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About The IGF

IndieGames.com is presented by the UBM TechWeb Game Network, which runs the Independent Games Festival & Summit every year at Game Developers Conference. The company (producer of the Game Developers Conference series, Gamasutra.com and Game Developer magazine) established the Independent Games Festival in 1998 to encourage innovation in game development and to recognize the best independent game developers.

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Interviews

Waking Mars dev Randy Smith on interactive storytelling, art, childhood

April 1, 2014 10:45 AM | Eduardo Garabito

RandySmith2.jpg

Randy Smith is co-founder and designer at Tyger Style Games, creators of games such as Spider: The Secret of Bryce Manor and Waking Mars. He began his career at the legendary Looking Glass Studios with Thief: The Dark Project, and later served as chief designer in Thief: Deadly Shadows at Ion Storm Austin. He has also been a columnist for EDGE magazine, where he has emphasized in interactive storytelling. Ruber Eaglenest from Spanish site Indieorama.com caught up with Randy on the score of the upcoming publication of the sequel to Spider: The Rite of the Shrouded Moon. Here's a talk at length about being independent and the human connection between design and video games.

Interview: Joshua Boggs on what Indie Fund support means for Framed

December 20, 2013 3:01 AM | Lena LeRay

Indie Fund, a funding source by and for indie game developers, announced the other day that it will be providing financial assistance to Loveshack Entertainment so the developers can finish work on Framed. I contacted Joshua Boggs of Loveshack to ask him some questions about what the support of Indie Fund means for the future of Framed and found out that things were looking pretty grim for the Australian development team before this happened.

Interview: Details about Dyscourse from Owlchemy Labs

December 16, 2013 11:11 AM | Lena LeRay

Owlchemy Labs' psychological survival adventure game Dyscourse was successfully funded on Kickstarter a few days ago. It has no zombies, instead focusing around characters stranded by plane crash on a deserted island. Imagine a brightly-colored version of Don't Starve with multiple characters and a narrative with enough branches to rival the size of the Mana Tree and you'll have some idea of what Owlchemy Labs is working towards with Dyscourse. Grab a cup of something delicious, watch the gameplay demo above, and read on for some words with Alex Schwartz about where Dyscourse will go from here.

Interview: Dwarven Delve Kickstarter, take 2 and brand confusion with Delve Deeper

November 12, 2013 12:15 PM | Lena LeRay

TinkerHouse Games is looking to break down the walls between genres with Dwarven Delve by combining dungeon crawling action with the ability to manipulate the flow of the dungeon via mechanics similar to puzzle games in the vein of Pipe Dream. By rotating the hexagonal rooms and changing the available paths through the dungeon, the player will be able to funnel monsters towards the party, funnel monsters towards each other so they fight each other, funnel monsters into traps, and open up routes for the party to get around traps and straight into treasure rooms.

Sea64 Revealed: Paris and Outpt's Commodore Seapunk

August 24, 2013 2:30 AM | jeriaska

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Photo by Marjorie Becker for Chiptography

When last we heard from chip music VJs Outpt and Paris, they were touring with Anamanaguchi and designing an indie game to give you power over improvisationally generated sprite art imagery. For the past year, the New York-based multimedia artists have been running their own netlabel called Audio Visual Algebra, whose debut release is Drum and Space. More recently the team began surreptitiously releasing Commodore 64 seapunk tunes, as well as 8bitoperators remixes, under the handle Sea64. Electronically manipulating their vocal performances, they've gone undetected by the savviest of their fans in the chiptune scene. We caught up with Sea64, aka outpt+paris, to find out: Why the subterfuge?

Fumio Kurokawa on Japanese crowdfunding, Monken's roots, and publishing under a Creative Commons license

July 18, 2013 11:05 AM | Lena LeRay

mon6.jpg

Team Grand Slam, a collection of veteran Japanese developers behind the upcoming free-to-play Monken, recently ran a successful crowdfunding campaign on a Japanese platform called Campfire. They raised just under ¥2.5 million ($25,000 USD) for the development of a game they plan to release under a Creative Commons license. That may not seem like much money compared to the amounts raised by developers like Double Fine and Obsidian, but it's the largest amount raised for a game on this Japanese crowdfunding site to date.

"Oh, Deer!" Streets of Rage III co-composer scores Necrosoft's driving game

June 25, 2013 11:00 PM | jeriaska

The co-composer of the music score to the classic sidescrolling beat-em-up Streets of Rage III will be scoring the soundtrack to Necrosoft's PlayStation Mobile driving game "Oh, Deer!" The collaboration marks Tokyo-based musician Motohiro Kawashima's first foray into indie territory and has already entailed the creation of ten music tracks for the mobile title. Live performances of songs from the game will debut tomorrow at the Sabaco venue in Tokyo, alongside sets by game-inspired hip-hop artists Mega Ran and DJ DN3 of Mega Ran in Language Arts.

The Locomalito Interview

June 25, 2013 9:00 AM | Konstantinos Dimopoulos / Gnome

locomalito.pngPurveyor of some of the finest indie pixels you will ever find and creator of excellent arcade experiences that happily run on PCs, Locomalito has been kind enough to answer our questions about his work, influences, games, goals and more. If you have even enjoyed a game of Hydorah, maldita Castilla, l'Abbaye des Morts and Viriax or are interested in finding out more about one of the most prolific and talented crafters of freeware games, please, do read on:


1. Even though most indie gamers know your games and what Locomalito is all about, would you mind re-introducing yourself? Is there a dark gaming secret of your we have somehow lost?

I'm a homebrew developer from Spain. I grew up with arcade gaming values, imagining my own games and drawing levels and stuff in my notebooks. I still love those old games today, their aesthetics, sound and gameplay values, and I really miss new games like those now.

So, why not? Now that companies are focused in other things, and now that there are tools for non-professional people like me to make games, I can take it as a hobby to bring those ideas back to the present; just to preach about videogame values and for myself to have a break from the daily problems.

Blast cubes, shoot the core with Futuridium EP (Freeware Pick/Dev Interview)

June 21, 2013 10:20 AM | James Monkman

After releasing a preview a couple of months ago as an entry in a game development competition run by GameProg.it, the much anticipated final version of Mixed Bag's Futuridium EP in now available for free download for PC with a Mac version coming after App Store approval.

Being a life-long fan of Andrew Braybrook's Commodore 64 classic Uridium and its 16-bit sequel, the promise of a remake using a fresh 3D perspective, backed up by a bassbin-rocking glitch-hop, breakbeat and drum and bass soundtrack had me hyped, to say the least. Thankfully it was a promise that Mixed Bad successfully delivered - piloting a nimble one-man fighter craft and taking on a fleet of epic armed-to-the-teeth alien dreadnoughts has never been so much fun.

Tale of Tales' latest game asks you to make love to your tablet

June 19, 2013 9:29 PM | Staff

luxuria_splash.jpgIndieCade's annual E3 showcase serves as a first look for some of the year's biggest independent titles. Many of the showcase's offerings reemerge later in the year during IndieCade's October festival in Culver City. This year, the showcase showed off a wide range of titles, from Die Gute Fabrik's Sportsfriends (announced for PlayStation 4 just before the conference) and Tale of Tales' newest iOS experiment, Luxuria Superbia.

On the face of it, Luxuria Superbia is an abstract, flower-themed game that involves venturing through a tunnel. To actually play it, however, affords a much more tactile and sensual experience.

To be brief, it's a game about sex.

Interviews & Desktop

The Locomalito Interview
-June 25, 2013 9:00 AM

Blast cubes, shoot the core with Futuridium EP (Freeware Pick/Dev Interview)
-June 21, 2013 10:20 AM

The Novelist Interview: how to avoid a game "telling me someone else's story"
-May 30, 2013 3:37 PM

Ryan Clark on making an indie dream team, lessons from Big Fish and Grubby
-May 23, 2013 3:30 PM

Former Grubby Games, Big Fish dev Ryan Clark on his DDR-like roguelike
-May 20, 2013 2:30 PM

Austin Wintory Interview: The Gentleman's Private Collection
-May 3, 2013 11:00 AM

Kickstarter: Stonehearth, gorgeous sandbox strategy that also appeals to D&D fans
-April 30, 2013 12:52 PM

Tha Javier Cabrera Interview
-April 26, 2013 9:00 AM

Mayhem Triple: An indie's own personal Duke Nukem Forever
-April 19, 2013 2:38 AM

Road to the IGF: Michael Lee on mindful xp
-March 24, 2013 4:00 PM

Road to the IGF: ATUM
-March 23, 2013 4:00 PM

The intimacy of sound: Robin Arnott's mysterious SoundSelf
-March 23, 2013 12:00 PM

Road to the IGF: The Fullbright Company's Gone Home
-March 22, 2013 10:01 PM

Road to the IGF: Arcane Kids' Zineth
-March 21, 2013 3:12 PM

Road to the IGF: Behold Studios' Knights of Pen & Paper
-March 20, 2013 6:50 PM

Have you considered porting your game to MS-DOS?
-March 20, 2013 12:00 AM

Road to the IGF: Tale of Tales' Bientot l'ete
-March 17, 2013 7:55 PM

Road to the IGF: Lovers in a Dangerous Spacetime
-March 16, 2013 4:00 AM

Road to the IGF: Team Pixel Pi's Pulse
-March 15, 2013 3:00 AM

Arcen Games on A Valley Without Wind 2
-March 14, 2013 6:00 AM

Road to the IGF: Anna Anthropy's Dys4ia
-March 13, 2013 4:14 PM

The Cat that Got the Milk, The Button Affair dev on dressing games to the nines
-March 13, 2013 2:01 PM

Road to the IGF: Drinkbox Studio's Guacamelee!
-March 12, 2013 6:20 PM

Road to the IGF: Alexander Martin's Starseed Pilgrim
-March 11, 2013 3:00 AM

Road to the IGF: Terry Cavanagh's Super Hexagon
-March 9, 2013 4:00 PM

Video: Relive GDC 2012's popular Experimental Gameplay Sessions
-March 8, 2013 12:00 AM

Q&A: Brainwave game hints at future of biometric gameplay
-March 6, 2013 1:00 AM

'Road to the IGF' Pt. 2: more stories behind this year's top indie games
-March 5, 2013 10:00 PM

Road to the IGF: Klaus Pedersen's Back to Bed
-March 4, 2013 3:10 PM

Road to the IGF: Scamehorn and Baard's Super Space ____
-March 3, 2013 4:00 AM

A free Twine game about the homeless of Denver, Colorado's Cherry Creek
-February 27, 2013 10:55 PM

Road to the IGF: Jeppe Carlsen and team's 140
-February 27, 2013 3:00 AM

Sean Barrett didn't enjoy Corrypt's twist, makes a free Brough-like anyway
-February 26, 2013 3:36 PM

Hell Yeah! studio Arkedo goes on hiatus
-February 26, 2013 3:00 AM

Art Game: Make art with games in a game about art
-February 26, 2013 12:01 AM

RIOT interview: ethnicity not a focus as it disconnects us, says developer
-February 25, 2013 3:55 PM

Road to the IGF: Tomorrow Corporation's Little Inferno
-February 21, 2013 12:12 PM

3DS homebrew without piracy may work, thanks to Goodbye Galaxy Games' Indi3DS
-February 19, 2013 2:45 PM

Road to the IGF: Michael Brough's VESPER.5
-February 16, 2013 8:00 PM

Q&A: Bit.Trip Business: Indie studio life in 2013
-February 13, 2013 8:00 AM

Road to the IGF: Teknopants' Samurai Gunn
-February 11, 2013 11:00 PM

Road to the IGF: Mousechief's 7 Grand Steps
-February 9, 2013 10:00 PM

Terrorist or tourist? You decide in Lucas Pope's Papers, Please free demo
-February 5, 2013 2:30 PM

Is Proteus a game -- and if not, who cares?
-January 31, 2013 12:00 AM

Lume sequel is a gorgeous world of motorized paper and cardboard
-January 30, 2013 3:00 PM

Road to the IGF: Cardboard Computer's Kentucky Route Zero
-January 30, 2013 6:00 AM

Bombball aims to unlock OUYA eSport potential
-January 29, 2013 6:00 PM

Wipeout vets start new life outside of racing genre
-January 29, 2013 3:00 AM

Interview: The 411 on Indie Speed Run
-January 24, 2013 3:05 PM

Road to the IGF: Colin and Sarah Northway's Incredipede
-January 24, 2013 1:30 AM

Road to the IGF: Santa Ragione's MirrorMoon
-January 22, 2013 7:30 PM

The mysterious Quake-inspired game from the dev behind Dustforce
-January 22, 2013 1:30 AM

Road to the IGF: Richard Hofmeier's Cart Life
-January 20, 2013 4:00 PM

Road to the IGF: Blendo Games' Thirty Flights of Loving
-January 19, 2013 8:00 PM

Paradox CEO: New devices, open platforms offer key chances for indies
-January 19, 2013 4:00 AM

Agustin Cordes on Horror in Games
-November 29, 2012 3:00 AM

CBE's Jan Kavan on Vampires!, J.U.L.I.A., Zombies and Being Indie
-November 14, 2012 7:30 AM

IndieCade 2012 Narrated by Indie Creators
-November 7, 2012 11:10 AM

Minecraft Violation Becomes Inspiration for The Castle Doctrine
-October 23, 2012 2:00 PM

Developing a Game a Week: the Jayenkai interview
-October 18, 2012 7:30 AM

In Kairo, Minimalism Gets Pretty Complicated
-October 17, 2012 3:00 AM

Vlambeer's and Adam Saltsman's New Games Available Via Venus Patrol
-September 14, 2012 2:00 AM

Don't Starve: A Tim Burton Take on Minecraft
-September 4, 2012 2:00 AM

Q&A: Leonard J. Paul on Retro City Chiptunes and Vessel Audio
-August 29, 2012 6:40 PM

Hawken Q&A: Khang Le on Resource Management on Illal
-August 28, 2012 3:15 PM

Legendary 1979 TRS-80 Game Developer Returns To Rebuild in Unity
-August 20, 2012 6:00 AM

Pay Once for PC and iOS? Galcon Dev Experiments with Dynamite Jack
-August 10, 2012 2:00 PM

5 Tips for Making Great 16-Bit-Style Action Games
-August 10, 2012 3:00 AM

Reinventing stealth in 2D with Mark of the Ninja
-August 3, 2012 8:00 PM

The Project Zomboid Interview
-July 30, 2012 7:30 AM

Q&A: Martin Stig Andersen on Limbo's Soundtrack
-July 26, 2012 1:00 PM

Driving Discussion: Ashley McConnell on Online Racing Championship
-July 20, 2012 4:30 PM

Driving Discussion: Mario von Rickenbach on Krautscape
-July 18, 2012 8:00 PM

Driving Discussion: Joost van Dongen's Proun
-July 17, 2012 3:00 PM

Cactus Goes Commercial: How One Indie Moved Beyond His Freeware Roots
-July 14, 2012 4:00 AM

Q&A: Logan Cunningham on Voice Acting in Resonance
-July 12, 2012 6:00 PM

Interview: Christine Love on Digital and Analogue Stories
-July 9, 2012 7:30 AM

Interview: Andrew Plotkin on Interactive Fiction
-July 6, 2012 7:30 AM

Indies Have to Stand out or Else, Says Arkedo's Guermonprez
-July 3, 2012 3:00 PM

5 Ways to be a Successful Indie Developer
-June 28, 2012 10:00 PM

You're going to underestimate your work -- no matter what
-June 28, 2012 5:00 AM

Thomas Was Alone: From 24-hour prototype to fully-fledged game
-June 27, 2012 2:00 AM

Interview: Experimental Platformer Perspective is the Opposite of Fez, Crush
-June 26, 2012 1:00 AM

Why a Key Trials Evolution Coder Went Independent
-June 22, 2012 3:00 AM

Andy Moore on His One-hour Breadth Jam: Jam O'Clock
-June 1, 2012 2:00 PM

Dreadline Dev Plays with Gallows Humor
-May 31, 2012 1:00 AM

Facepalm Games Hopes to be the Next Big Indie Fund Success Story
-May 25, 2012 1:00 AM

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
-May 21, 2012 2:00 PM

Wrack Devs Pump Old-fashioned Fun Back into the 'Drab' FPS Genre
-May 20, 2012 8:00 PM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

Irrational's Steve Gaynor and Friends Go Indie in Portland
-May 5, 2012 6:00 PM

Nigoro interview: "Overseas Sales are Essential" for Developer's Future
-May 4, 2012 3:00 PM

Discussing Sci-Fi Arcade Style Vektropolis With Frank Travaini
-April 30, 2012 3:00 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

In-house Tech Lays Foundation for Mesmerizing Reset Teaser Trailer
-April 27, 2012 2:00 AM

How Legend of Grimrock's Dev Rolled The Dice And Won
-April 26, 2012 3:00 AM

Benjamin Rivers On The Importance of Boxing Up His Home
-April 25, 2012 2:00 PM

Seinfeld-inspired 5th Ave Frogger Uses Real-time Traffic Data
-April 24, 2012 3:00 AM

The Splatters Developer Breaks Out of the Tech-driven Israeli Game Scene
-April 19, 2012 3:00 AM

Jonas Kyratzes gets interviewed
-April 18, 2012 5:00 AM

Interviews & Console

Austin Wintory Interview: The Gentleman's Private Collection
-May 3, 2013 11:00 AM

Road to the IGF: Drinkbox Studio's Guacamelee!
-March 12, 2013 6:20 PM

Video: Relive GDC 2012's popular Experimental Gameplay Sessions
-March 8, 2013 12:00 AM

'Road to the IGF' Pt. 2: more stories behind this year's top indie games
-March 5, 2013 10:00 PM

Hell Yeah! studio Arkedo goes on hiatus
-February 26, 2013 3:00 AM

Road to the IGF: Tomorrow Corporation's Little Inferno
-February 21, 2013 12:12 PM

3DS homebrew without piracy may work, thanks to Goodbye Galaxy Games' Indi3DS
-February 19, 2013 2:45 PM

Q&A: Bit.Trip Business: Indie studio life in 2013
-February 13, 2013 8:00 AM

Road to the IGF: Q-Games' PixelJunk 4AM
-February 5, 2013 12:00 AM

Bombball aims to unlock OUYA eSport potential
-January 29, 2013 6:00 PM

Paradox CEO: New devices, open platforms offer key chances for indies
-January 19, 2013 4:00 AM

Joe Danger is a rare example of console-to-mobile done right
-January 13, 2013 9:00 PM

Derrick the Deathfin, the First Video Game Built from Papercraft
-October 4, 2012 3:00 AM

Eufloria Adventures Bringing Procedural Fun to PlayStation Mobile
-September 7, 2012 1:00 AM

Q&A: Leonard J. Paul on Retro City Chiptunes and Vessel Audio
-August 29, 2012 6:40 PM

Sound Shapes Q&A: Prototyping for PlayStation Consoles
-August 13, 2012 1:00 PM

5 Tips for Making Great 16-Bit-Style Action Games
-August 10, 2012 3:00 AM

Reinventing stealth in 2D with Mark of the Ninja
-August 3, 2012 8:00 PM

Will PlayStation Mobile be Xbox Live Indie Games all over again?
-July 27, 2012 5:00 AM

Q&A: Martin Stig Andersen on Limbo's Soundtrack
-July 26, 2012 1:00 PM

HFB Q&A: A Brief History of SideTracks' PixelJunk Soundtrack
-July 23, 2012 12:30 PM

Cactus Goes Commercial: How One Indie Moved Beyond His Freeware Roots
-July 14, 2012 4:00 AM

Indies Have to Stand out or Else, Says Arkedo's Guermonprez
-July 3, 2012 3:00 PM

Don't be Fooled by Spelunky XBLA's Quiet Launch
-July 2, 2012 2:00 PM

5 Ways to be a Successful Indie Developer
-June 28, 2012 10:00 PM

PlayStation Network Indie Devs Divided on Software Pricing
-June 28, 2012 1:00 AM

Why a Key Trials Evolution Coder Went Independent
-June 22, 2012 3:00 AM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

A Storybook, Not a Novel: How The Unfinished Swan Took Shape
-May 12, 2012 7:00 PM

Irrational's Steve Gaynor and Friends Go Indie in Portland
-May 5, 2012 6:00 PM

Nigoro interview: "Overseas Sales are Essential" for Developer's Future
-May 4, 2012 3:00 PM

Discussing Sci-Fi Arcade Style Vektropolis With Frank Travaini
-April 30, 2012 3:00 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

Indies: Rolling Your Own Engine Can Be More Trouble Than It's Worth
-April 22, 2012 12:59 PM

The Splatters Developer Breaks Out of the Tech-driven Israeli Game Scene
-April 19, 2012 3:00 AM

PAX East 2012: Indie Devs Weigh in on Imitating Versus Innovating
-April 12, 2012 3:00 AM

Arkedo Co-founder on Prototyping and Nice Guys, an Indie Support Company
-April 10, 2012 1:00 AM

Interview: A 'Very Different' Joe Danger Headed to iOS
-April 7, 2012 3:00 AM

Journey Producer Hunicke Sees New Online Frontier at Tiny Speck
-April 5, 2012 1:00 AM

IndieGames Podcast #25: GDC 2012
-April 4, 2012 8:00 PM

GDC 2012: The Takeaway
-April 2, 2012 1:45 PM

Changes at Thatgamecompany: Santiago Departs, New Game Underway
-March 29, 2012 11:00 PM

Nicalis: Japanese Gaming Doesn't Suck, Indies need to "realize their potential"
-March 26, 2012 3:00 PM

Building on the secrets of the past with Pid
-March 22, 2012 6:00 AM

How freelancing on the side let Auditorium dev Cipher Prime follow a dream
-March 19, 2012 8:00 AM

Video: IGF 2012 Preview
-February 29, 2012 6:00 PM

Q&A: Sound in Thatgamecompany's Journey
-February 28, 2012 7:00 PM

Nexuiz Release Imminent, Short Q&A with IllFonic
-February 28, 2012 3:00 PM

Hanging in Limbo
-February 28, 2012 5:01 AM

Video: Nobuo Uematsu on Indie Development
-February 26, 2012 5:00 AM

Interview: Silver Dollar uses XBLIG for its mad experiments
-February 23, 2012 5:00 AM

PSN developer Drinkbox Studios on porting code to 'mini-PS3' quality Vita hardware
-February 13, 2012 5:00 PM

Road to the IGF: Die Gute Fabrik's J.S. Joust
-February 9, 2012 1:00 AM

Interview: Fishing Cactus on the Shift to 3DS for Shifting World
-February 3, 2012 3:00 PM

Monaco Interview: A Tale of Two Andys
-January 31, 2012 3:00 PM

Indie Game Links: Voxel Fail, Flirt-Off Win
-January 24, 2012 3:00 PM

FLX Devs: Experimenting in and Defining Games
-December 1, 2011 3:00 PM

Bastion Q&A: Creating a Narrator's Voice
-November 26, 2011 6:15 PM

ibb and obb, duet devs: Things that "Can't be Copied" Part 2
-November 21, 2011 11:00 PM

High Frequency Q&A: Rethinking Remixes on PixelJunk SideScroller
-November 10, 2011 11:00 PM

Music: Songs We Heard in ilomilo
-November 3, 2011 1:00 AM

PAX 2011 Q&A: Derek Yu and Eirik "Phlogiston" Suhrke on Spelunky for XBLA
-August 29, 2011 12:30 AM

E3 2011: BIT.TRIP Complete (Gaijin Games)
-June 10, 2011 1:00 AM

Road To The IGF: The Quick-Burst Roguelike Fun Of Desktop Dungeons
-February 10, 2011 11:00 AM

Interviews & Mobile

Sea64 Revealed: Paris and Outpt's Commodore Seapunk
-August 24, 2013 2:30 AM

"Oh, Deer!" Streets of Rage III co-composer scores Necrosoft's driving game
-June 25, 2013 11:00 PM

Tale of Tales' latest game asks you to make love to your tablet
-June 19, 2013 9:29 PM

An Interview with Indie Developer Alistair Aitcheson
-May 15, 2013 3:02 PM

AudioBrush aims to cure iOS music games of their offbeat afflictions
-May 14, 2013 8:56 PM

Aliceffekt Interview: Hiversaires' World Without Words
-May 14, 2013 2:45 AM

Road to the IGF: Behold Studios' Knights of Pen & Paper
-March 20, 2013 6:50 PM

Road to the IGF: Terry Cavanagh's Super Hexagon
-March 9, 2013 4:00 PM

Vlambeer, Kert Gartner on making a six-second Vine trailer for Ridiculous Fishing
-March 6, 2013 3:43 PM

Road to the IGF: Klaus Pedersen's Back to Bed
-March 4, 2013 3:10 PM

Hell Yeah! studio Arkedo goes on hiatus
-February 26, 2013 3:00 AM

RIOT interview: ethnicity not a focus as it disconnects us, says developer
-February 25, 2013 3:55 PM

Road to the IGF: Tomorrow Corporation's Little Inferno
-February 21, 2013 12:12 PM

Shade, and the future of interactive fiction on the App Store
-February 13, 2013 2:15 PM

Q&A: Bit.Trip Business: Indie studio life in 2013
-February 13, 2013 8:00 AM

Road to the IGF: Henry Smith's Spaceteam
-February 7, 2013 1:30 PM

Road to the IGF: Simogo's Year Walk
-February 1, 2013 10:30 AM

Wipeout vets start new life outside of racing genre
-January 29, 2013 3:00 AM

Road to the IGF: Lucky Frame's Bad Hotel
-January 27, 2013 4:00 PM

Interview: The 411 on Indie Speed Run
-January 24, 2013 3:05 PM

Super Hexagon: An example of why you shouldn't ignore Android
-January 24, 2013 10:30 AM

Joe Danger is a rare example of console-to-mobile done right
-January 13, 2013 9:00 PM

Betting on style with Saltsman and Wohlwend's Hundreds
-January 6, 2013 7:00 PM

IndieCade 2012 Narrated by Indie Creators
-November 7, 2012 11:10 AM

Developing a Game a Week: the Jayenkai interview
-October 18, 2012 7:30 AM

Gree Launches New Program to Support, Promote Indie Devs
-October 9, 2012 1:00 AM

There's Something Primal about Super Hexagon
-September 14, 2012 8:00 PM

Eufloria Adventures Bringing Procedural Fun to PlayStation Mobile
-September 7, 2012 1:00 AM

Pay Once for PC and iOS? Galcon Dev Experiments with Dynamite Jack
-August 10, 2012 2:00 PM

5 Tips for Making Great 16-Bit-Style Action Games
-August 10, 2012 3:00 AM

Wooly spaceships, new frontiers: Launching an indie career with Voyager
-August 9, 2012 2:00 AM

5 Ways to be a Successful Indie Developer
-June 28, 2012 10:00 PM

You're going to underestimate your work -- no matter what
-June 28, 2012 5:00 AM

Why a Key Trials Evolution Coder Went Independent
-June 22, 2012 3:00 AM

Andy Moore on His One-hour Breadth Jam: Jam O'Clock
-June 1, 2012 2:00 PM

Dev Tech Tops Wii U as "Open and Flexible," Uses Gadgets You Already Own
-May 21, 2012 2:00 PM

FPS Games and Imitation: What Should Return and What Must Go
-May 18, 2012 2:00 PM

Interview: Hard Lines Dev Pumps His FIST OF AWESOME
-May 17, 2012 2:00 PM

Irrational's Steve Gaynor and Friends Go Indie in Portland
-May 5, 2012 6:00 PM

Bieg and Nasser on Sexy Joysticks and Subversion in Swordfight
-April 27, 2012 2:00 PM

Arkedo Co-founder on Prototyping and Nice Guys, an Indie Support Company
-April 10, 2012 1:00 AM

Interview: A 'Very Different' Joe Danger Headed to iOS
-April 7, 2012 3:00 AM

Nicalis: Japanese Gaming Doesn't Suck, Indies need to "realize their potential"
-March 26, 2012 3:00 PM

How freelancing on the side let Auditorium dev Cipher Prime follow a dream
-March 19, 2012 8:00 AM

Final Fantasy to Snow White: Composer Kumi Tanioka's Independent Vision
-March 1, 2012 5:00 PM

Road to the IGF: Powerhead's Async Corp.
-February 26, 2012 5:07 PM

Road to the IGF: Game Oven's Fingle
-February 25, 2012 4:43 AM

Road to the IGF: Stephen Lavelle's English Country Tune
-February 19, 2012 6:00 AM

Road to the IGF: Lucky Frame's Pugs Luv Beats
-February 17, 2012 6:00 AM

Road to the IGF: Simogo's Beat Sneak Bandit
-February 8, 2012 1:00 AM

Road to the IGF: Vlambeer's Ridiculous Fishing
-February 3, 2012 1:00 AM

Azarashi: Studio Pixel's Leap to iOS
-January 25, 2012 10:30 PM

Blip Tokyo Q&A: Nullsleep Interviews Manabu Namiki
-January 13, 2012 11:30 PM

Interview: Vlambeer on the iOS launch of Super Crate Box
-January 13, 2012 3:00 AM

The Fourth Wall has Eyez: Having the Same Mechanic Part 2
-December 5, 2011 3:00 AM

Cave Story Dev Daisuke Amaya on Rockfish and iOS Development
-December 2, 2011 3:00 AM

Interview: Molleindustria On Phone Story's 'Objectionable' Message
-September 14, 2011 9:00 AM

Q&A: Zach Gage on Bit Pilot 2.0
-June 15, 2011 5:30 AM

E3 2011: Strange Rain - Possibility In Amnesia
-June 11, 2011 1:00 AM

Road To The IGF: The Quick-Burst Roguelike Fun Of Desktop Dungeons
-February 10, 2011 11:00 AM

Road To The IGF: Ratloop's Lucas Pope Plays With Helsing's Fire
-February 8, 2011 5:00 AM

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