Indie game
An indie game or indie video game is a video game created by individuals or smaller development teams, and typically without the financial and technical support of a large game publisher, in contrast to most AAA 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 analogous to 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; they later shifted to other software distribution methods with the onset of the Internet in the 1990s, such as shareware and other file sharing distribution methods. However, by this time, interest in hobbyist programming had waned due to rising costs of development and competition from video game publishers and home consoles.
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. There are also low-cost and 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 Cave Story, Braid, Super Meat Boy, Terraria, Fez, Hotline Miami, Shovel Knight, Hollow Knight, and Undertale. Other indie games have become multimedia franchises due to their success including Minecraft, Five Nights at Freddy's, Cuphead, and Among Us.
Other indie games have been recognized as some of the best games of all time, including Hades and Balatro, while others have established new video game genres, including Slay the Spire and Vampire Survivors.
Definition
The term "indie game" itself is based on similar terms like independent film and independent music, where the concept is often related to self-publishing and independence from major studios or distributors. However, as with both indie films and music, there is no exact, widely accepted definition of what constitutes an "indie game" besides falling well outside the bounds of triple-A video game development by large publishers and development studios. One simple definition, described by Laura Parker for GameSpot, says "independent video game development is the business of making games without the support of publishers", but this does not cover all situations. Dan Pearce of IGN stated that the only consensus for what constitutes an indie game is a "I know it when I see it"-type assessment, since no single definition can capture what games are broadly considered indie.Indie games generally share certain common characteristics. One method to define an indie game is the nature of independence, which can either be:
- Financial independence: In such situations, the developers have paid for the development and/or publication of the game themselves or from other funding sources such as crowd funding, and specifically without financial support of a large publisher.
- Independence of thought: In this case, the developers crafted their game without any oversight or directional influence by a third party such as a publisher.
However, this view is not all-encompassing, as there are numerous cases of games where development is not independent of a major publisher but still considered by some people to be indie. Some notable instances of games include:
- Journey was created by thatgamecompany, but had financial backing of Sony as well as publishing support. Kellee Santiago of thatgamecompany believes that they are an independent studio because they were able to innovate on their game without Sony's involvement.
- Bastion, similarly, was developed by Supergiant Games, but with publishing by Warner Bros. Entertainment, primarily to avoid difficulties with the certification process on Xbox Live. Greg Kasavin of Supergiant notes they consider their studio indie as they lack any parent company.
- The Witness was developed by Jonathan Blow and his studio Thekla, Inc. Though self-funded and published, the game's development cost around $6 million and was priced at $40, in contrast to most indie games typically priced up to $20. Blow believed this type of game represented something between indie and AAA publishing.
- No Man's Sky was developed by Hello Games, though with publishing but non-financial support from Sony; on release, the game had a price equal to a typical AAA title. Sean Murray of Hello Games believes that because they are still a small team and the game is highly experimental that they consider themselves indie.
- Dave the Diver was developed by Mintrocket, a thirty-person studio owned by Nexon. Despite this corporate ownership, and the studio itself stating they do not consider themselves as an indie studio, the game's approach was considered less traditional as to be considered an indie game by the industry, including being nominated for Best Indie Game at The Game Awards 2023.
- Clair Obscur: Expedition 33 was similarly nominated for and won both indie game awards at The Game Awards 2025. Further, while its developer, Sandfall Interactive, was a small independent team of 30 alongside outsourced work, the game was more frequently compared to AA or AAA games due to its budget and inclusion of high-profile voice actors through funding from the publisher Kepler Interactive.
Yet another angle to evaluate a game as indie is from its innovation, creativity, and artistic experimentation, factors enabled by small teams free of financial and creative oversight. This definition is reflective of an "indie spirit" that is diametrically opposite of the corporate culture of AAA development, and makes a game "indie", where the factors of financial and creative independence make a game "independent". Developers with limited ability to create graphics can rely on gameplay innovation. This often leads to indie games having a retro style of the 8-bit and 16-bit generations, with simpler graphics atop the more complex mechanics. Indie games may fall into classic game genres, but new gameplay innovations have been seen. However, being "indie" does not imply that the game focuses on innovation. In fact, many games with the "indie" label can be of poor quality and may not be made for profit.
Jesper Juul, an associate professor at The Royal Danish Academy of Fine Arts that has studied the video game market, wrote in his book Handmade Pixels that the definition of an indie game is vague, and depends on different subjective considerations. Juul classified three ways games can be considered indie: those that are financially independent of large publishers, those that are aesthetically independent of and significantly different from the mainstream art and visual styles used in AAA games, and those that present cultural ideas that are independent from mainstream games. Juul however wrote that ultimately the labeling of a game as "indie" still can be highly subjective and no single rule helps delineate indie games from non-indie ones.
Games that are not as large as most triple-A games, but are developed by larger independent studios with or without publisher backing and that can apply triple-A design principles and polish due to the experience of the team, have sometimes been called "triple-I" games, reflecting the middle ground between these extremes. Ninja Theory's Hellblade: Senua's Sacrifice is considered a prime example of a triple-I game. A further distinction from indie games are those considered double-A, tending to be from mid to large-size studios ranging from 50 to 100 team members and larger than typically associated with indie games, that often work under similar practices as triple-A studios but still retain creative control of their titles from a publisher.
Indie games are distinct from open source games. The latter are games which are developed with the intent to release the source code and other assets under an open source license. While many of the same principles used to develop open source games are the same as for indie games, open source games are not developed for commercial gain and instead as a hobbyist pursuit. However, commercial sales are not a requirement for an indie game and such games can be offered as freeware, most notably with Spelunky on its original release and Dwarf Fortress, with the exception of its enhanced visual front-end version while its base version remains free.