John Polson

proun square.jpg[Driving Discussion is a week-long feature aimed at examining unique racing and driving indie games and the developers who are pushing the genre forward. Much like the seven-day first-person shooter (7DFPS) challenge was a response to stagnation, this feature draws attention to a relatively neglected genre.]

Co-founder of Awesomenauts and Swords & Soldiers developer Ronimo Games, Joost van Dongen spent six years working on his psychedelic racer Proun, which released last year. While withstanding a visual onslaught of intense geometry, players in Proun must avoid obstacles by rotating around the outside of a tube to gain as much speed as possible.

While not the first idea that comes to mind when thinking of racing or driving nor a profound commercial success, Proun for Windows does what any good racer should do: capture the sense of speed with appealing sounds, visuals, and physics.

In this exchange, van Dongen explores Proun's roots and creates at least two interesting racing game ideas in the process: a big open-world top-down racing RPG with the kind of exploration in Star Control II and an expressive experimental racing game with "the kind of melancholia that lots of the most successful indie games seem to aim at."

The Day After #ScreenshotSaturday 3

July 15, 2012 10:00 PM | John Polson

XO3DB.png

Leading off this week's ScreenshotSaturday selections, Lone Survivor developer Jasper Byrne is working on something too new to describe in words. However, it appears to be a first-person title that uses the RGB color model. The green entity looks rather spooky.

So mysterious is Byrne's next title that it warrants another photo after the jump, along with a healthy selection of games new to the blog.

Cactus Goes Commercial: How One Indie Moved Beyond His Freeware Roots

July 14, 2012 4:00 AM | Staff

cactus gama.jpgJonatan Soderstrom has made an unusual reputation for himself among independent game developers. More often known as "Cactus," the Swedish developer has created dozens of games, yet he's never sold a single copy. Until now, his experimental freeware titles have defined his career as a game designer.

But that's about to change, as Soderstrom recently announced that he's partnered with artist Dennis Wedin and publisher Devolver Digital to create Hotline Miami, a slick, surreal action game coming to the PC, Mac, and eventually consoles.

Soderstrom has been developing free games on his own for years, so why did he wait until now to make his first real commercial product?

"During the last few years it has been a personal choice [to work alone], since I wasn't feeling confident about managing the work on such a big project," Soderstrom told us. "I've tried a few times before, but never got very far before I lost my motivation. I guess I've had a short attention span, and have lacked the drive to pull off something large scale."

So rather than create a large-scale game for profit, Soderstrom experimented with games like Clean Asia!, Space Fuck!, and Mondo Medicals, all unusual, quirky projects that he put together extremely quickly -- sometimes in as little as just a few hours.

But he didn't just make these small freeware games because of a short attention span. Soderstrom said working on these smaller projects has given him a chance to become more creative as a game designer. After all, if you only work on long-term projects, you can only play around with a finite number of ideas.

Q&A: Logan Cunningham on Voice Acting in Resonance

July 12, 2012 6:00 PM | jeriaska

resonance-titlebar-478.jpg

Among the inventive design decisions that made Supergiant Games' action RPG Bastion a breakthrough hit on Xbox Live Arcade and Steam was its depth of storytelling.

The character of Rucks guides the player through Bastion's sprawling fantasy world, not by interrupting dramatic sequences with walls of text. Rather, the character speaks, interjecting pithy comments in response to the action as it unfolds.

This month the voice of Rucks is back, this time sleuthing within Wadjet Eye Games' sci-fi adventure Resonance, scheduled for release on Steam on July 25. We caught up with voice actor Logan Cunningham, who inhabits the character of Detective Bennet in Resonance, to hear how the craft of character acting is changing independent games.

The narration in Bastion took people by surprise and demonstrated the degree of innovation that was possible with independent development. What has changed for you as an actor since the game was released?

Logan Cunningham: My life has changed in that I have this degree of fame now. A selling point of Resonance is that I'm the cast. It's somewhat surreal, because having praise thrown at you is not something I'm used to. None of us at Supergiant had done anything like this before, so it's been strange and bewildering for all of us, but mostly awesome.

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Kickstarter: Stonehearth, gorgeous sandbox strategy that also appeals to D&D fans
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Black Annex: A QBasic game for the 21st century
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PC Release: Papo & Yo - a puzzle/platformer that deals with a very difficult issue
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Don't Sh!t Your Pants for Cellar Door's upcoming Rogue Legacy action-platformer
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How a bad publisher deal made Mutant Mudds dev Renegade Kid go indie
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Browser Pick: obliterate humanity, dolphins with a fist of Uranus in Planet Punch
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What about love? Inside a game jam revolution
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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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IGF winner Hofmeier pays it forward for Porpentine's Howling Dogs
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Indies question whether journalists should be our game curators
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Road to the IGF: Michael Lee on mindful xp
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Dwarf Fortress: A game that will live forever?
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Road to the IGF: ATUM
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The intimacy of sound: Robin Arnott's mysterious SoundSelf
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Road to the IGF: The Fullbright Company's Gone Home
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Your indie guide to IGF 2013: a GDC primer
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Road to the IGF: Arcane Kids' Zineth
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Indie Game Developer Quality-of-Life Survey Results
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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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Have you considered porting your game to MS-DOS?
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Road to the IGF: Tale of Tales' Bientot l'ete
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Roundtable: The Interactive Fiction Renaissance
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Road to the IGF: Lovers in a Dangerous Spacetime
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Road to the IGF: Team Pixel Pi's Pulse
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Road to the IGF: Anna Anthropy's Dys4ia
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The Cat that Got the Milk, The Button Affair dev on dressing games to the nines
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Veteran Japanese devs make a game on fighting terrorists with a wrecking ball
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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
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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
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Art Game: Make art with games in a game about art
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RIOT interview: ethnicity not a focus as it disconnects us, says developer
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Road to the IGF: Aleksey Abramenko's Intrusion 2
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3DS homebrew without piracy may work, thanks to Goodbye Galaxy Games' Indi3DS
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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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Road to the IGF: Michael Brough's VESPER.5
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It's Valentine's Day and there is time for Depression Quest
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Valentine's gift ideas: Indie Royale, Indie Gala, and Game Music Bundles!
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Q&A: Bit.Trip Business: Indie studio life in 2013
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Road to the IGF: Teknopants' Samurai Gunn
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Road to the IGF: Mousechief's 7 Grand Steps
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'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
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Is Proteus a game -- and if not, who cares?
-January 31, 2013 12:00 AM

Top 10 Indie Platformers of 2012 (Paid)
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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
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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
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Top 10 Free Platformer Games of 2012
-January 21, 2013 2:00 PM

Road to the IGF: Blendo Games' Thirty Flights of Loving
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Paradox CEO: New devices, open platforms offer key chances for indies
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As release looms, Antichamber dev reflects on emotional rollercoaster
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Top 10 (Free) Experimental Games of 2012
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Super Crate Box, Thomas Was Alone devs share on new site stories of being bullied
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Top 10 Free Puzzle Games for 2012
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Indie Royale co-ownership shifts to Tenshi Ventures
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Console Features

Duck Game for Ouya: stow your bow at home, for this is a gunfight!
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'We knew we were kind of making a deal with the devil'
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Sony tells us what's going on with the PlayStation Vita
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As Vita languishes, why is Sony still gunning for indies?
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La-Mulana's Takumi Naramura on the difficult life of a Japanese indie
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Video: 'Hothead developers' rant at GDC 2013
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Austin Wintory Interview: The Gentleman's Private Collection
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A MAZE. Indie Connect - German Indie Festival - 2nd Encounter
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Vlambeer's games popular among players, cloners alike
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How a bad publisher deal made Mutant Mudds dev Renegade Kid go indie
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CastleMiner Z dev's response to "The 8 keys to indie success"
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The five reasons freemium sucks (according to QWOP's developer)
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GDC Play 2013 'Best in Play' game winners announced
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-March 1, 2013 3:00 AM

Which indies are working on PS4 games, and why?
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Happy Birthday, PlayStation Vita! Four-game giveaway to one lucky winner
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IGF 2013 Audience Award Opens Voting
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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
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Top 10 Indie Shoot-'Em-Ups of 2012
-January 1, 2013 4:00 PM

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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Bit.Trip, Johann Sebestian Joust devs chat Sifteo Cubes with free SDK
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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
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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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Top 10 Xbox Live Indie Games of 2012
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The Avant-Game - brain food for the hardcore weirdos
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Persistence Pays Off: How Futurlab Finally Got a Contract with Sony
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How Did Indie Studio Broken Rules Get Chummy with Nintendo?
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Mark of the Ninja's five stealth design rules
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PlayStation Mobile opens the floodgates for all game developers
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Molyneux to indies: Don't be afraid to experiment
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Pid's dilemma - how do you make a 2D platformer that stands out?
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Even Canabalt's Creator Can't Explain its Success
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Dust: An Elysian Tail Dev Bit the Bullet, Cut a Third of the Game
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A New Record for IGF Submissions at Nearly 600 Games
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One Week to Go for 2013 IGF's Main Competition Entries
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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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Doing Stealth the Monaco Way
-September 28, 2012 1:00 AM

10 Indie Games to Sing Along with
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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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Q&A: Leonard J. Paul on Retro City Chiptunes and Vessel Audio
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IGF China Seeking Indie Game Submissions for 2012 Event
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The Real Story of Developing for Nintendo's Download Platforms
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Sound Shapes Q&A: Prototyping for PlayStation Consoles
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Ask IndieGames: Which genres do you want to see indie developers tackle?
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Reinventing stealth in 2D with Mark of the Ninja
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Will PlayStation Mobile be Xbox Live Indie Games all over again?
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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
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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
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Games Like Spelunky That Do Not Require An Xbox 360
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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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