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I've been running an indie games studio for 15 years now, and it felt like a good time to boil down what I've learned into 4 pieces of advice: www.pentadact.com/2026-01-08-1... I hope it's of use, not least because goddamn I forgot how long blog posts take to write.

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Also, the power of social media - if you have 100k followers, it will certainly help you boost wishlists and get colloborations with journalists/influencers. 💪

Great insights, Tom! I have had a several friends who have made it big with small (2-4) or even solo teams - a key learning from all of them is getting a passive income train rolling first so you can focus on developing your game without worrying about money (ie keeping your overheads low)

Superb article, and I'm so glad to see someone talking about keeping headcount down. So many people and studios treat extra bodies like a sign of success regardless of whether more headcount is actually useful. Low headcount means you have to have good communication and good processes.

If you were to write a book called "How to run an indie game studio", there is SO MUCH DEMAND right now that you would have trouble with your bank manager trying to get you to invest in conflict diamonds.

I've been listening to old PC Gamer Podcast episodes in the car the past couple of weeks so I read this in the Master of Stealth's voice (more so than usual). Good god you're a clear and direct writer about this stuff.

"It might be a great idea, but investing years of your life and all of your money into a game with no external evidence that anyone will like it is like playing Russian roulette with five bullets in the gun." Well said. Also, a lot of AAA worked this way for a long time.

this is cool - the part about "churn work" I think holds for any type of product development - you seldom get the joy of just grinding stuff out, its always confusing testing work.

Good stuff. Obviously you mention luck played a huge part initially. But why do you think your follow-up games have also popped off so much? We see successful studios putting 2nd, 3rd games out all the time that just die, and their first game did nothing to help. Why didn't that happen to you?

Great read, very accessible and usable. Curious how you found your testers and marketing seems absent in your advise, why is that. That could hold advice nr 5 :)?

Super insightful blog post! Its honestly refreshing to just see someone who cares about sustainability discussing how its worked for their studio and wanting to share that with others.

Not that you need to hear it but I really enjoyed Tactical Breach Wizards. So much fun. Up to the point that the puzzles became too hard for me, but that's 100% a me thing.

Really appreciated your perspective on pricing—so often it feels like studios aren't pricing aggressively as they could and this felt like the first time I'd heard a material explanation.

I've beta tested a LOT of games and TBW had the best feedback collection by far. Devs should really learn from the example, putting in game forms to get feedback on the fly is so much better than just a discord thread labeled bug reporting.

what you say about the fact that we sell *copies* of games and how that relates to price is a breath of fresh air to read, considering what other people try to say on that matter

Great article! I had to re-read your use of "churn" because it's so different from how we use the term in our studio. I think we've sort of back ported churn from the "player turnover" usage for describing planning overhead and turbulence.

I've only ever heard it to describe staff turnover (in a negative, burnout- or layoff-adjacent sense). I'm also partial to "thrash" as a term for effort that ends up thrown out or redone because objectives were unclear/unstable. As for 👇... I think most studios just call that "full production". 😁

Dude, played Gunpoint so many years ago and didn't even realize it was from the same people as Tactical Breach Wizards. Loved both games! Cool of you to hand down your experience to others, keep up the great work!

Asymmetric has hewn close to this advice for 23 years now. Small team & easy prototyping for sure. Testing for WoL we did mostly at conventions; getting to watch ~1k people play your game every few months was super helpful! Pricing plays out like you said - SOL costs 2x, but we sell half as many.

The one differential with pricing that I'd bring up is that higher prices can eventually (theoretically) capture players who won't pay a premium via discounts. Much harder to do the opposite and get more money from folks who would have been willling to pay more!