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This is *not* about kickstarter. Go away if that is going to be your answer! We know kickstarter projects aren't all they're made out to be.

How do all these startups and others get funding? There are dozens of these all over Steam and they come out with all these projects. We're talking Eastern europe level of poverty getting publishing deals etc. I'm asking because they keep popping up everywhere, almost like it's some secret they are all part of and won't let anyone else know about. The amount of small companies and games number in the thousand already. There should be tens of thousands of people involved in this and somehow there's no content about it anywhere, nothing at all.
Post edited March 16, 2022 by Crevurre
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Crevurre: The amount of small companies and games number in the thousand already. There should be tens of thousands of people involved
Why? Most indie "companies" are just one or two people. Sometimes making games as their hobby. There is absolutely no need for them to have some huge portfolio before making their first game.
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Back in the day, they used to be called 'Bedroom coders'...
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... someone needs a reminder that most successful multi-nationals started out in someone's garage.

Anyone could start a gaming studio tomorrow if they're willing to spend the time and effort in picking up game development, and that's why the indie space is so dynamic. Most people start small and use their own money as initial capital.
Post edited March 16, 2022 by WinterSnowfall
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Crevurre: How do all these startups and others get funding? There are dozens of these all over Steam and they come out with all these projects.
I believe you're thinking in the wrong scale and scope. It costs VERY LITTLE to run a company in the corner of your bedroom during your off hours.
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Trooper1270: Back in the day, they used to be called 'Bedroom coders'...
Or out of their garages...
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WinterSnowfall: ... someone needs a reminder that most successful multi-nationals started out in someone's garage.
Hmmm seems like I'm replying as i see this and I'm a few minutes late.

Either way the point stands.
Post edited March 16, 2022 by rtcvb32
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rtcvb32: Or out of their garages...
Bedrooms are usually a lot warmer, especially for coders that are mainly sitting fairly stationary tapping out copious amounts of code. Whereas a garage would be more suitable for designing, building and testing hardware, where space is usually more abundant and warmth is generally less of an issue because of the physical nature of these tasks...
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Trooper1270: Bedrooms are usually a lot warmer, especially for coders that are mainly sitting fairly stationary tapping out copious amounts of code. Whereas a garage would be more suitable for designing, building and testing hardware, where space is usually more abundant and warmth is generally less of an issue because of the physical nature of these tasks...
Depends on location, time of year, humidity, etc. Running a small server in the garage makes more sense when it's cool, but during the summer the AC may be preferred.

Though with the power of computers recently, you can do the majority if your work on a very low powered system and then move to a beefier machine to finish any intensive polish and filters.

As for non-coding projects, yeah garages are probably better, and much easier to clean and keep the GF/Wife happy
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Crevurre: We're talking Eastern europe level of poverty getting publishing deals etc.
This comment is weird af.
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Trooper1270: Back in the day, they used to be called 'Bedroom coders'...
Back in the day there was no Steam, Itch.io and common internet access so as amateur game developer best you could wish for was your game getting any attention at all as freeware because distributing it on your own was close to impossible for most people. Then everything changed and with rise of digital platforms publishers became (at least to some degree) obsolete and everyone could be actual dev getting revenue from their work.
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Crevurre: We're talking Eastern europe level of poverty getting publishing deals etc.
Majority of indie games are self published, you basically don't need any deal to sell game these days.
Ok so, I'll try to cover this in the best way I can without spending an hour...though feel free to ask me on twitch and I'll happily talk.

Your indie guys tend to come from a few cuts -

Bedroom/grassroots - The ideal of indie, it's normally a team of less than 5 who work on a game in their spare time and self publish via Steam/Itch.

Grass Funded - the small team who are part-time, normally have some level investment from any number of sources. Not always attached to a publisher but not uncommon if they are. Early Access tends to be their default in order to sustain investment or sustain development after the first pot of investment.

Small indie - Normally a small team of under 15, attached to a publisher of any given size. From here it's a similar idea that scales up in terms of team numbers and investment...but where does investment come from?...WELL...

This is where things go wild it can be anything from a publisher itself, an investment group, crowdfunding, self-funding via a website or obtaining a grant based on the engine the game is being built with e.g. Unreal or Unity.

The investment level is wildly different and depends on a number of variables, there's no real simple answer for this. What I would point out is the number of publishers appearing, some former developers themselves. The rebirth of self publishing + social media has seen pretty much any with an idea and a playable product have a 'chance' of hitting it big. Crowdfunding was an element of that but acts more like a pitch tool these days in all honesty.
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"Where do all these small game companies come from?"

When a mommy game company and a daddy game company love each other very much...
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rtcvb32: Depends on location, time of year, humidity, etc. Running a small server in the garage makes more sense when it's cool, but during the summer the AC may be preferred.
Here in the UK, the AC would be either switch mainly in reverse or switch off completely
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rtcvb32: Though with the power of computers recently, you can do the majority if your work on a very low powered system and then move to a beefier machine to finish any intensive polish and filters.
Yeah, things have changed a great deal since the time of the Speccy, Amiga, ST et al.
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rtcvb32: As for non-coding projects, yeah garages are probably better, and much easier to clean and keep the GF/Wife happy
I had in mind the old stereo typical image of coders and inventors, that were usually recluse, had no social life (or socially inept), no contact with the opposite sex, thus had no issues with either a wife or girlfriend, because there wasn't (a possibility of) one... :p
Smallville...
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ssling: Back in the day there was no Steam, Itch.io and common internet access so as amateur game developer best you could wish for was your game getting any attention at all as freeware because distributing it on your own was close to impossible for most people. Then everything changed and with rise of digital platforms publishers became (at least to some degree) obsolete and everyone could be actual dev getting revenue from their work.
Those days, mailing/posting your floppy disk/cassette tape in to a magazine or if bold enough, a software house, with the hopes of getting noticed, and (in the case of a magazine) maybe having your game/program included in/on a future coverdisk of such a local or national publication.
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Crevurre: [...] . There should be tens of thousands of people involved in this and somehow there's no content about it anywhere, nothing at all.
A small snapshot: from the first page of a google search:
https://www.polygon.com/2013/10/4/4768148/the-next-generation-of-indies
https://superjumpmagazine.com/celebrating-the-rise-of-indie-development-be9eb8fb2409
https://www.cbr.com/digital-downloads-sparked-indie-games-rise/
https://bluebubblebee.medium.com/the-rising-of-indie-games-330c1facae5c
https://www.indiegamewebsite.com/2018/10/19/the-complete-history-of-indie-games/
https://www.gamesindustry.biz/articles/2021-10-28-indie-tides-start-turning-10-years-ago-this-month

and I frankly did not bother anymore. I did not even bother opening any of them, because this is not new, there is a lot of writing about it, and I do not know how you failed to see any of it

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Linko64: Ok so, I'll try to cover this in the best way I can without spending an hour...though feel free to ask me on twitch and I'll happily talk.

Your indie guys tend to come from a few cuts -

Bedroom/grassroots - The ideal of indie, it's normally a team of less than 5 who work on a game in their spare time and self publish via Steam/Itch.

Grass Funded - the small team who are part-time, normally have some level investment from any number of sources. Not always attached to a publisher but not uncommon if they are. Early Access tends to be their default in order to sustain investment or sustain development after the first pot of investment.

Small indie - Normally a small team of under 15, attached to a publisher of any given size. From here it's a similar idea that scales up in terms of team numbers and investment...but where does investment come from?...WELL...

This is where things go wild it can be anything from a publisher itself, an investment group, crowdfunding, self-funding via a website or obtaining a grant based on the engine the game is being built with e.g. Unreal or Unity.

The investment level is wildly different and depends on a number of variables, there's no real simple answer for this. What I would point out is the number of publishers appearing, some former developers themselves. The rebirth of self publishing + social media has seen pretty much any with an idea and a playable product have a 'chance' of hitting it big. Crowdfunding was an element of that but acts more like a pitch tool these days in all honesty.
what makes a game an indie game -
https://www.gog.com/forum/general_archive/what_makes_a_game_indie_a_universal_definition/
Post edited March 16, 2022 by amok