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For many, arguably most indy games, the goal is not to generate large profit margins (naturally, any project that exceeds expectations will gladly take it), but to generate enough revenue through sales (and ROI for whoever is bankrolling R&D and production costs) to make another game.

It doesn't really help in this thread to cherry pick the most successful indy games as this disingenuously suggests all indy games are successful.

If the developers planned their projects well, they should have a solid idea in advance what they can produce with their projected budget as well as what type of sales they should be looking at to justify said budget.

There is currently an excellent indy game exhibit at the EMP museum in Seattle about the indy game industry which included first hand accounts about the process of producing such games.