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by YesBox 455 days ago
Hi fellow indie dev!

>Games can be a good business, I know my studio is

If you dont mind sharing, how many people do you employ/long term contract with? "Games can be a good business" is entirely subjective to the studio's goals. So I guess I'm wondering: is your goal to stay solo+/micro/indie, or are you planning to grow with each successive game? And how big?

Sustainability is something I've been thinking about a lot recently[0]. I'm relatively close to launching Metropolis 1998, which falls squarely in a long tail genre (if done right)[1]. I'd love to build up a studio, in office, and along the way figure out what's the right headcount for my goals.

Whiskerwood looks neat btw. Good luck on the game. I'd love to hear why you chose to go with a publisher this time around? Was it an affordable luxury :P ? Marketing, community management, localization can be a PITA, but it's entirely possible to do even at solo scale.

[0] It is not cheap to operate a game studio that employs local people in the USA. It's frustrating because the COL in the mid west is <= 70% cheaper than the coastal cities (where the vast majority of studios are). There's a lot of cheap land where the industry could be to make art/games a lot more comfortably (ignoring the fact that N% people dont want to live there, which is valid if that's not what they want)

[1] Many people play Rollercoaster Tycoon (1999), SimCity 4 (2003), and the original City Skylines (2015) today. steamdb.info, OpenRCT, subreddit activity, etc.

Shoot me an email if you dont want to respond here?

2 comments

Hey YesBox! I've been watching your game for ages. I think since you first showed it on the indie subreddit. I'm excited to play it. Sim City 2000 was a big influence for me.

Overall though I'd say: coastal US is a market no one can afford to do gamedev with employees in unless you are a child company of a platform holder. We're based in Japan where cost of living is vastly more reasonable.

Personally I'd suggest you highly question yourself about what sort of studio you want to work in. The environment you want to work in, should be the one you try to make. For me that meant full remote with no offices. I'd honestly be surprised to meet ang gamedev who likes offices and commutes, much less one who list the extra cost.

Damn, those little cars are so fricken adorable. Wishlisted.