Stardew Valley, which has been sold to millions of gamers, has been created using the free MonoGame engine. So ConcernedApe is giving back to the open source software which made his commercial success possible, like commercial parties should.
If the authors wanted money for their software, they would have sold it instead of giving it away for free as a gift.
By releasing software under free software licenses you are explicitly stating that you do not expect or anticipate payment for it. The licenses (that they freely chose) are clear. Free software, in addition to being free as in speech, is also always free as in beer.
My friend bought me lunch. I used that energy at my job. Do I owe them part of my paycheck?
Remind me, which Ferengi Rule of Acquisition is this?
There's not much argument to be had. You've created a logical justification for a myopic, misanthropic world view.
> My friend bought me lunch. I used that energy at my job. Do I owe them part of my paycheck?
Many find reciprocation important in a relationship.
You made my morning with this quip.
Nobody said it wouldn't be nice, but that it does not confer "obligation". This is the key word. I would argue a world where people do things because they want to, and not because they feel they have to, would actually generally be a nicer world to live in.
> Many find reciprocation important in a relationship.
Yes, and those sorts of relationships aren't really built on much if a gift obligates the other to repay. Why even buy lunch then? It just becomes this back and forth obligation and it is wearing and actually erodes the relationship slightly, if anything. I would argue a true gift is one that does not obligate the other party to reciprocate. That does NOT mean it would not be a decent thing to do something nice (for the other person OR someone else), but just that it is not obligated. The person should not feel a weight to do so. Once this weight is lifted, it is actually very freeing, and it strengthens the relationship, if anything.
I don't buy someone lunch with an implicit expectation that they'll buy me lunch in the future. That's tacky and gross. I buy lunch because I wanted to buy them lunch, and if they decide to buy me lunch, I happily accept.
If they say or act as if there's something expected? I'm returning that "gift". That's a bargaining chip, not a gift.
Never spend more for an acquisition than you have to.
Yes, there's no argument because you're incapable of coming up with an argument because you don't have anything to base it on. You're just responding emotionally and trying to slander them because you know that they made a good point and you hate that.
> You've created a logical justification for a myopic, misanthropic world view.
It is neither. It is a quite reasonable worldview that the vast majority of the population subscribes to and finds rather acceptable.
> Many find reciprocation important in a relationship.
This is a non-answer, because you know that the answer is "no", but you can't bear to say it because that would be admitting that your position is inconsistent, yet you can't assert that the answer is "yes" because that's obviously insane.
Thank you for so eloquently refuting all of your own arguments.
Someone built this and is letting you have it. For free. There is no legal obligation or law of the universe here, sure, but if you're in the top 1% of benefactors of this pro bono work, you have the opportunity to do some good and make sure that others, like you, get the chance to benefit from this free work in the future.
There is a pretty straightforward argument to be made that this falls under the "with great power comes great opportunity" umbrella of moral reasoning, since this work empowered CA to create the game that earned him a lot of money.
Including, of course, oneself. Keeping the project you depend on running is good business.
That's the point of a FOSS license. You give the power back to the end users. This was purposefully chosen by the Monogame project.
Giving a fake gift that comes with unspoken strings attached (and “keeping score” in your head) is the passive-aggressive, immoral act. If reciprocity is expected, it is definitionally not a gift.
Releasing software under a free software license is a choice to give a gift to the world. If the author wanted moral obligation strings attached, the license would say that.
If I get tremendous value out of MS office 365 but my agreement with MS charges me only $15/month, should I donate some extra to them because of how much it helps my business?
Correct!
Reread the original comment that kicked off this thread in that light and the overwhelming majority of replies and votes should hopefully make a lot more sense.
Edit: for the record:
> if they want you to have more, they should tell you, we don’t need some weird unspoken guidelines related to licenses,
Again check the original comment which wasn’t written by them but by a third party commenting on the state of a community.
Those unspoken guidelines aren’t any more or less weird than any other ones we share as humans. (Actually I’d say they’re far less so than most.)
No, he's not, because there's no social contract on the internet. Making these analogies between real-world communities and "the Internet" is an obviously stupid thing to do if you think about it for five seconds.
And not only is there no social contract on the Internet, but because of its nature there cannot be, and attempting (futilely) to implement one is extremely harmful.
So, as a result, the license is all there is. If you publish it as open-source, users have zero obligation to contribute. If you want revenue, then use a commercial license and sell it.
It should go without saying, but the insane mental backflips that open source advocates go to in order to make wild claims like this harms their position, not helps it. Don't make absurd statements to try to ignore the fact that asking for money for your software with an actual license is the only reasonable way to get money for your software - it'll just cause normal people to take the entire movement less seriously.
Is this a meta comment to demonstrate your belief that basic human mores don’t apply on the internet? Quite frankly I find it more of a refutation.
Neither is my comment particularly offensive. You seem to have trouble differentiating between refuting someone's points and attacking their character.
Maybe that's why you attacked me, because you wanted to argue with my points but can't tell the difference between the two?
You're a fascinating character. If you're ever in New York let me know because I would love to see how you are in real life. I'm actually quite sure we'll get along after a bit of alignment! Weirder things have happened.
Stay blessed, my friend.
Ahhh, yes, of course. Because the first thing that someone with a good response does is to never use it (especially if it's a cause they feel strongly about) and instead attack the character of the one who poked holes in their initial argument. Silly me.
The example isn't quite accurate. If a friend bought you lunch, the social norm of reciprocity would incline you towards buying them lunch in the future (i.e part of your paycheck)
Free open source software is a public good. While there is no obligation to give back, giving back helps that public good become more useful to other people (including your future self). I'm against making contribution an obligation, but I'm not against light social pressure upon philanthropists who have the means (which is what the parent comment was doing).
There should be zero social pressure, as gifts do not convey obligation. It was the software author’s explicit choice when licensing and publishing the software to make clear that payment is not expected.
You are correct that no legal obligation was passed, but generally people feel that if you got something from a community that helped you succeed greatly you do have an obligation to throw something back to the organization to help it help others.
If you don't, that'ss generally classified by people as being a jackass
You're correct about that. The free software itself doesn't confer any responsibility. But the free software exists inside other contexts. Social/moral context. There're also future contexts for you or humanity. For example, if developing free software proves to be a sustainable model for people to do, you might get other projects LIKE the Blender Foundation to crop up in the future. You might benefit from them directly, or benefit from them by enjoying the things people produce with them. Also, if it's a tool that you like to use, maybe you just want that specific tool to continue to improve.
https://framerusercontent.com/images/9GsFxfDtmRFpfgGlNH61QsX...
He also needs that tool to stay alive for the future, even if not considering the past.
It's a bit better position for everyone.
The only way anyone knows your intent as a developer is in the restrictions and terms you release under. There are open source contributors that really want nothing. It makes no sense to say you want nothing and then get upset when you don’t get something.
If someone doesn’t like Apache 2.0, MIT, or BSD, there are lots of other options they can release the source under, or they can start a proprietary software business.
The donation here is great obviously, “paying it forward” is great, but so is using software under the terms its writer told you you could.
No but you owe him lunch next time. Wait till you find out that you have to share your birthday cake on your birthday.
If I gave you a gift and you tried to give me money, I would be offended.
I’m not saying free software publishers wouldn’t accept donations - just that publishing free software is giving a gift to the world, and there is NO moral obligation placed on recipients. That’s the point of free software.
You are simultaneously arguing for 'moral' subjectivity while utilizing the strawman of 'moral obligation'. Who would enforce this 'obliging' if the subject of morality is still up for debate?
You are tying yourself in embarrassing knots over someone spreading their wealth, unsolicited, to people who helped them achieve it? Why? What's the end goal?
Go argue with someone about the morality of environmental impacts of tech... or something...
This also gives them direct access to the devs and can request new features or bug fixes that impact them to be prioritized. Everyone benefits. It's probably much cheaper to make a contribution than to do that in house and upstream the changes.
For a lot of people, a gift is not a gift but an invitation to abuse, and it's hard to be rational or pro-social about it when you were on the receiving end of that as a child.
Donate to the F/OSS projects that you used to make it big.
Technically not, but giving back is a nice thing to do
https://www.unrealengine.com/en-US/megagrants
For example they gave $250k to the Godot game engine project in 2020.
https://godotengine.org/article/godot-engine-was-awarded-epi...
So yes, funding Godot is A Nice Thing To Do but it also conveniently puts a bit of pressure on Unity, their biggest competitor, without impacting their own business.
Also, if you believe Matthew Ball's take[0] then Epic is all-in on fostering as many gamedev-ish creators as it can so that it can loop them all into making content for its metaverse later. As you alluded to, in the long term funding a FOSS game engine which is focused on ease of use helps that too.
If Epic Games really cared about Godot, they would align more with their values in-house. Their M&A drives the organization like a propeller.
However, their stakeholders decided circa 2019/2020 that they want to influence the development of Godot and spent their money that way. Corporate donations aren't at a whim like us individuals who spend $3/mo on Wikipedia or a food pantry, it's considered by the executive team, calculated and green-lit by their accounting team.
ConcernedApe donated to give back to the foundation he came from, while Epic is out for global domination in the virtual entertainment sector.
I'm really still just trying to see the whole "Epic is donating money to take over the world!" argument here. What obligation do they get from these donations, exactly?
Epic values exclusive titles, walled gardens, poor support, and a scumbag CEO who will stomp over every market he can to get his next 8 Billion.
They ruined Rocket League, a game I purchased on steam while supporting Psyonix, which is now unusable until I agree to give them my PID and create an account. It's so egregious you can't even play bots offline. Every goal will move focus to a popped up browser window requesting account creation.
Everyone can decide where to draw the line on personal support, but to act like Epic is just being given shade because it's a corporation (as the comments below implied), is inaccurate.
I know you might be tempted to move on to do something else, but I really need my shop to keep working.
So, here is the deal: I am going to send you a 'donation' of 500 USD now, and then a monthly recurring 'gift.'
Contractually? You have no obligation to work, and I have no obligation to pay.
But if you stop working on WooCommerce, I will obviously have to stop the donations.
Sounds cool?
==
The output of that is rather positive here though, but it would be naive to not see the self-interest.
EA does something similar, and their EASTL is an opinionated and gaming-focused container and algorithms library that they maintain and made open source.
But I think people cynically underestimate the value of the contributions corporations do make and fail to understand just how much of the software we enjoy is only possible due to corporate funding.
Igalia may be a good example as most of have are not even familiar with them. But the Linux distro that I use comes from their, the Servo browser is being driven by them, and many other projects benefit from their contributions.
AAA studios don't really use MonoGame.
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[0]: https://www.supergiantgames.com/blog/bastions-open-source-br...
Epic has a grant program that has given out thousands of grants, including over a million dollars to the Blender project
Its hard to see SDV as some niche 'indie' project and more and more pedantic definitions of 'indie' aren't helpful. This is a game with an estimated half BILLION in sales. He's extremely wealthy and could have given 50x more easily. Its a bit arbitrary on who or who hasnt done enough. Why no metrics like 10% of your income if you use the tool? "Volunteerism" doesn't work and stuff like this seems like mostly PR and a tip, moreso that "let me help you run this project." I mean does this make monogame better? It seems like a tool that's not really used by any commercial devs. This just seems like a "thank you for helping me get super rich," kind of thing. A tip, which is different than funding a project, fundamentally. You can tip a dying business that is destined to fold shortly, for example. That's not the same as funding it.
This sort of "we are and aren't a business" gray-zone these foss projects live in needs reform, imho. Expecting the kindness of strangers doesn't work. Look at how many foss projects get little to no donations. I don't have the fix here but these developers should probably roll up a LLC and market some kind of service these companies can just easily write invoices for instead of just expecting a random middle-manager to fight the execs to write a $100k check to some guy named Phil in Minnesota that maintains something-something-lib, which is one tiny part of a larger ecosystem that maintains their backend.
Despite all the talk from libertarians about how private donations are the solution to the world's ills, open source software very rarely gets substantial donations.
We're already being taxed like crazy while that money subsidizes things almost everyone disagrees with. The libertarians believe that if people weren't taxed as much they could voluntarily spend money on things that are valuable to them. Some people would donate more and others wouldn't donate at all, and that's okay. I believe we would see a lot more voluntary donations without the burden of high taxes.
Claiming "libertarians haven't solved this yet" while continuing to take everyone's money is not a fair argument.
To stay on topic, this thread is about a private individual donating to a project he supports. That's something everyone should be happy about. And he did not do it as a political statement.
The best example that low tax rates don't increase giving: in 2017 the TCJA reduced tax rates for most people, and increased the standard deduction (but reduced the charitable deduction). Even though they were being taxed less and had more money to donate, Americans donated several billion less to charities each year (estimates very, but they're all between $15 and $20 billion less each year).
From my findings, I could not find anything directly correlating the 2017 TCJA to total donations. The TCJA did change how deductions are treated, and more people opted to go with standard deductions instead of itemized deductions, but this is not the same as total donations. It is possible this incentivized people to donate less because they couldn't get as much of a tax write off.
For total donations, it has continued to trend upward despite some fluctuations, and a $20 billion swing is not a large deviation. The numbers I saw were $400+ billion during that time. Again, this has many more factors than the TCJA.
Most importantly, I'd like to reiterate that libertarians do not claim that cutting government will "solve" problems like open source projects getting enough funding. Just that it will give the free market an opportunity to find a balance. No big bill is going to solve these problems either, it will only make it worse. The end does not justify the mean. Stop taking people's money, and let them spend it on the things they find valuable even if you disagree with it.
Oh and these studios often lose money instead of having profit margins in the multi-million, see Ubisoft.
For the hundredth time. He's an extremely rare person focused on quality, value, and competency. And he clearly just loves his own game
Edit: Sorry? Pay for what, and risk what why? AAA studios simply cannot deliver good value in comparison. The donation is unrelated—or perhaps, arguably, open source makes this productivity possible.
Edit: if the engine is not maintained, there can be compatibility issues, it can go abandoned and lack new features, etc. It's the technical pillar of the product, like Unity.
But now, what if you "donate" to a public park across the street from your house: Is it charity? Yes, you are giving money to the city/trust that you don't have to give. Do you benefit? Yes directly, your property value goes up and you have a nice place to walk. Does that make it "not a donation"? No. It just makes it a smart donation or even sponsoring a project.
In all cases he is securing his own supply chain, and for a very cheap price. It is a very rational business expense.
The fact people with this opinion exist also discourages donations from others because "nothing is ever enough" for you.
Also pro-tip, if you do more than a handful donations you'll realize that you as the giver is always the one that most benefits from being charitable. The feeling you get is why you do it.
(this sounds like an attack btw, as you can't know what I do)
"Sponsoring", "Supporting", "Paying", "Hiring", "Contracting", etc, this is all ok.
but calling it charitable donation is a bit too much; calling "donation" money that you give that directly benefits your own interest is something I don't feel is right. It's only about the wording, not the action.
"I made a video game and now I chose to give 500 USD to help women who need shelter because they are beaten by their husbands", or even 50 USD, or 5 USD.
then yes, this is charity, and beautiful.
But this is very different to "I sent 100K USD to the project I absolutely and critically depend on".
It's not about the amount or doing "more", or that people are never satisfied, is that if you give to people who work in your interest, it's strategic sponsorship (or contractors...).
It's two very very different things, under the same word: "donation".
ConcernedApe's next game is also built on MonoGame, so he has self-interested reasons to want MonoGame to continue to be maintained. But just because ConcernedApe has self-interested reasons to donate doesn't necessarily mean that it doesn't also come from a charitable place.
MonoGame is basically getting a sponsor. The ecosystem benefits. I'm personally happy to leave it there rather than asking for moral purity.
ConcernedApe has done something special with game development to achieve that. I always look to him as an example as I take to game dev as a hobby. This is yet another way I want to take after him for sure. Looking forward to Haunted Chocolatier!
Also I’d never heard of MonoGame somehow, def going to take a peek now!
He really had perfect timing with its release. The original developers and the rights holders for harvest moon had so badly fumbled for so long with bad releases or only in Japan releases etc. Someone was bound to show up in that space since there was a clear demand for that type of game. It also helps that he aped (heh) harvest moon from the super nintendo / game boy generation so it basically runs on a potato and no one needs to buy dedicated hardware.
However, I believe Stardew Valley’s appeal wasn’t simply of fulfilling a void in the market. It is great because there is genuine passion for the subject in the execution, and the content in the game is truly compelling for a wide audience. An amazing story.
Just like it’s somewhat amazing to realize it took until 2009 for “digital Lego” to catch on with Minecraft.
"MonoGame is a "bring your own tools" kind of framework, which means that it provides the building blocks to build your own engine and tools, but it isn't quite an engine itself.
If you are expecting a scene editor (like Unity or Unreal), MonoGame is not that.
If you love coding and understanding how things work under the hood, MonoGame might be what you are looking for. And fear not, getting a game running with MonoGame only takes a few minutes."
With MonoGame/XNA/FNA, LOVE2D, libGDX, HaxeFlixel you are getting a bunch of tools instead, which is probably not bad if you like coding and your game doesn't fit into one of existing popular genres.
But it's good that code-first engines still exist. There are always going to be projects that are more experimental, or don't have a clear pattern of entities, or are dynamic enough that that kind of thing doesn't make sense.
Thinking here especially of the Doom / Quake / HL1 era where they were basically building the level design tools in parallel with the game.
Whereas nowadays you can have movement, mobs, dialog flow, etc all with very little code, and it's placeholders like "oh we need a custom shader for this effect" or "that boss needs some custom logic".
Honestly though it only reads as inspirational with the success coming at the end. 9 times out of 10 that story is actually how someone "wasted" 5 years of his life, ruined his relationship with his girlfriend that was basically supporting him the whole time, and had difficulty getting a normal job after.
Poppycock. What, you wanna cry at how beautiful *checks notes* Hatred is? What about Unity Asset Swap Shovelware #375438? And for those who fall on the 'violence' side in the 'violence' vs 'sex' debate, how about we take a gander at the corruption genre?
Sure, there are some amazing indie games (think of Unrest, for example), but there's also a ton of low effort garbage, and far too many projects which suffer from a lack of time, lack of resources, lack of ambition, or, sadly, lack of care. And, of course, the occasional 'I can't believe anyone at any point during the project thought this was a good idea'.
I've never had that feeling about any game. Indie games tend to be higher quality (because they are made by people who prioritize the game above business), but I think you're strongly overstating how good they are.
Indie games are important and deserve more attention. Let's not glorify them too much though. They can be shit, just like AAA games; they can also be great, just like AAA games.
Maybe it's more of a lesson in how hard it is to finish a game, than how hard it is to make a somewhat successful one.
Really glad to see mega successful devs giving back to the tools that they use.
I remember one year, someone bought me an old book on game development. It was a book using DirectX 3.0. To this day, that was probably the most intimidating programming books I’ve ever read. I remember hearing about XNA at the time and it just made so much more sense to me.
I’ve tried a few times to get back into game development, but I don’t like most big engines. The opinionation of them doesn’t square with how my non-game dev mind wants to model things, and I’m too retarded for the math/physics involved in rolling your own engine.
I did briefly toy with monogame though during a period where I was unemployed. It certainly had me the most comfortable as someone who’s career prior had been enterprise .Net crap.
At this point though, game dev seems extremely tedious. I have much more interest in game design. I’ve considered picking up genetic coding just to try it out for that purpose.
Generally, the Steam cut is considered “fair” for Indy devs. The benefits of steam (discoverability, massive audience) generate more sales. My Indy dev friends are not upset about the steam cut at all.
This, however, is one area where eventually Epic Games shines — they take a much lower cut and if they increase in popularity with gamers then steam might be forced to lower their share.
This is basically almost public information: 25% cut on earnings between $10 million and $50 million.
Yet most likely very big share of sales is well below $10 let alone $15 due to sales and regional pricing.
So yeah I doubt numbers anywhere close to those adverised.
> Generally, the Steam cut is considered “fair” for Indy devs. The benefits of steam (discoverability, massive audience) generate more sales. My Indy dev friends are not upset about the steam cut at all.
Steam no longer provide any discoverability on its own unless you either bring your own community ftom outside or spend $10,000-100,000 on marketing to gain wishlists.
If you're small 2-10 people indie gamedev studio and have external funding Valve will earn more from your game than you.
It's probably the big name studios who already have entire departments to do that kind of stuff that feel they're being ripped off.
It pays to be the middle man!
Truly? I believe he lives in Washington State. It's really HALF of his income?
Just checked, seems it's now 37% for the top federal bracket... for what it's worth, I think it's amoral to tax more than half of what someone makes, regardless of how much they make.
However, this is business income, not compensation, so it's taxed on a net basis, not a gross basis (even though it may still be included on his personal income tax return). This means his taxable income is the amount left after taking into account the retailer's fees, subcontractor costs, etc.
So, for example, if he made $100 selling games, $30 would go to the store. Assuming no expenses and overhead (since we have no data to come up with those numbers), the remaining $70 would be subject to tax. Assuming he lived in NYC, he would pay up to $36.26 in combined taxes (not taking into account the SALT deduction or the progressive tax rate calculation), for a post-tax net of at least $33.74. Assuming he lived in WA as other commenters note, he would pay up to $25.9 in federal taxes, for a post-tax net of no less than $44.1. (But note: Washington has an excise tax on businesses which is based on gross income...)
The only thing for developers they still do better than Google and Apple really is a few promotions throughout the year that target specific genres for released games developers can register for (whereas Google and Apple select the games they promote), and the "Next Fest" 3x a year for unreleased games.
They used to do stuff like "visibility rounds" that would reach 100,000s of people who didn't know about your game - the same feature today targets people who already wishlisted your game, so these days most developers have to put significant effort and money into promoting their Steam page on other channels like tiktok/youtube/reddit.
If you are an indie team that makes a 50GB game and has 50k players, distributing and update management would be a gargantuan task without Steam or something like it. 2.5 petabytes of bandwidth isn't cheap.
Yes what they do is profitable, I'm not saying that it isn't. But paying for what they do is (clearly) still more attractive to developers than rolling their own infrastructure to do the same.
There's a reason why everyone launches on Steam.
Everyone launches on Steam because they are an utterly-entrenched monopoly, all other PC game distribution channels are collectively a very small percent.
However, Valve has since removed most barriers to entry and these days Steam sees more than 350 releases every week (nearly 20k in 2025), a number that is constantly growing. Add to the fact that there are already more than 130,000 games on Steam, that every new release has to compete with, and it is no wonder that median sales are low:
The low barrier to entry means that a lot of crappy games being released on Steam, that were never going to sell a lot, and the actually good games have to compete with all the other good games on the platform, that are probably also being sold at a much greater discount than your newly released title
There's nothing preventing a game dev from selling exclusively on their own site. It's not as though Steam has exclusive access to Windows customers like the App/Play Store do on their platforms. Steam earns its customers and their trust and developers follow.
There's also the cost of selling through Steam / Google Play / Whatever - typically 30%.
I assume the developer has some professional expenses - an accountant at a minimum, probably a lawyer, certainly insurance. Maybe they also have a PR team, advertising, and the like. I don't know whether they pay for testers, translators, and things like that.
Then we get on to things like buying a new development machine, going to tech conferences, taking an educational course, backups, and all the other things that a business needs to spend on in order to be effective.
Maybe a profit margin of 10% is unrealistically low - but developing software has legitimate costs. The margin is never going to be 100%.
The video games industry is filled to the brim with gatekeepers who take their cuts. Valve takes 30%, just for their store. Publishers start at 10%. Your engine might take a cut.
Estimating that Stardew Valley, the big success video game with the lowest overhead bar none, has made 10% profit might be too low. 20%? Might be high.
For whom? The manufacture? It's closer to 10-30% for the manufacture (lower for white label goods, higher for "premium" brands). And it's higher for products that enjoy monopoly status.
For retailers, it's 2-3%, but retailers also get products on loan and negotiate various agreements that help cover the costs of displays, shipping, marketing, and wastage. So even that small percentage margin is skewed a bit.
There's a reason that retailers and food manufactures ("canned goods") were some of the largest American companies prior to technology taking off. It's a highly profitable industry.
I doubt its that high for Stardew Valley though. Simply because popular games are sold via network effect and people ususlly know what they buying.
Edit other games that come to mind: Hollow Knight: Silksong, Hades II, Schedule 1, and R.E.P.O.
More obvious examples: Minecraft, Terraria, Factorio were all indie studios as far as I am aware. Minecraft being one of the most successful games at 350 million copies sold.
Yes. It's incredibly rare. And suggesting otherwise is silly. Go ahead. Compare all the indie games released and see how often they succeed.
Sure, you can find successful ones, but you are ignoring those that do not succeed. There is a name for that, you know—survivorship bias.
At 10k new indie games a year, maybe a dozen gross over a million. A larger studio can't afford those kind of odds. That said, they should be able to make more games with a better focus on gameplay and a bit less on leading tech graphics.
Most indie games don’t sell for more than $10 USD, but let’s be generous and say you manage to convince your audience to pay $20.
Total: 200,000 USD
After Steam Cut: 140,000 USD
And now you need to get lightning to strike every year to maintain your annual income so you can retire before you're Methuselah.Could you work on the game part-time while holding down a full-time job? Sure, but you've got to have some iron stamina to want to sit in front of a computer for another 4 hours after a full day of work. Furthermore, not being able to focus on the game means dev might take significantly longer.
Source: https://app.sensortower.com/vgi/insights/article/video-game-...
In addition, a large fraction of those 8 % were probably games by AAA studios, so your chances as an indie dev are even lower.
There are thousands of new games each year. The handful lucky outstanding low-budget games won't put anyone to shame.
> There's an uptick in indie devs that have broken through the barriers with good gameplay despite the graphics not being AAA quality.
Don't confuse indie with AAA. Indie is about control, AAA about budget. There is usually a correlation between control and budget, but there are also many long-running indie-devs with good budget now. Supergiant, who made Hades 2 for example, are such an AA(A)-Indie.
> Edit other games that come to mind: Hollow Knight: Silksong, Hades II, Schedule 1, and R.E.P.O. > More obvious examples: Minecraft, Terraria, Factorio were all indie studios as far as I am aware. Minecraft being one of the most successful games at 350 million copies sold.
Those are long-running, genre-defining games, which also received a good budget over the years. Many of them are in the realm of AA, probably AAA now. Those are naturally grown services-games which could grow from success to become even more successful. Big studies tried to emulate this in the last years, but ultimately failed big in most cases.
The general problem is, the bigger your budget, the bigger the anxiety, leading to more control, conservative micromanaging and throwing every shit into the game to cater as much people as possible, which in high numbers cannibalizes the market eventually. Low-budgets can take on more risks, focus on their gaming-mechanisms and don't have to sell big. Making small money to cover your costs is already good enough, and they all can always explode by luck if they get their marketing right.
Games like Schedule 1 or R.E.P.O. don't have to offer 100h+ of fancy fun and high level entertainment. People are happy if they can get their 10+ hours of fun out of it, because they didn't waste big money on it anyway. So you will always see cheap games occasionally explode for a short while, while everyone is waiting for the big games going on sale, especially when the cheap games are coming with a social aspect.
I’m really not sure what it is. Usually, when a company begins to abandon/shaft their user base like that, it’s because they found a more lucrative market to chase instead.
Go for it, but most will not achieve a similar outcome.
If you can take the chance and want to, do it. I just recommend having a backup plan.
Sure, take your shot, but it is unreasonable to think that many people have the opportunity to drop everything for a five year vision quest, hoping to come out the other side a financial success.
(To be clear, Stardew Valley is a great game. But "making a breakout indie game" really does feel akin to winning the lottery to me, even if the game is fundamentally great.)
If you want to create indie games—and you can make it work without quitting your day job—go for it! But I don't think it would be smart for EA or Ubisoft to, like, stop making big-budget games and make indie games instead. If you can make a breakout hit, you can make a huge profit—but you have to make a breakout hit, and that comes down to a lot of luck.
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Now, I do think it would make sense for EA/Ubisoft to try more mid-budget releases, which explore something new instead of continuing a 10+ year franchise. A lot of them will fail, but if a few are extremely successful, they could make up for the failures. It kind of felt like the publishers were doing this for a while (Grow Home, Little Nightmares) but my sense is that it has kind of stopped? Although caveat, I also haven't been following gaming as closely as I once did.
I think the problem comes from marketing budgets. For any given game a marketing budget can push some amount of sales, but applying a marketing budget to each game makes it much harder for the winners to make up losses on the rest.
Small releases also need to be 'lean' releases; management overhead is another cost that's hard to make up in scale.
Combined, large developers don't have any natural advantage at making small to mid-scale games, and their structures impose fixed costs that are hard to avoid. It would almost be better for large developers to get indie-scale games by funding partners who act outside of the corporate structure, but anybody can do that.
Hearthstone (Blizzard) is another rare exception of an indie-scale, in-house game that was a breakout hit that could not have come from the outside (because of the IP involved), but even that existed because it started as a "closet-scale" project with senior developers who insulated themselves from management pressures.
> Combined, large developers don't have any natural advantage at making small to mid-scale games, and their structures impose fixed costs that are hard to avoid. It would almost be better for large developers to get indie-scale games by funding partners who act outside of the corporate structure, but anybody can do that.
The advantage would be funding. I love indie games but I do get tired of 2D pixel art. With just a bit more money—still an order of magnitude less than Call of Duty, mind you—the possibilities really expand.
I started playing Psychonauts 2 this week, and I think it's such an incredible game—and a great example of what can happen when an "indie" developer manages to secure a real budget. (I don't know if Double Fine is indie, but their games contain the sort of outside-the-box thinking I associate with indies.)
Perhaps some sort of YCombinator-esque model could actually work here.
Absolutely. People tend to assume that 95% of video games turn a profit, when it's the reverse. There are highly polished, incredibly high quality video games who simply just don't sell.
He donates, the engine remains a high quality tool, he doesn't have to write the whole stack himself.
Theirs a Flat Red Ball fork that can even build C# to Web. Hopefully these solutions can be shared with Godot so theit C# web export works.
>These platforms are provided as private code repositories that add integrations with the console vendor's APIs and platform-specific documentation.
https://docs.monogame.net/articles/console_access.html
How can something be open source and closed at the same time? Is this basically MIT license? (Project page says Microsoft Public license)
> The MonoGame Foundation cannot directly give anyone access to the private console repositories without prior approval from the vendor due to NDA requirements set out by each vendor.
Blame here goes to Nintendo, Sony and Microsoft (though I'm not so sure about Microsoft)
This also applies to Godot, another open source game engine, which doesn't have any code for console support on its upstream repository.
GDK is open-source (https://github.com/microsoft/gdk), but to be fair there is a possibility that there are some parts under NDA.
But no one is paying MonoGame in this case? Maybe I'm just thick but X developer pays for MS/Sony/Nintendo to become authorized > and then they ask permission to use MonoGame per the page.
1. Apply to the vendor developer program (required for publishing).
2. Through the program, request access to the MonoGame console repositories
MonoGame gets nothing in the end.
Why not LÖVE (Lua) for example? https://love2d.org/
There is also libGDX (Java) but not sure Oracle is any better than Microsoft. https://libgdx.com/
Unity, Godot, and the XNA successors (Monogame, FNA etc) all use it.
It's higher level and more productive for the average programmer than C++, but still has static typing and much more mature libraries than Lua and other dedicated game scripting languages (of which there used to be many).
A lot of game development is Windows centric, and many C++ game devs prefer Visual Studio (the full fat one, not VS Code). I'm guessing MS is seen more favourably in gaming circles than it is in web dev.
Windows and the Xbox are both tier 1 platform targets for game devs as well.
In contrast to java it has added a lot of helpful constructs for high performance code like game dev; things like `Span` and `Memory` plus ref structs make it easier to produce code that avoids allocation on the heap (and thus lower GC pauses, which are a concern for most types of game dev).
At least for now I'd rather trust Microsoft than Oracle, esp since both CoreCLR and Mono are under more permissive licenses than Java and have been for some time.
Only proprietary bit is the debugger (vsdbg) but there are open alternatives.
Because Stardew Valley is written in it. Probably half of modern games are written in C#, too (Unity). It's not exactly an odd choice.
> Isn't the big tech (Microsoft) in this case is a very big downside?
No, a language being backed by big tech is a plus as long as the stack is fully open-source (which .net now is).
> Why not LÖVE (Lua) for example?
Because Stardew Valley uses MonoGame, not LOVE.
> There is also libGDX (Java) but not sure Oracle is any better than Microsoft.
Other than Minecraft, can you name one successful game written in Java?
The other major one would be RuneScape.