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{{shortShort description|Class of video game, generally independently published}}
{{About|a type of video game|the 2012 documentary film|Indie Game: The Movie|non-electronic indie games specifically about role-playing|Indie role-playing game}}
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|footer=Screenshots from several indie games. In reading order (in mobile view, top to bottom): ''[[Flotilla (video game)|Flotilla]]'', ''[[Broforce]]'', ''[[Celeste (video game)|Celeste]]'', ''[[Kentucky Route Zero]]'', ''[[Tacoma (video game)|Tacoma]]'', and ''[[Alto's Adventure]]''.
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{{About|a type of video game|the 2012 documentary film|Indie Game: The Movie|indie games specifically about role-playing|Indie role-playing game}}
{{Video game industry}}
An '''indie game''', short for '''independent video game''', is a [[video game]] created by individuals or smaller development teams without the financial and technical support of a large [[Video game publisher|game publisher]], in contrast to most [[AAA (video gaminggame industry)|"AAA" (triple-A) games]]. Because of their independence and freedom to develop, indie games often focus on [[innovation]], experimental gameplay, and taking risks not usually afforded in AAA games. Indie games tend to be sold through [[digital distribution]] channels rather than at retail due to a lack of publisher support. The term is synonymousanalogous with that ofto [[independent music]] or [[independent film]] in those respective mediums.
 
An '''indie game''', short for '''independent video game''', is a [[video game]] created by individuals or smaller development teams without the financial and technical support of a large [[Video game publisher|game publisher]], in contrast to most [[AAA (video gaming)|"AAA" (triple-A) games]]. Because of their independence and freedom to develop, indie games often focus on [[innovation]], experimental gameplay, and taking risks not usually afforded in AAA games. Indie games tend to be sold through [[digital distribution]] channels rather than at retail due to a lack of publisher support. The term is synonymous with that of [[independent music]] or [[independent film]] in those respective mediums.
 
Indie game development bore out from the same concepts of amateur and hobbyist programming that grew with the introduction of the [[personal computer]] and the simple [[BASIC]] computer language in the 1970s and 1980s. So-called bedroom coders, particularly in the United Kingdom and other parts of Europe, made their own games and used [[mail order]] to distribute their products, later shifting to other software distribution methods with the onset of the Internet in the 1990s, such as [[shareware]] and other [[file sharing]] distribution methods, though by this time, interest in hobbyist programming had waned due to rising costs of development and competition from video game publishers and home consoles.
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The modern take on the indie game scene resulted from a combination of numerous factors in the early 2000s, including technical, economic, and social concepts that made indie games less expensive to make and distribute but more visible to larger audiences and offered non-traditional gameplay from the current mainstream games. A number of indie games at that time became success stories that drove more interest in the area. New industry opportunities have arisen since then, including new digital storefronts, crowdfunding, and other indie funding mechanisms to help new teams get their games off the ground; low-cost and [[open-source software development|open-source development]] tools available for smaller teams across all gaming platforms; boutique indie game publishers that leave creative freedom to the developers; and industry recognition of indie games alongside mainstream ones at major game award events.
 
Around 2015, the increasing number of indie games being published led to fears of an "indiepocalypse", referring to an oversupply of games that would make the entire market unprofitable. Although the market did not collapse, discoverability remains an issue for most indie developers, with many games not being financially profitable. Examples of successful indie games include the ''[[Touhou Project]]'' series, ''[[Cave Story]]'', ''[[Braid (video game)|Braid]]'', ''[[Super Meat Boy]]'', ''[[Terraria]]'', ''[[Minecraft]]'', ''[[Fez (video game)|Fez]]'', ''[[Shovel Knight]]'', ''[[Undertale]]'', ''[[Hollow Knight]]'', ''[[Pizza Tower]]'' ,''[[Five Nights at Freddy's]]'' and ''[[Cuphead]]''.<!-- do not add any more to this list without checking the talk page-->
 
== Definition ==
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[[File:ZXSpectrum48k.jpg|thumb|right|The 1982 [[ZX Spectrum]] was popular with hobbyist programmers in the UK.]]
 
Many personal computer games written by individuals or two person teams were self-distributed in stores or sold through [[mail order]].<ref name="pcgamer indie"/> [[Atari, Inc.]] launched the [[Atari Program Exchange]] in 1981 to publish user-written software, including games, for the [[Atari 8-bit familycomputers]] of home computers.<ref name="apx1981summer">{{cite news | url=https://archive.org/details/Atari_Program_Exchange_Summer_1981_Catalog/page/n5/mode/2up | title=Introducing the Atari Program Exchange | work=Atari Program Exchange Software Catalog | date=Summer 1981 | access-date=Nov 7, 2020 | pages=1–2}}</ref> Print magazines such as ''[[SoftSide]]'', ''[[Compute!]]'', and ''[[Antic (magazine)|Antic]]'' solicited games from hobbyists, written in BASIC or [[assembly language]], to publish as [[type-in listing]]s.
 
In the United Kingdom, early microcomputers such as the [[ZX Spectrum]] were popular, launching a range of "bedroom coders" which initiated the UK's video game industry.<ref>{{cite web | url = https://www.theguardian.com/technology/2004/jan/24/games.gameswatch | title = Death of the bedroom coder | date = 24 January 2004 | access-date = 30 September 2019 | work = [[The Guardian]] | archive-date = 30 September 2019 | archive-url = https://web.archive.org/web/20190930161504/https://www.theguardian.com/technology/2004/jan/24/games.gameswatch | url-status = live }}</ref><ref name="e&p uk history">{{cite journal | title = Industry evolution and cross-sectoral skill transfers: a comparative analysis of the video game industry in Japan, the United States, and the United Kingdom | first1= Hiro | last1= Izushi | first2 = Yuko | last2= Aoyama | date = 2006 | journal = Environment and Planning A | volume = 38 | issue= 10 | pages = 1843–1861 | doi = 10.1068/a37205 | bibcode= 2006EnPlA..38.1843I | s2cid= 143373406 }}</ref> During this period, the idea that indie games could provide experimental gameplay concepts or demonstrate niche [[Art film|arthouse]] appeal had been established.<ref name="polygon handmade pixels"/> Many games from the bedroom coders of the United Kingdom, such as ''[[Manic Miner]]'' (1983), incorporated the quirkiness of [[British humour]] and made them highly experimental games.<ref name="wired uk history">{{cite magazine | url = https://www.wired.com/2010/06/sinclair-zx80/ | title = Sinclair ZX80 and the Dawn of 'Surreal' U.K. Game Industry | first = Chris | last = Baker | date = 6 August 2010 | access-date = 30 September 2019 | magazine = [[Wired (magazine)|Wired]] | archive-date = 26 July 2019 | archive-url = https://web.archive.org/web/20190726200228/https://www.wired.com/2010/06/sinclair-zx80/ | url-status = live }}</ref><ref name="eurogamer manic miner">{{cite web | url = https://www.eurogamer.net/articles/2012-07-26-manic-miner-360-revisiting-a-classic | title = Manic Miner 360: Revisiting a Classic | first = Christian | last = Donlan | date = 26 July 2012 | access-date = 30 September 2019 | work = [[Eurogamer]] | archive-date = 30 September 2019 | archive-url = https://web.archive.org/web/20190930161504/https://www.eurogamer.net/articles/2012-07-26-manic-miner-360-revisiting-a-classic | url-status = live }}</ref> Other games like ''[[Alien Garden]]'' (1982) showed highly-experimental gameplay.<ref name="polygon handmade pixels"/> [[Infocom]] itself advertised its text-based [[interactive fiction]] games by eschewing their lack of graphics in lieu of the players' imagination, at a time that graphics-heavy action games were commonplace.<ref name="polygon handmade pixels"/>
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While there has not been any type of collapse of the indie game field since 2015, there are concerns that the market is far too large for many developers to get noticed. Very few selected indie titles get wide coverage in the media, and are typically referred to as "indie darlings". In some cases, indie darlings are identified through consumer reactions that praise the game, leading to further coverage; examples of such games include ''[[Celeste (video game)|Celeste]]'' and ''[[Untitled Goose Game]]''.<ref>{{Cite web|url=https://www.polygon.com/best-games-2018/2018/12/17/18126327/best-games-2018-celeste-games-of-the-year|title=GOTY 2018: #5 Celeste|last=Heller|first=Emily|date=2018-12-17|website=Polygon|language=en|access-date=2019-11-26|archive-date=2018-12-25|archive-url=https://web.archive.org/web/20181225175208/https://www.polygon.com/best-games-2018/2018/12/17/18126327/best-games-2018-celeste-games-of-the-year|url-status=live}}</ref> However, there are also times where the video game media may see a future title as a success and position it as an indie darling before its release, only to have the game fail to make a strong impression on players, such as in the case of ''[[No Man's Sky]]'' and ''[[Where the Water Tastes Like Wine]]''.<ref>{{cite web | url = https://www.gamasutra.com/blogs/JoshBycer/20191014/352119/The_Problem_of_the_Indie_Game_Pedestal.php | title = The Problem of the Indie Game Pedestal | first = Josh | last = Bycer | date = October 15, 2019 | access-date = October 15, 2019 | work = [[Gamasutra]] | archive-date = October 14, 2019 | archive-url = https://web.archive.org/web/20191014211441/https://www.gamasutra.com/blogs/JoshBycer/20191014/352119/The_Problem_of_the_Indie_Game_Pedestal.php | url-status = live }}</ref><ref>{{cite magazine | url = https://www.wired.com/story/no-mans-sky-one-year-later/ | title = One Year Later, No Man's Sky—And Its Evolution—Is Worth Exploring | first = Julie | last = Muncy | date = 15 August 2017 | access-date = 17 August 2017 | magazine = [[Wired (magazine)|Wired]] | archive-date = 18 August 2017 | archive-url = https://web.archive.org/web/20170818011719/https://www.wired.com/story/no-mans-sky-one-year-later/ | url-status = live }}</ref> Discoverability has become an issue for indie developers as well. With the [[Steam (service)|Steam]] distribution service allows any developer to offer their game with minimal cost to them, there are thousands of games being added each year, and developers have come to rely heavily on Steam's discovery tools – methods to tailor catalog pages to customers based on past purchases – to help sell their titles.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2019-07-19-steam-indies-and-betting-on-discoverability | title = Indies on Steam are betting on discoverability | first = Rebekah | last = Valentine | date = July 19, 2019 | access-date = October 15, 2019 | work = [[GamesIndustry.biz]] | archive-date = October 4, 2019 | archive-url = https://web.archive.org/web/20191004155944/https://www.gamesindustry.biz/articles/2019-07-19-steam-indies-and-betting-on-discoverability | url-status = live }}</ref> Mobile app stores have had similar problems with large volumes of offers but poor means for discovery by consumers in the late 2010s.<ref name="poly too many games"/> Several indie developers have found it critical to have a good [[public relations]] campaign across social media and to interact with the press to make sure a game is noticed early on in its development cycle to get interest and maintain that interest through release, which adds to costs of development.<ref>{{cite web | url = https://www.gamasutra.com/blogs/DanielWest/20150908/253040/Good_isnt_good_enough__releasing_an_indie_game_in_2015.php | title = 'Good' isn't good enough - releasing an indie game in 2015 | first = Daniel | last = West | date = September 8, 2015 | access-date = October 15, 2019 | work = [[Gamasutra]] | archive-date = October 15, 2019 | archive-url = https://web.archive.org/web/20191015190657/https://www.gamasutra.com/blogs/DanielWest/20150908/253040/Good_isnt_good_enough__releasing_an_indie_game_in_2015.php | url-status = live }}</ref><ref>{{cite web | url = https://www.polygon.com/2019/3/12/18256052/indie-game-release-steam | title = How it feels to release an indie game in 2019 | first = Xalavier Jr. | last = Nelson | date = March 12, 2019 | access-date = October 15, 2019 | work = [[Polygon (website)|Polygon]] | archive-date = February 27, 2020 | archive-url = https://web.archive.org/web/20200227050031/https://www.polygon.com/2019/3/12/18256052/indie-game-release-steam | url-status = live }}</ref>
 
In addition to titles like ''[[Celeste (video game)|Celeste]]'' and ''[[Untitled Goose Game]]'', other highly successful indie games released during this period included ''[[Hollow Knight]]'',<ref>{{Cite web |last=Walker |first=Alex |date=2018-07-05 |title=Hollow Knight Has Sold More Than 1 Million Copies On PC |url=https://www.kotaku.com.au/2018/07/hollow-knight-has-sold-more-than-1-million-copies-on-pc/ |access-date=2024-03-27 |website=Kotaku Australia |language=en-AU}}</ref> ''[[Undertale]]'',<ref>{{cite web |url=https://arstechnica.com/gaming/2018/07/steam-data-leak-reveals-precise-player-count-for-thousands-of-games/ |title=Valve leaks Steam game player counts; we have the numbers |author=Orland, Kyle |date=July 6, 2018 |website=[[Ars Technica]] |publisher=[[Condé Nast]] |access-date=July 11, 2018 |archive-url=https://web.archive.org/web/20180710173043/https://arstechnica.com/gaming/2018/07/steam-data-leak-reveals-precise-player-count-for-thousands-of-games/ |archive-date=July 10, 2018 |url-status=live}} [https://arstechnica.com/wp-content/uploads/2018/07/games_achievements_players_2018-07-01.csv Complete list]. {{Webarchive |url=https://web.archive.org/web/20180711204821/https://arstechnica.com/wp-content/uploads/2018/07/games_achievements_players_2018-07-01.csv |date=July 11, 2018}}</ref> ''[[Stardew Valley]]'',<ref>{{Cite web | url = https://www.vg247.com/2020/01/23/stardew-valley-sold-10-million-copies-worldwide/ | title = Stardew Valley has sold over 10 million copies worldwide | first = Stephany | last = Nunneley | date = January 23, 2020 | access-date = January 23, 2020 | work = [[VG247]] | archive-date = January 23, 2020 | archive-url = https://web.archive.org/web/20200123224104/https://www.vg247.com/2020/01/23/stardew-valley-sold-10-million-copies-worldwide/ | url-status = live }}</ref> and ''[[Cuphead]]''.<ref>{{cite web | url = https://venturebeat.com/2019/09/30/cuphead-surpasses-5-million-copies-sold/ | title = Cuphead surpasses 5 million copies sold | first = Jeff | last = Grubb | date = September 30, 2019 | access-date = January 28, 2020 | work = [[Venture Beat]] | archive-date = January 16, 2020 | archive-url = https://web.archive.org/web/20200116144643/https://venturebeat.com/2019/09/30/cuphead-surpasses-5-million-copies-sold/ | url-status = live }}</ref>
 
===Other regions===
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===Development tools===
For development of personal computer games, indie games typically rely on existing [[game engine]]s, [[middleware]] and [[game development kit]]s to build their titles, lacking the resources to build custom engines.<ref name="every game indie">{{cite journal | title = Is Every Indie Game Independent? Towards the Concept of Independent Game| first1 = Maria B. | last1 = Garda | first2 = Paweł | last2 = Grabarczyk | journal = Game Studies | volume = 16 | issue = 1 | date = October 2016 | issn = 1604-7982 }}</ref> Common game engines include [[Unreal Engine]] and [[Unity (game engine)|Unity]], but there are numerous others as well. Small studios that do not anticipate large sales are generally afforded reduced prices for mainstream game engines and middleware. These products may be offered free, or be offered at a substantial royalty discount that only increases if their sales exceed certain numbers.<ref name="lipkin">{{cite journal | title = Examining Indie's Independence: The Meaning of "Indie" Games, the Politics of Production, and Mainstream Co-optation | first = Nadav | last = Lipkin | journal = The Journal of the Canadian Game Studies Association | volume = 7 | issue = 11 | pages = 8–24| date = December 31, 2012 | url=https://journals.sfu.ca/loading/index.php/loading/article/view/122/149 }}</ref> Indie developers may also use [[open source software]] and [[homebrew (video games)|homebrew]] libraries, which are freely available but may lack technically-advanced features compared to equivalent commercial engines.<ref name="lipkin"/>
 
Prior to 2010, development of indie games on consoles was highly restrictive due to costly access to [[software development kit]]s (SDKs), typically a version of the console with added debugging features that would cost several thousands of dollars and come with numerous restrictions on its use to prevent trade secrets related to the console from being leaked. Console manufactures may have also restricted sales of SDKs to only certain developers that met specific criteria, leaving potential indie developers unable to acquire them.<ref>{{cite web |url=https://arstechnica.com/gaming/2012/07/how-certification-requirements-are-holding-back-console-gaming/ |title=How certification requirements are holding back console gaming |first=Kyle |last=Orland |date=23 July 2012 |work=[[Ars Technica]] |access-date=24 August 2020 |archive-date=13 October 2020 |archive-url=https://web.archive.org/web/20201013002650/https://arstechnica.com/gaming/2012/07/how-certification-requirements-are-holding-back-console-gaming/ |url-status=live }}</ref> When indie games became more popular by 2010, the console manufacturers as well as mobile device operating system providers released special software-based SDKs to build and test games first on personal computers and then on these consoles or mobile devices. These SDKs were still offered at commercial rates to larger developers, but reduced pricing was provided to those who would generally self-publish via digital distribution on the console or mobile device's storefront, such as with the [[ID@Xbox]] program or the [[iOS SDK]].
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Indie game developers can be involved with various indie game [[Trade Shows|trade shows]], such as [[Independent Games Festival]], held alongside the [[Game Developers Conference]], and [[IndieCade]] held prior to the annual [[E3]] convention.<ref name="IGMWhatIsIndie"/><ref>{{cite magazine |url=http://www.edge-online.com/features/driving-indie-games-margin-center/ |title=Driving Indie Games From Margin to Center |author=Edge Staff |date=October 10, 2008 |magazine=[[Edge (magazine)|Edge Online]] |access-date=December 4, 2012 |archive-date=January 2, 2014 |archive-url=https://web.archive.org/web/20140102200225/http://www.edge-online.com/features/driving-indie-games-margin-center/ |url-status=live }}</ref> The [[Indie Megabooth]] was established in 2012 as a large showcase at various trade shows to allow indie developers to show off their titles. These events act as intermediaries between indie developers and the larger industry, as they present the abilities to connect with larger developers and publishers for business opportunities, as well as to get word of their games out to the press prior to release.<ref>{{cite journal | title = Megabooth: The cultural intermediation of indie games | first1 = Felan | last1 = Parker | first2 = Jennifer R |last2 = Whitson | first3= Bart |last3 = Simon | journal = New Media & Society | volume = 20 | issue = 5 | pages = 1953–1972 | year = 2017 | doi = 10.1177/1461444817711403 | pmid = 30581359 | pmc = 6256716 | doi-access = free }}</ref>
 
[[Game jam]]s, including [[Ludum Dare]], the [[Indie Game Jam]], the [[Nordic Game Jam]], and the [[Global Game Jam]], are typically annual competitions in which game developers are given a theme, concept and/or specific requirements and given a limited amount of time, on the order of a few days, to come up with a game prototype to submit for review and voting by judges, with the potential to win small cash prizes.<ref name="GamasutraTechInspCreative">{{cite web |url=http://www.gamasutra.com/view/feature/2989/technology_inspires_creativity_.php |title=Technology Inspires Creativity: Indie Game Jam Inverts Dogma 2001! |first=Ernest W. |last=Adams |author-link=Ernest W. Adams |work=[[Gamasutra]] |date=May 31, 2002 |access-date=March 8, 2011 |archive-date=November 12, 2013 |archive-url=https://web.archive.org/web/20131112065031/http://www.gamasutra.com/view/feature/2989/technology_inspires_creativity_.php |url-status=live }}</ref><ref>{{cite web |url=http://www.gamasutra.com/view/feature/3943/global_game_jam_2009_a_worldwide_.php |title=Global Game Jam 2009: A Worldwide Report |first=Stephen |last=Jacobs |date=February 25, 2009 |work=[[Gamasutra]] |access-date=March 30, 2011 |archive-date=November 1, 2017 |archive-url=https://web.archive.org/web/20171101025603/https://www.gamasutra.com/view/feature/3943/global_game_jam_2009_a_worldwide_.php |url-status=live }}</ref><ref>{{harvnb|Fullerton|Swain|Hoffman|2008|p=403}}</ref>{{sfn|Thompson|Berbank-Green|Cusworth|2007|p=83}} Companies can also have internal game jams as a means to relief stress which may generate ideas for future games, as notably the case for [[Double Fine]] and its Amnesia Fortnights. The structure of such jams can influence whether the end games are more experimental or serious, and whether they are to be more playful or more expressive.<ref>{{cite conference | last1 = Goddard | first1 = William | first2 = Richard | last2 = Byrne | first3 = Florian Floyd | last3= Mueller | title = Playful game jams: guidelines for designed outcomes | conference = Proceedings of the 2014 Conference on Interactive Entertainment | pages = 1–10 | year = 2014 }}</ref> While many game jam prototype go no further, some developers have subsequently expanded the prototype into a full release after the game jam into successful indie games, such as ''[[Superhot]]'', ''[[Super Time Force]]'', ''[[Gods Will Be Watching]]'', ''[[Hollow Knight]]'', ''[[Surgeon Simulator]]'', and ''[[Goat Simulator]]''.<ref>{{cite web | url = https://www.gamasutra.com/view/news/250332/Crucial_lessons_from_7_game_jam_prototypes_that_went_commercial.php | title = Crucial lessons from 7 game jam prototypes that went commercial | first = Bryant | last = Francis | date = August 25, 2017 | access-date = August 27, 2020 | work = [[Gamasutra]] | archive-date = August 14, 2020 | archive-url = https://web.archive.org/web/20200814021635/https://gamasutra.com/view/news/250332/Crucial_lessons_from_7_game_jam_prototypes_that_went_commercial.php | url-status = live }}</ref>
 
==Impact and popularity==
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|-
| ''[[Terraria]]''
| 4458.57
| 2011
| [[Re-Logic]]
| Re-Logic, [[505 Games]]
| As of MayJuly 20222024<ref name="terraria sales">{{cite web |author1=Loki |title=Terraria State of the Game - May 2022 |url=https://forums.terraria.org/index.php?threads/terraria-state-of-the-game-may-2022.112582/ |website=forums.terraria.org |date=23 May 2022 |access-date=29 May 2022 |archive-date=27 May 2022 |archive-url=https://web.archive.org/web/20220527111607/https://forums.terraria.org/index.php?threads%2Fterraria-state-of-the-game-may-2022.112582%2F |url-status=live }}</ref><ref>https://www.gamesradar.com/games/survival/survival-juggernaut-terraria-has-officially-outsold-super-mario-bros-and-its-devs-waited-2-years-just-to-flex-its-latest-sales-milestone/</ref>
|-
| ''[[Human: Fall Flat]]''
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| [[Eric Barone|ConcernedApe]]
| [[Eric Barone|ConcernedApe]], [[Chucklefish]]
| As of February 2024<ref>{{cite web | url=https://www.gamesradar.com/stardew-valley-has-sold-30-million-copies-and-its-creator-says-its-thriving-more-than-ever/ | title=Stardew Valley has sold 30 million copies, and its creator says it's "thriving more than ever" | date=27 February 2024 }}</ref>
|-
| ''[[Castle Crashers]]''
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| [[Valve Corporation|Valve]]
| As of September 2021<ref>{{cite web |last=Prescott |first=Shaun |date=September 7, 2021 |title=Garry's Mod has sold 20 million copies |url=https://www.pcgamer.com/garrys-mod-has-sold-20-million-copies/ |accessdate=September 7, 2021 |work=[[PC Gamer]] |archive-date=September 8, 2021 |archive-url=https://web.archive.org/web/20210908105216/https://www.pcgamer.com/garrys-mod-has-sold-20-million-copies/ |url-status=live }}</ref>
|-
| ''[[PowerWash Simulator]]''
| 112
| 2022
| FuturLab
| [[Square Enix Collective]]
| As of April 2024<ref>{{cite news | url=https://www.eurogamer.net/12m-players-have-got-in-a-lather-with-powerwash-simulator | title=12m players have got in a lather with PowerWash Simulator | newspaper=Eurogamer.net | date=22 April 2024 }}</ref>
|-
| ''[[Fall Guys]]''
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| Wube Software
| As of December 2022, includes sales during early access since February 2016.<ref>{{Cite web | url = https://www.pcgamer.com/factorio-has-sold-35-million-copies/ | title = Factorio has sold 3.5 million copies | first = Jonathan | last = Bolding | date = December 31, 2022 | accessdate = December 31, 2022 | work = [[PC Gamer]] | archive-date = December 31, 2022 | archive-url = https://web.archive.org/web/20221231223553/https://www.pcgamer.com/factorio-has-sold-35-million-copies/ | url-status = live }}</ref>
|-
| ''[[Cult of the Lamb]]''
| 3.5
| 2022
| Massive Monster
| [[Devolver Digital]]
| As of AugustJanuary 20222024<ref>{{cite web | url = https://www.destructoidnintendolife.com/news/2024/01/cult-of-the-lamb-hitsreveals-overnew-aupdate-millionas-playersgame-insells-onlyover-a3-5-million-weekcopies/ | title = Cult ofOf theThe Lamb hitsReveals overNew aUpdate millionAs playersGame inSells onlyOver a3.5 weekMillion Copies | first = NoelleOllie | last = WarnerReynolds | date = AugustJanuary 188, 20222024 | accessdate = AugustJanuary 188, 20222024 | work = [[DestructoidNintendo Life]] }}</ref>
|-
| ''[[Among Us]]''
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| Red Hook Studios
| As of April 2020<ref>{{cite web | url = https://www.escapistmagazine.com/v2/darkest-dungeon-the-butchers-curse-dlc-adds-multiplayer-battles/ | title = Darkest Dungeon: The Butcher's Curse DLC Adds Multiplayer Battles | first = Tyler | last = Treese | date = April 2, 2020 | accessdate = September 4, 2021 | work = [[The Escapist (magazine)|The Escapist]] | archive-date = September 4, 2021 | archive-url = https://web.archive.org/web/20210904232938/https://www.escapistmagazine.com/v2/darkest-dungeon-the-butchers-curse-dlc-adds-multiplayer-battles/ | url-status = live }}</ref>
|-
| ''[[Manor Lords]]''
| 2
| 2024
| Slavic Magic
| Hooded Horse
| As of May 2024, achieved within three weeks of early access<ref>{{cite web | url = https://www.gamesindustry.biz/manor-lords-passes-1m-sales-after-one-day-in-early-access-news-in-brief | title = Manor Lords passes 1m sales after one day in Early Access | date = April 29, 2024 | accessdate = April 29, 2024 | work = [[GamesIndustry.biz]] }}</ref><ref>{{cite web | url = https://www.vg247.com/manor-lords-2-million-copies-sold | title = Manor Lords has over 2 million people playing the historical city-builder less than three weeks after launching into Early Access | first = Stephany | last= Nunnely-Jackson | date = May 16, 2024 | accessdate = May 18, 2024 | work = [[VG247]] }}</ref>
|-
| ''[[Superhot]]''
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| Blobfish
| As of March 2023, which includes sales during early access in 2022.<ref>{{cite web|url=https://www.theatlantic.com/ideas/archive/2023/03/brotato-video-game-potato-vampire-survivors/673405/|title=Why Are 1 Million People Playing ''Brotato''?|last=Rosenberg|first=Yair|work=[[The Atlantic]]|date=2023-03-16|accessdate=2023-11-28|archive-date=2023-12-15|archive-url=https://web.archive.org/web/20231215201217/https://www.theatlantic.com/ideas/archive/2023/03/brotato-video-game-potato-vampire-survivors/673405/|url-status=live}}</ref>
|-
| ''[[Buckshot Roulette]]''
| 1
| 2024
| Mike Klubnika
| Critical Reflex
| As of April 2024<ref>{{cite web | url=https://www.gamesradar.com/games/horror/team-behind-steams-latest-mega-hit-was-just-joking-when-it-said-it-would-double-our-sales-but-then-its-horror-gambling-game-actually-sold-1-million-copies/ | title=Team behind Steam's latest mega-hit was just joking when it said it would "double our sales," but then its horror gambling game actually sold 1 million copies | date=23 April 2024 }}</ref>
|-
| ''[[Celeste (video game)|Celeste]]''
Line 511 ⟶ 538:
| Fireshine Games
| As of July 2022<ref>{{cite web | url = https://www.pcgamesinsider.biz/news/73138/core-keeper-has-sold-one-million-copies/ | title = Core Keeper has sold one million copies | first = Alex | last = Calvin | date = July 1, 2022 | accessdate = July 8, 2022 | work = [[PC Games Insider]] | archive-date = July 1, 2022 | archive-url = https://web.archive.org/web/20220701092501/https://www.pcgamesinsider.biz/news/73138/core-keeper-has-sold-one-million-copies/ | url-status = live }}</ref>
|-
| ''[[Cult of the Lamb]]''
| 1
| 2022
| Massive Monster
| [[Devolver Digital]]
| As of August 2022<ref>{{cite web | url = https://www.destructoid.com/cult-of-the-lamb-hits-over-a-million-players-in-only-a-week/ | title = Cult of the Lamb hits over a million players in only a week | first = Noelle | last = Warner | date = August 18, 2022 | accessdate = August 18, 2022 | work = [[Destructoid]] }}</ref>
|-
| ''[[Dave the Diver]]''
Line 708 ⟶ 728:
 
[[Category:Indie games| ]]
[[Category:Video game types]]
[[Category:Video game terminology]]
[[Category:Self-publishing]]