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Indie devs share their feelings from when their games launched

by rawmeatcowboy
08 August 2018
GN Version 5.0

Can you imagine being an indie dev that has poured years upon years into a title, and then you're finally at launch day? All your hard work and effort about to be splayed across the internet for all to see? What if the game is an absolute flop? What if an audience doesn't find it? That's how it is for indie studios, and in an interview with PC Gamer, various indie devs shared what it was like going through launch day.

Iconoclasts' Joakim Sandberg

“It’s not healthy to make a game on your own,” Sandberg says. “I built up resentments and worries on the way, that Iconclasts was weird, too specific to me. I didn’t know how people would react to it, which I think is normal, but I worried.”

Yoku's Island Express' Jens Andersson

“But you can never be certain. You don’t necessarily know what your game is. That was an interesting experience, reading the first reviews at the party. A little risky!”

Owlboy's Simon Stafsnes Andersen

“At some point, with great hesitation, we announced it was time to hit the launch button. We did, and you would think this would be the pivotal moment. We stood there for 20 minutes of absolute agony before we finally knew if the game we had spent a decade on was live and working. The second the intro screen booted up the entirety of the team broke down in tears at the same time.”

Check out the full feature here

 
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