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Anton Gorodetsky
MY.GAMES • 6K followers
🚀 The "Indie Renaissance": How Small Teams are Conquering the PC Market While high-budget AAA titles often dominate the headlines, the real story of 2025 is happening in the indie space. According to the latest market data by Alinea Analytics, independent developers are no longer just a "niche"—they are a powerhouse driving the industry's growth. The Numbers You Need to Know: — Revenue Milestone: Gross revenue for indie games on Steam reached a record $2.5 billion in the second half of 2025. — Market Dominance: Indie titles now account for over 25% of total revenue on Steam. — Consistent Growth: The indie segment has maintained a +13% CAGR since 2020. Efficiency is the New Competitive Advantage: What’s most impressive isn't just the revenue—it’s the lean execution. We are seeing solo developers and tiny teams (under 10 people) generating returns that rival major publishers: — Valheim: Built by ~5 FTEs, generating $300m in lifetime revenue. — Lethal Company: A solo developer project that has surpassed $155m. — Manor Lords: Another solo-dev hit reaching the $100m mark. In a market where user acquisition costs are skyrocketing and player attention is fragmented, the "Indie Renaissance" proves that innovative mechanics and agile development can outperform massive marketing budgets. For investors and strategists, the message is clear: the most efficient value creation in gaming is currently happening in small, creative hubs. Read more in the first link in the comments. #GamingIndustry #PCGaming #IndieDev #Steam #MarketTrends #GameDevelopment #VentureCapital #Aream #InvestGame
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Arron Goolsbey
5K followers
Direct-to-consumer gets talked about too narrowly. A lot of people still frame it as a margin story -> lower platform fees, more control, better economics. That part is real. But it is not the whole story. The bigger value of D2C is that it gives companies a more direct relationship with the customer instead of renting that relationship through someone else’s platform. That changes a lot. It changes how you learn. It changes how you merchandise. It changes how you market. And ideally, it changes how fast you can see behavior, respond to it, and improve the experience. In games especially, D2C is not just a commerce tactic. At its best, it becomes part of the operating model. That does not mean it is easy. It adds complexity. You need the right product hooks, the right offers, the right lifecycle strategy, and a real reason for the customer to engage with you directly. But the companies that get this right are not just capturing more revenue. They are building better feedback loops, better trust, and better long-term businesses. I joined Xsolla’s Business of Games podcast to talk about how Mythical Games takes our passion for gamers and creators and puts some of that in practical terms through the lens of direct-to-consumer experiences. Worth a listen if you’re thinking about where D2C creates real value beyond just fee avoidance: https://xsolla.com/Podcast Where have you seen D2C create the most value: economics, relationship, data, or product learning?
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Jason Schklar
UX is Fine • 9K followers
Thanks, Leah Hoyer for reinforcing what is "table stakes" and what tips the scales in terms of landing and building a successful long term engagement with co-dev partners. Table stakes: Case studies that prove quality, velocity, and delivering positive ROI. Building long term relationships: These are not transactional. Yes, money changes hands when deals are closed. But the ongoing discussion involves sharing vision, finding alignment, and being open and honest about why specific projects may or may not be the right fit. I think a lot of my friends and colleagues in the co-dev / x-dev / outsourcing / whatever you want to call it world approach partner relationships this way. How do I know? Because we also talk amongst ourselves and share our experiences openly. We refer our friends we trust to partners who may need their services. Even if that service might compete with ours, but the fit isn't right or (the best problem to have) we don't have a team ready to take on an engagement. The long and short of it is: Life's too short for us to focus only on the deal of the minute. It's a long haul - made easier and much more enjoyable - by building relationships based on trust with people who are equally passionate about making great games with great partners.
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Christopher Anjos 🔜 Summer Games Fest
PUBLSH • 31K followers
The case for remote work in games, OR for relocating development beyond legacy tech corridors. A reality of modern game development budgets is that not only are AAA budgets soaring, they are mostly payroll. In many large North American productions, roughly 90% of the budget can go to salaries alone, especially in places like California and Washington where compensation has to match local tech markets. Payroll is not just base salary. It includes healthcare coverage, benefits, employer taxes, retention adjustments, relocation packages, and the other cost of keeping teams employed in some of the most expensive cities in the world. That worked when games were competing mostly with other game studios for talent. For years now they're competing with tech and now AI companies. When the same cities host these industries, game developers are effectively bidding for housing, labor, and long-term retention against firms with very different margins and capital structures. Cost of living rises, salary expectations rise with it, and suddenly a “normal” team becomes a nine-figure production risk before marketing even begins. This is not just a studio problem, it is a structural geography problem. If game development remains concentrated in the same West Coast corridors as frontier tech/AI companies, budgets will continue drifting upward even when team size and scope stay constant. Studios are not paying for talent anymore. They're paying for zip codes. Remote work changes that equation immediately. Distributed teams allow studios to hire the same experience level without inheriting the housing inflation and payroll pressure created by adjacent industries with deeper capital pools. It turns compensation back into a production decision instead of a survival requirement. There is an alternative as well... If North American game development is going to stay competitive long term, we may see the center of gravity shift away from traditional creative hubs entirely and toward new regional clusters where cost structures match the realities of modern production again. Either studios become remote by default Or The map of where games get made in the United States starts to change. Bonus: There IS another solution... Pic: Gas prices in California.
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Julien Proux
Room 8 Group • 3K followers
IP as an infrastructure: what it means for how games get made. The games industry just closed a year that should feel like a victory lap. Revenue up. Engagement up. Record spending. And yet.... 45,000 people lost their jobs in three years. The middle market is hollowing out. Revenue is concentrating around franchises that figured out something the rest of the industry is catching up to: IP isn’t a product. It’s a platform. IP became multi-vector delivery: The biggest moves of the last 18 months aren’t game deals — they’re IP infrastructure deals. Netflix spent $82.7 billion on Warner Bros. Entertainment . not for game studios, but for IP it can exploit across streaming, interactive, and merchandise simultaneously. Sony proved the model with The Last of Us: a game franchise that became a cultural event through television, feeding back into game sales. Games Workshop turned #Warhammer into a licensing empire across tabletop, video games, TV, and film. In every case, the game is one vector of a multi-surface strategy. This reshapes what gets greenlit and what “success” means. Sport is the ultimate multi-vector IP. In December 2025, sports titles held half the top 10 console revenue positions. But the real story is the capital structure behind them. The Saudi PIF consortium didn’t just take Electronic Arts (EA) private for $55 billion. They’re simultaneously investing in football clubs, #F1, #boxing, #golf, and #esports. They’re treating sport itself as an IP — the game is one monetization surface alongside broadcast rights, live events, and merchandise. Netflix is running the same playbook on cultural IP. DC, #HarryPotter, #GameofThrones — each franchise now feeds streaming, interactive, and live experiences under one roof. Games become a permanent surface, not a licensing afterthought. The production volume this generates is enormous. And structurally recurring. Production evolved — harshly Game production moved from centralized-in-studio to managed-with-multiple-partners. Not because studios wanted it — because 45,000 jobs didn’t come back, games got bigger, and content cadence accelerated. Every major production now coordinates across internal teams, co-dev partners, and specialist studios. That’s growing external production at 7.5–10% annually. But it’s not overflow anymore. It’s structural. #AI landed — but not where you think. 36% of professionals use generative AI. Most common application? Research and brainstorming — not production pipelines, not shipped assets. And 52% of creatives view the technology negatively. Not fear of change — they’ve seen what happens when tools outpace governance. So: IP is becoming infrastructure. Production is becoming distributed. The industry is spending more while demanding more from every partner in the chain. What does a production partner built for this world look like? ->That’s my next post... Heading to GDC next week. If any of this resonates, let’s talk. #GDC2026 #GameDev #CoDecv #IP
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Mark Ross
Proud to be a part of the… • 3K followers
Slot Player Life Official Press Release 3/3/2026 After many months of operating in stealth mode, we are officially pleased to announce our presence to the world. We have the world's FIRST digital lifestyle platform for slot machine players. Duane R. Chapman Andy Shaw Mike Leuchtenberg Saul Ramirez Islas Slot Player Life #slotplayerlife #casino #slotmachine #gambling
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Daniel-Douglas Walker IV
DIVINE EQUALITY • 2K followers
What if competitive gaming rewarded skill the way real sports do? Right now, most games fall into one of two categories: Player vs Player (PvP) - where players compete for ranking or progression. Chance-based systems - where outcomes are largely determined by probability. Both models work. But each has limitations. PvP rewards skill, yet most matches carry little meaning beyond rank points. Chance-based systems create excitement, but the outcome is often driven by luck rather than ability. So I started thinking about a different approach. What if competitive games were designed around a simple idea: Players should win because they are better, not because they are lucky. That idea led me to define a new competitive gaming framework: PvPG - Player vs Player Gaming. In PvPG systems: • Players compete directly against another live player • Matches reward skill, strategy, and execution • Pay-to-win advantages are removed • Competitive matches can include prize-based outcomes The goal is simple: pure competition on equal footing. Two players enter. They compete head-to-head. The better player wins. I believe this model could open the door to a new category of competitive gaming, one focused on skill-based prize matches rather than luck-based outcomes. I’ve written a deeper breakdown explaining how PvPG works and why it could reshape competitive gaming. If you’re curious, you can read the full article here: PvPG introduction Check it out here https://lnkd.in/g3NeVbbc I’d love to hear what others in the gaming space think about this.
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Harvey Newman
REKiNDLED Studios • 10K followers
Some of the numbers in this year's GDC State of the Industry report really hit me hard. 28% of all respondents have been laid off in the last two years. 33% in the US. Two thirds of them came from AAA studios. And half of those happened in just the last 12 months. When I see numbers like that, I don't just see numbers. I see mortgages. I see families. I see people who moved across the country for a dream job and now have to move back. A few things I think we need to talk about after sitting with this for a few hours: AAA is still amazing and it will always be amazing. But I don't think it should be the only goal anymore. Funny enough, quite a few of the younger animators I'm meeting through REKiNDLED Studios , our codev studio, actually don't want to work at AAA. They want flexibility. Multiple projects. A safety net if one project blows up. The AI fear is much much bigger than the reality. 81% of devs use AI for research and brainstorming. Only 19% for asset generation. Students are the ones I worry about most. 74% feel their future in this industry is at risk. Senior level animators are taking mid level jobs just to pay the rent, which means juniors are competing against people with 10x their experience for the same seats. The path is harder but It is not closed. The opportunities are still out there for anybody willing to specialise, ship something, and put their work in front of the world. I broke the whole report down on YouTube with my honest take after 20 plus years in this industry. Link in the comments. If you got laid off recently or can relate with this drop a line below.
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Amir Satvat
Tencent Games • 150K followers
Community Request: Analysis to Tease Out Year-over-Year Steam CCU Trends 🎮 What this is For a while now, folks have asked if I could break down Steam data to normalize the huge volume of annual new game releases and identify trends in breakout performance. The question: "Out of the 1,000… 5,000… now 20,000+ new games released each year on Steam, how many actually go big? And is that number increasing?" 📊 What I did • Pulled every game released on Steam by year (excluding 2025 since it's in progress). • For each year, I measured how many new titles hit specific peak CCU thresholds. • Then I calculated: 1. The number of new games by year that hit each threshold 2. The percentage of all games released that year that hit each threshold 3. The normalized rate, i.e., how many games per 10,000 releases hit those marks 📈 Key thresholds analyzed 100, 500, 1,000, 5,000, 10,000, 50,000, and 100,000 peak CCU 📌 A few interesting takeaways • Only 683 of the 20,584 new games released on Steam in 2024 even hit 100 peak CCU • Just 52 hit 10,000, only 16 hit 50,000, and a mere 7 reached 100,000 • In 2024, only: - 1% hit 1,000 peak CCU - 0.25% hit 10,000 - 0.03% hit 100,000 → In other words, only 0–3 out of every 10,000 new games hit 100,000 peak CCU in most years • Two of the middle years (2012–2013) are interesting outliers: only ~400 new games released each year and CS:GO and Dota 2 dominated 📊 The last 3 years (2022-2024) are very consistent in terms of % of new games hitting different peak CCU marks • ~3% of new games hit 100 peak CCU • ~1.5% hit 500 • ~1% hit 1,000 • ~0.4% hit 5,000 • ~0.25% hit 10,000 • ~0.075% hit 50,000 • ~0.03% hit 100,000 🧠 Bottom line Don’t stress too much about how many new games are released on Steam. In most years for new titles: • Only 500-600 even hit 100 peak CCU • Only 200–300 hit 500–1,000 peak CCU • Only ~50 hit 10,000 • And just ~5-7 hit 100,000 📝 One last note You might think there are more high-CCU titles, than what I am sharing here, based on the Steam Charts. You're right, but this analysis is only for new games by year of release. Games with ongoing success are only counted once, in the year they launched. Hope you enjoy digging into the data!
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Max Lei
COMMA 49 • 783 followers
【Indie Games Shouldn’t Obsess Over Innovation】 We don’t dismiss innovation entirely, but for most indie teams—often 3-5 people, or solo developers—with tight budgets and near-zero room for error, obsession over groundbreaking innovation is a dangerous trap. In today’s indie scene, "innovation" has become an unchallenged mantra: new developers often see never-seen gameplay as the only mark of a true indie game, driven by industry hype around genre-redefining ideas. But what makes an indie game last is never radical disruption, but polished core gameplay, player-focused design, and the creator’s sincere voice. Radical innovation carries unbearable risk for small teams. Unproven gameplay needs endless trial and error, stretching 1-year dev cycles to 3-5, often draining funds before launch. Over 70% of Steam indie games fail to cover costs, many collapsing from innovation-driven delays. Worse, unorthodox mechanics create high learning barriers: players want accessible, instant fun, not the work of mastering convoluted rules, which drives away casual players. The myth that innovation equals success misses a key truth: nearly all hit indie games build on proven gameplay frameworks, not reinvent the wheel. Stardew Valley, with 20+ million sales, didn’t invent the farm sim genre—it refined frustrating classic elements, added rich character stories, and delivered a cozy, flexible experience. It succeeded not by breaking rules, but by executing existing ones better. Equally critical is indie gaming’s greatest strength: sincere emotional connection, which has nothing to do with gameplay innovation. Beloved classic To the Moon uses simple point-and-click gameplay with zero mechanical innovation, yet moved millions with its tender story of love and regret. Award-winning Journey has no complex systems—just walking, flying, and quiet encounters. Its legacy comes from profound emotional resonance, not groundbreaking gameplay. Innovation is a bonus, not a requirement, and only matters when it serves the game’s core experience. Celeste’s iconic accessibility innovations existed to support its theme of overcoming hardship, letting more players experience its full story. Innovation for its own sake creates disjointed, unfocused games that fail to resonate. For most indie devs, the first step is to let go of innovation anxiety. The handful of successful innovative games are outliers, overshadowing thousands of projects that died chasing unproven ideas. Instead of fixating on never-seen mechanics, focus on what makes a game great: the experience you want to give players, be it relaxation, a moving story, or satisfying challenge. At its core, a game is a medium for joy, emotion, and reflection, not an innovation contest. "Indie" means freedom from commercial constraints to speak authentically to players, not a mandate to reinvent the medium. Let go of innovation obsession, focus on making a game that’s fun and true to your vision—and players will notice.
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Herbert Marselas
AMD • 2K followers
(post 1/ 2) I asked Claude: As an Xbox game developer, and as an Xbox game publisher, I'm concerned by what I'm seeing and reading about Xbox's future. What should I do? I understand your concerns - there's been significant turbulence in the Xbox ecosystem recently that would understandably worry any developer working in that space. The immediate reality is that Microsoft announced major layoffs across the Xbox division in July 2025, with reports suggesting hundreds to potentially thousands of jobs affected. The Initiative studio was shut down entirely, leading to the cancellation of Perfect Dark Everything You Need to Know About Xbox Layoffs, Studio Closures, and Canceled Games in 2025 - Outsider Gaming and multiple other games have been canceled and studios closed . At least 13 game development studios were impacted Here's a List of Everyone Affected by Xbox's Massive Layoffs in this latest round. Immediate actions: Network aggressively within the industry right now. Many talented developers are suddenly available, but so is competition for open positions. Update your portfolio and resume immediately. Highlight your Xbox-specific experience, but also demonstrate versatility across platforms. Consider contract or freelance work as a bridge while the market stabilizes. Strategic positioning: While Xbox hardware and traditional console development face uncertainty, Microsoft is moving toward a unified Windows-based gaming ecosystem The Next-Gen Xbox is entering its final form, and it could change gaming as we know it that could create new opportunities. Xbox is emphasizing AI integration and "gaming anywhere" initiatives Xbox at GDC 2025: Discover the Next Era of Gaming Anywhere , which might align with your skills. Game Pass remains a focus despite the upheaval, so understanding subscription-based game design could be valuable. Diversification: Start building relationships with other publishers and platforms now, before you need them. Consider how your Xbox development skills translate to PC, mobile, or other console platforms. Look into emerging areas like cloud gaming or cross-platform development. The gaming industry is cyclical, and while this is clearly a difficult period for Xbox developers, your experience still has value. The key is positioning yourself for whatever comes next rather than waiting to see how the current situation resolves.
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Chen Stopiky
SciPlay • 1K followers
Last week, I joined a panel at Gamesforum SF, where attendees and speakers showcased the innovation, passion, and energy that continue to define our industry. Here are three of my key takeaways — I’d love to hear yours: 1️⃣ Direct-to-Consumer (D2C) is redefining trust. In my panel, “Revenue, Retention & Trust with Out-of-Game Experiences: Unlocking D2C,” I shared how SciPlay’s D2C strategy is reshaping how we connect with players—focusing on value, trust, and lasting engagement beyond gameplay. 2️⃣ AI is reshaping every part of gaming. AI is expanding the boundaries of creativity and innovation. From player acquisition to design and production, it’s transforming how we imagine, build, and deliver experiences. We’re only beginning to uncover its potential—and it’s an incredible time to explore what’s next. 3️⃣ The industry never stands still. Change is the only constant in gaming. Insightful sessions from leaders like Corey Rosemond and Dobrinka Kostadinova highlighted how rapidly mobile and player behaviors are evolving—and why curiosity, adaptability, and forward thinking remain our greatest strengths.
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Marc Mencher
GameRecruiter.com • 21K followers
85% of game studios have dropped degree requirements. So why is it still so hard to find the right talent? 🧐 The truth is, removing a barrier is only half the battle. When you open the floodgates, you get more applicants, but not necessarily more *qualified* candidates. Without a degree as a filter, the burden falls on recruitment to identify "Maker DNA": the innate ability to solve problems and ship products. AI tools are flooding the market with generic resumes, making the search even harder. This is why "Surgical Recruitment" is no longer optional. You need a partner who knows how to spot a closer, with or without the diploma. Is your screening process overwhelmed? Let’s find the signal in the noise. #GameRecruiter #Hiring #GameDevelopment #RecruitmentLife #TechTalent
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Marc Mencher
GameRecruiter.com • 21K followers
Marc Mencher calls it the "Durable Asset" pivot. In a market where tech stacks shift quarterly, studios are no longer just hiring for "Engine X." They are hiring for the experience of having built three different engines from scratch. Surgical recruitment means finding the veterans who aren't just technical; they're adaptable assets who survive the volatility. These are the people who ensure your studio stays resilient, no matter what the market throws at it next. #GameDev #Recruitment #GamingIndustry #ExecutiveSearch
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Marc Mencher
GameRecruiter.com • 21K followers
85% of game studios have removed degree requirements from their job descriptions. Yet, many still struggle to find the right talent. Why? Because while the credential is gone, the vetting process hasn't always caught up. To find a true "surgical" hire, you need recruiters who actually know how to build and launch games. It’s about skills, not just stamps on a resume. How has your vetting process changed since dropping degree requirements? #SkillsBasedHiring #GameIndustry #HRTech #Recruitment #GameRecruiter
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Marc Mencher
GameRecruiter.com • 21K followers
85% of game studios have dropped degree requirements. So, why is the talent gap still growing? The truth is, removing the degree barrier was only half the battle. Now, the challenge isn't finding people with certificates: it’s finding people with the actual "surgical" skills needed to ship a hit game. The "Degree Requirement Myth" is the idea that a diploma (or lack thereof) tells you everything you need to know. In reality, the vetting process has never been more critical. Without a deep, technical understanding of game development, it’s easy to hire someone who looks great on paper but can't handle the pressure of a live environment. At Game Recruiter, our leadership didn't just start in HR. We were in the trenches: making, developing, and launching games. We don’t just look at resumes; we vet for the specific, critical skills that make or break a project. If you're tired of the talent gap and need a surgical hire who actually knows their way around a build, let’s talk. #GameDev #GamingIndustry #Hiring #GameRecruiter
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Marc Mencher
GameRecruiter.com • 21K followers
AI is flooding the market with content, but it’s starving the industry of soul. At GDC 2026, the conversation was dominated by automation. But here’s the reality: prompt engineering isn’t creative direction. As teams get leaner, the value of a leader who can maintain a studio's creative DNA while leveraging AI for efficiency has skyrocketed. We aren’t looking for people who can just push buttons. We’re finding the veterans who know how to keep the 'human' in the machine. Is your leadership team prepared to lead a tech-augmented creative force without losing what made your studio great in the first place? That’s where surgical recruitment comes in. #GameDev #GamingIndustry #AI #Leadership #GameRecruiter
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