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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

GDC 2012 to host special Indie Game: The Movie screening, panel

January 30, 2012 9:28 PM | John Polson

igtm.jpgToday, organizers of the 2012 Game Developers Conference announced that the award-winning Indie Game: The Movie will receive its own special screening at this year's San Francisco show.

In fact, not only will attendees get to check out the film -- which took home a Best Editing award at the prestigious Sundance Film Festival -- they will also get the chance to sit in on a special panel with the film's featured subjects and creators following the screening.

When the event begins, attendees will be able to watch the full film, which details the chronicles of indie developers and IGF nominees/winners Edmund McMillen and Tommy Refenes (Super Meat Boy), Phil Fish (Fez), and Jonathan Blow (Braid), exploring their dramatic journeys as they created and released their games to the world.

The subsequent panel, moderated by former IGF host, Revision 3's Anthony Carboni, will feature all four of the film's featured developers, as well as directors Lisanne Pajot and James Swirsky, all of whom will offer new insight and personal stories from throughout the film's creation.

The event will take place Monday, March 5th at 6PM PT, and is free to all GDC pass holders on a first come, first served basis.

To register for a pass, please check out the show's official website -- early registration ends Thursday, February 2, and attendees can order soon to save up to 35 percent on full price passes.

For even more information on Game Developers Conference 2012, be sure to keep an eye on the official GDC news blog, which continues to showcase the show's newest announcements and additions.

To make sure you don't miss any of these announcements, please subscribe to updates from the GDC news page via Twitter, Facebook, or RSS. GDC 2012 will take place March 5 through March 9 at the Moscone Center in San Francisco, and is owned and operated by Gamasutra parent company UBM TechWeb.

[This post originally appeared on Gamasutra.]

3DSWare Review: Mutant Mudds (Renegade Kid)

January 27, 2012 3:00 PM | John Polson


Renegade Kid's 2D action platformer Mutant Mudds, the company's first self-published title, is the next eShop hit. Kudos to Nicalis for helping out with the QA, as the game felt tight overall from beginning to end.

Players assume the role of Max, armed with a heavy-duty water cannon, a water-powered jet pack, and the intention to clean up the invading Mutant Mudd army. With his standard equipment, Max can blast most of his opposition, collect most of the 100 golden diamonds scattered in each of the 20 stages, and traverse over most hazards.

However, each level has some challenges and secret areas that require Max to power up. Thank goodness for Grannie's attic! The grubby Grannie is willing to part with some power-ups in exchange for golden diamonds. These power-ups add mechanics such as a huge vertical boost (the most thrilling for me), an extended hover, and a power-shot, which shoots faster and further and opens up gates to secret levels.

Players will have to determine which power-up is needed to reach the 20 hidden stages (which almost double the game's length). I won't totally spoil the NES-talgia that these hidden areas evoke, but let's just say the V- and G-Land have very appropriate color palettes. The five worlds that each contain 4 regular stages embody typical platform themes: a gentle introductory forest, slippery ice, fiery lava, fluffy clouds, and outer space.

Azarashi: Studio Pixel's Leap to iOS

January 25, 2012 10:30 PM | jeriaska

azarashi_cafelasiesta478.jpg
Tatsuma Murase (Q-Games), Daisuke Amaya (Studio Pixel) and Rowan Parker (Q-Games) playing 2-player TwinBee at Kyoto's Cafe la Siesta

Over the course of five years, Daisuke Amaya created an ambitious PC adventure game in his spare time. The vividly drawn characters and fluid gameplay of Cave Story, not to mention its catchy melodies, attracted a dedicated following.

Amaya's solo efforts at Studio Pixel attained mainstream recognition last year when Cave Story was the subject of a Game Developers Conference lecture in March. Following its release on Nintendo's digital services WiiWare and DSiWare, Amaya entered into an agreement that would produce a Nintendo 3DS remake, published by NIS America.

For the new iPhone port of casual game Azarashi, the early Pixel publication has been redesigned using contemporary software tools like PxTone Collage. As Amaya focuses his efforts on developing the iOS action game Rockfish in Kyoto, the latest release represents both a nostalgic look back and a teaser for things to come.

Azarashi iPhone play movie

Review: Fingle (Game Oven Studios)

January 19, 2012 3:00 AM | John Polson

fingle 1.jpgGame Oven's IGF nominated Fingle on iPad offers over 50 stages that encourage physically compromising positions much like the above photo. Players use their fingers to drag, match, and hold yellow or white squares over like-colored dashed areas for several seconds, until the screen is totally engulfed in a white light. Those dashed areas often move, requiring one or two active hands to avoid colliding while keeping the squares in their targets.

I revealed the bulk of its gameplay in the release trailer post last week. I figure I would account here the one- and two-player experience I had with Fingle.

Blip Tokyo Q&A: Nullsleep Interviews Manabu Namiki

January 13, 2012 11:30 PM | jeriaska

For the past two years, Blip Festival Tokyo at Koenji High has served as a powerful argument in favor of the undying appeal of chiptune music.

The annual party's audio-visual performances excel at bringing rock concert intensity to old school game aesthetics. Few spectacles on earth go quite as far to extol the appeal of the Famicom, Game Boy and other endearing machines of yesteryear.

In this discussion, we hear from four chiptune artists and Blip participants. Nullsleep has contributed music to such independently developed game titles as PongVaders for iOS. Here, he talks game audio with Manabu Namiki, series composer of Deathsmiles and DoDonPachi.

They are joined by Hally, founder of the influential chiptune label VORC and arranger on various Mega Man remix albums. Chibi-Tech works in music and sound design for games created in Tokyo and can be heard on the album Chiptuned Rockman.

The conversation between the game-inspired artists offers several perspectives on the independent spirit of the Tokyo event, as Blip Festival Australia gears up for its debut on February 17 and 18.

blip-australia.jpg
Photo by Marjorie Becker of Chiptography.com

Interview: Vlambeer on the iOS launch of Super Crate Box

January 13, 2012 3:00 AM | John Polson

super_crate_box.png[The following Made by Pixelate interview is reposted with permission from its author, Spaces of Play developer Andreas Zecher.]

When Super Crate Box came out for the Mac in 2010, I was astonished by it's instant play- and replayability. Released for free and acting as a 'business card' for Vlambeer, it became clear that it would be worth to keep an eye on the dutch indie studio.

With Vlambeer being one of Promoter's first customers, I was happy to see that they managed to organize a successful iOS launch of the game, not an easy task in today's super competitive market. I asked Rami Ismail how they did it.

Super Crate Box has received coverage on major gaming and iOS sites such as TouchArcade, TUAW, Joystiq and PocketGamer within 48 hours after release. How many of these sites did you contact and how did you approach them?

We use a different approach for most games, but one thing we do is to get to know the people we're requesting to write about us. It's a common (and rather insulting) misunderstanding that the press are corporate, evil, money-sucking mindless drones. They're almost without exception passionate and helpful people that care about the medium. In that sense, they're not so different from developers like us, they just contribute in a different way than we do.

With that in mind, we always contact people we like working with first with what we call a focused mailing. These are personal e-mails to known fans and some people critical of Vlambeer in which we point out we're releasing something and offering them a look. After that, we wait a few days and check Twitter, Google and Promoter to see who picks up on the story and reach out to them. After that second round has had their go at the story, we usually 'shotgun' the rest - we release a press release and send it to every outlet we can find.

3DSWare Review: Mighty Switch Force (WayForward)

January 9, 2012 3:00 PM | John Polson

WayForward's latest indie release, Mighty Switch Force, is the team's first independent 3DSWare title after releasing Shantae: Risky's Revenge and two Mighty titles on DSiWare.

Mighty Switch Force is a very fun, albeit brief, 2D run and gun puzzle platformer, filled with 16 "incidents" that can be all completed in about 30 minutes if done in the goal time. The challenging puzzles and deadly jumps and enemies will probably require most to play through each incident at least a few turns, thus extending the experience to probably 2-3 hours total.

While attempting the same goal of re-capturing five crooks that are hidden in each incident, gameplay is relegated heavily by Patricia Wagon's pellet gun and her siren helmet. The latter of the two can cause key elements to switch from the background to the foreground, making platforms and cannon-like devices available. Players will manipulate themselves and their enemies to clear paths, often requiring twitch reflexes even in mid-air.

Mighty Switch Force later introduces platforms that stay in the foreground if Patricia stands on them while switching, adding another challenging puzzle/timing element. The stages' challenges build at a nice pace, and there are several checkpoints in each stage that are good while learning to make par... if only Patricia would be quieter while practicing.

In Depth: Comic Market 81

January 7, 2012 3:00 AM | jeriaska

comiket81_mrminecraft.jpgThe band land corner at the Penny Arcade Expo is a place to meet game-inspired musicians like Metroid Metal, Supercommuter and Anamanaguchi.

There, the bands' latest albums are arrayed atop a fold-out table, alongside an EP or two, fresh off the presses and found nowhere else.

If you can imagine in place of those few tables at band land, thousands of tables, arranged end to end within a sprawling convention center on the outskirts of Tokyo, then you have grasped what the vastness of Comic Market is all about.

Manning the booths inside the Tokyo Big Sight twice a year are artists, musicians, game designers and hobbyists, from the internet famous to the genuinely obscure. There are also voluminous assortments of cosplay, of varying depth and countless varieties.

In this overview we will take a look at the musical side of the 81st Comic Market festival, taking place last week. The summary will focus on the event's relevance to the potential growth of independently financed game development in Japan.

comiket81_cosplayers.jpg

SkyGoblin's Theodor Waern Talks About Going From 2D To 3D

January 3, 2012 6:00 PM | Cassandra Khaw

theodor_interview.jpg

Like every other fan of the franchise, I'm still anxiously waiting for SkyGoblin to cough up Chapter Two of the Journey Down. Unfortunately, I doubt it'll be coming out soon - the multi-platform HD version needs to be released first. Alas. Still, I'm not going to complain because the HD version looks sweet enough to kill a diabetic. For those in the dark about the game, The Journey Down is a phenomenal little point & click adventure filled with African tribal artwork-inspired aesthetics, silly humor, jazz, reggae and no small amount of awesome. Don't believe me? You can download the original here.

Right. Now that I'm done with the routine evangelism, here's something that may be of interest to those who have tracking the progress of the remake. Theodor Waern, one of the creative minds behind The Journey Down, recently sat down with us for an interview about the changes that The Journey Down have undergone. In this short interview, he provides some insight on the transition from 2D to 3D.

(Note: This was originally intended to be a two part interview. The second part would have discussed the transition from 3D to 2D. Unfortunately, due to real life circumstances, the second bit is on indefinite hold.)

10 Indie Games To Watch Out For In 2012

December 30, 2011 6:00 PM | Michael Rose

penny arcade.jpgSome may say that 2011 was the year of the indie gaming boom. For me, 2011 was the year that indie games pretty much became equals with AAA releases, as the likes of Humble Indie Bundle and Steam made indie a more widely accepted culture of gaming.

What does 2012 hold then? I have a horrible sinking feeling that next year will see indie games reaching their peak, as more and more devs jump on board the indie scene, churn out a load of old cobblers, and push the stuff that actually deserves recognition into the background. I hope I'm wrong, of course, and I'm not saying that we should be limiting who is allowed to call themselves 'indie' or not either, or else we'd lose the whole point of the term! But with so much crap to sift through to find the good stuff already, the next 12 months could go either way.

Fortunately, there are already tons of great indie games on the horizon, and here I will attempt to bring 10 of them to the surface. You'll note that I've missed out some obvious ones - essentially, if a game has already featured in a previous '10 Indie Games To Watch Out For' (2010, 2011), then I've left it out here. Looking back, I was perhaps a little too optimistic regarding the release dates of certain games!

Anyway, on to the main spectacle - here are 10 titles that you will (hopefully) be playing next year.

Desktop Features

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Five PR tips indies really need
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'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
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Video: Shipping Retro City Rampage on 17 SKUs at once
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Mutant Mudds Deluxe, Toki Tori 2+, Teslagrad, Sentinel, and more release info
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'Taking genre conventions as your starting point is kinda boring'
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La-Mulana's Takumi Naramura on the difficult life of a Japanese indie
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Indie development in the 1990s: The Game-Maker story
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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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The Perfect Woman is one who can adjust to the Kinect's bad interface
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Four perspectives on personal games
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Kickstarter: Stonehearth, gorgeous sandbox strategy that also appeals to D&D fans
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Game Dev Tycoon fights piracy with piracy
-April 30, 2013 9:00 AM

November's GDC Next open for talk submissions
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Vlambeer's games popular among players, cloners alike
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Mayhem Triple: An indie's own personal Duke Nukem Forever
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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
-April 2, 2013 2:00 PM

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
-March 29, 2013 3:00 PM

IGF 2013 winners led by Cart Life and FTL: Faster Than Light
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Indies question whether journalists should be our game curators
-March 26, 2013 2:01 PM

Road to the IGF: Michael Lee on mindful xp
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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
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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
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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!
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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
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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
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GDC 2013 adds Capy, Shellrazer, Yamove! Summit talks
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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'
-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
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Mutant Mudds Deluxe, Toki Tori 2+, Teslagrad, Sentinel, and more release info
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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?
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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
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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

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-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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