Morphblade

The biggest factor in getting to that position, of course, was sheer luck: we made our first game in our spare time, with no budget, and it came out at the perfect time: 2013. Indie games had started to make real money on Steam, but the scene wasnt flooded yet, so a small-scope thing from first timers had much easier time selling. That kickstart from zero to game-budget-money is ultimately why weve never needed a publisher.

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The biggest factor in getting to that position, of course, was sheer luck: we made our first game in our spare time, with no budget, and it came out at the perfect time: 2013. Indie games had started to make real money on Steam, but the scene wasnt flooded yet, so a small-scope thing from first timers had much easier time selling. That kickstart from zero to game-budget-money is ultimately why weve never needed a publisher.

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