Fueled by the massive success of titles like AMONG US and PHASMOPHOBIA, prominent independent studios such as Innersloth, Landfall Games, and Kinetic Games are launching their own funding and publishing arms to support the next generation of creators. These initiatives, including the Outersloth fund, provide project-based investment and transparent contract terms to help smaller developers maintain creative control. – Game Developer's Nicole Carpenter https://lnkd.in/gvCxn2mk •••••••• #indie #indiegames #games #videogames #gamedevs #indiedevs
Indie Studios Launch Funding Arms for Next Gen Creators
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The same spirit of independence we see in the film and music industries is now taking over game publishing. These new funds are prioritizing the artist’s vision – allowing smaller teams to take the kind of risks that keep the medium exciting.
Fueled by the massive success of titles like AMONG US and PHASMOPHOBIA, prominent independent studios such as Innersloth, Landfall Games, and Kinetic Games are launching their own funding and publishing arms to support the next generation of creators. These initiatives, including the Outersloth fund, provide project-based investment and transparent contract terms to help smaller developers maintain creative control. – Game Developer's Nicole Carpenter https://lnkd.in/gvCxn2mk •••••••• #indie #indiegames #games #videogames #gamedevs #indiedevs
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While AAA studios are laying people off, $100 million just moved toward Indie developers. Griffin (Griffin Gaming Partners) launched the Special Opportunities Fund this week. $1.5 billion focused entirely on gaming and built specifically for indie studios that have no interest in giving up equity. The model is simple. Funding in exchange for a share of the title's revenue. No equity, no giving away your studio. You build the game, they take a cut of what it earns. That's it. They've already invested in 15 titles including Darkwood 2, Hellforged and Menace. But here's what's actually interesting about this. The fund has advisors from Hollywood, film producer Dylan Clark who made "The Batman" and brands like Russell Binder from "Five Nights at Freddy's". They're not just betting on games but that the next big entertainment franchise comes from an indie studio, not a AAA publisher. Think about that for a second. Five Nights started as a small indie game. So did Minecraft and Among Us. The biggest entertainment IPs of the next decade are probably being built right now by small teams with no marketing budget and no publisher. India has some of the most talented indie developers in the world. The question is whether they're positioning themselves to access capital like this or still waiting for a publisher deal that may never come. This is exactly why initiatives like these matter. We’re currently building Mukti, a narrative driven PS5 and PC game from India with support from Sony Interactive Entertainment through the PlayStation India Hero Project. Hopefully we see more global backing for original indie IPs coming out of India. Wishlist MUKTI: PS5: https://lnkd.in/dGsS-YTV Steam: https://lnkd.in/fvssA7t #IndieGameDev #GameDev #Gaming #IndieGames #GameDevelopment
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One of my favorite episodes we've done so far on NextBigGames. Zamilur Rashid and Dipayon Debnath Dip of Mini Game Lab Ltd. came on and shared the real journey — 100+ games tested, publisher hits with Voodoo & Homa, failed games, hard lessons, and zero filters. If you're in mobile gaming, this one is genuinely worth your time. 🎙️ Full episode live now — link in the comments 👇 #MobileGaming #HybridCasual #GameDev #NextBigGames
Studios build games. Very few share what they actually learned along the way. Zamilur Rashid and Dipayon Debnath Dip of Mini Game Lab Ltd. are the exception — in our latest podcast, they walked us through the real journey. No filters, no fluff — just the good, the bad, and the ugly of building a hybrid-casual studio. We covered everything: → Why Last Survivor and Soul Quest had great early metrics but couldn't hold CPI at scale — and what that changed about how they greenlight games today → How Bounce Defense became their biggest publisher hit with Voodoo — and the exact insight behind the idea → The 4 metrics every studio should know before deciding to kill or scale a game → Whether a 10–15 person indie team can still realistically compete in 2026 → The clone problem — when a publisher takes your concept and gives it to 20 other studios, is that even fair? → Their self-publishing experiment doing ~100K downloads/month If you're building, testing, or pitching mobile games in 2026 — this one is worth your time. 🎙️ Full episode is live now on YouTube — link in the comments 👇 ♻️ Repost if you found this useful — there's a lot here for any studio navigating the hybrid-casual space right now. #MobileGaming #HybridCasual #GameDev #IndieGames #MobileGameDev #GameStudio #NextBigGames #gaming #mobilegames
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Studios build games. Very few share what they actually learned along the way. Zamilur Rashid and Dipayon Debnath Dip of Mini Game Lab Ltd. are the exception — in our latest podcast, they walked us through the real journey. No filters, no fluff — just the good, the bad, and the ugly of building a hybrid-casual studio. We covered everything: → Why Last Survivor and Soul Quest had great early metrics but couldn't hold CPI at scale — and what that changed about how they greenlight games today → How Bounce Defense became their biggest publisher hit with Voodoo — and the exact insight behind the idea → The 4 metrics every studio should know before deciding to kill or scale a game → Whether a 10–15 person indie team can still realistically compete in 2026 → The clone problem — when a publisher takes your concept and gives it to 20 other studios, is that even fair? → Their self-publishing experiment doing ~100K downloads/month If you're building, testing, or pitching mobile games in 2026 — this one is worth your time. 🎙️ Full episode is live now on YouTube — link in the comments 👇 ♻️ Repost if you found this useful — there's a lot here for any studio navigating the hybrid-casual space right now. #MobileGaming #HybridCasual #GameDev #IndieGames #MobileGameDev #GameStudio #NextBigGames #gaming #mobilegames
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You can have all the money in the world, but the difference between a small indie studio and a large AAA studio is taste. And money cannot buy taste. So what is taste exactly? It's knowing that a great monologue just needs to feel real. The most memorable lines in gaming were written by someone who felt something and refused to let anyone talk them out of it. It's the obsession required to understand a character deeply enough that a player thinks about them on the drive home. Arguing about who this person is at 11 pm. Rewriting the same scene seven times. It shows up in a core loop so satisfying that nobody needs to be told to keep playing. You know you have it when you have played your own game a thousand times during development, and you are still not bored. AAA studios get focus-grouped into safety. Too much to lose, too many stakeholders, too many approvals. So they ship something risk-free and completely forgettable. Indie founders need to stop being embarrassed about running a small operation. The scrappiness is the whole point. You can pivot without a board meeting. You can ship faster. You can make a weird, creative call that a 500-person studio would kill in the first review. Taste lives in the details nobody asked for. The ambient sound that makes a world feel lonely or the mechanic that breaks genre conventions because someone on the team just thought it would be interesting. None of that comes from a budget meeting. It comes from a founder who cares way too much and has just enough freedom to act on it. Your competition is making something nobody remembers. Go make something they do. #GamingIndustry #GamingInvestments #Gaming #Videogames #GameDev
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Most studios wait until a game looks finished before they let people in. We’re doing the opposite. At Indie Games Startup, we’re building multiple games and gradually opening the doors earlier - not because everything is polished yet, but because the right community can make the work better before it reaches the finish line. Right now, our front-runner projects include: • Benny’s Big Rescue - a whimsical adventure through a house-sized fantasy world • H.A.U.N.T. - a psychological horror experience built around atmosphere, mystery, and tension • Game of Planets - a large-scale strategy game about empires, diplomacy, alliances, and long-form galactic conflict We also have other projects moving behind the scenes. But instead of only showing finished trailers and polished screenshots, we’re starting to build more of the surrounding community now. That means: • community polls that help us understand what players care about • selected prototype playtests • feedback loops while games are still evolving • behind-the-scenes updates when there is something meaningful to share • a place for people who like indie games, game development, and early-stage creative momentum Recently, we ran one of our first community playtests and received a useful batch of survey feedback from players. That is exactly the kind of loop we want to build more of. To be clear, this is a studio-led community server. It is not a generic promo board, not a link-drop server. It is a place to follow what we’re building, join selected playtests, take part in discussion, and help shape the signal around the games as they develop. If you like seeing indie games before they are fully polished - and you want to be closer to the process rather than only seeing the finished marketing beat - you’re welcome to join us here: https://lnkd.in/eaB2adcP The best time to build a community is not when everything is done. It’s when the work is still alive enough to be influenced. #IndieGames #GameDev #IndieDev #GameDevelopment #SteamNextFest #GamingCommunity #IndieGamesStartup
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Creative Freedom: The Independent Video Games Renaissance - Independent video game development has flourished, with small teams creating innovative experiences that challenge industry conventions. Digital distribution, accessible development tools, and passionate communities have democratized game creation, enabling creative visions unconstrained by corporate demands. Read more: https://lnkd.in/ePeMurAB
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Creative Freedom: The Independent Video Games Renaissance - Independent video game development has flourished, with small teams creating innovative experiences that challenge industry conventions. Digital distribution, accessible development tools, and passionate communities have democratized game creation, enabling creative visions unconstrained by corporate demands. Read more: https://lnkd.in/ePeMurAB
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Creative Freedom: The Independent Video Games Renaissance - Independent video game development has flourished, with small teams creating innovative experiences that challenge industry conventions. Digital distribution, accessible development tools, and passionate communities have democratized game creation, enabling creative visions unconstrained by corporate demands. Read more: https://lnkd.in/ePeMurAB
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Creative Freedom: The Independent Video Games Renaissance - Independent video game development has flourished, with small teams creating innovative experiences that challenge industry conventions. Digital distribution, accessible development tools, and passionate communities have democratized game creation, enabling creative visions unconstrained by corporate demands. Read more: https://lnkd.in/ePeMurAB
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