It seems every time I open Twitter or look at gamedev-related subreddits someone is linking to yet another article about this scary "Indiepocalypse."
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Figure 1 | AAAAAApocalypse!!!! (Data from Steamspy) |
And that argument sounds legit. I mean, just look at Figure 1. On Steam only 10-20 indie games were released per month at the start of 2013, a mere 2.5 years later there were up to 200 indie games launched per month.
The data
A word of caution: statistics is a messy business. Saying that "there is no evidence" for something is NOT THE SAME as there being "evidence against" that thing. In addition, just because some piece of data is consistent with your argument that does NOT mean that it is evidence for it! In most cases, there are many plausible explanations for any piece of data you see.
The Indiepocalypse Hypothesis
By "fewer indie developers," we could mean a smaller fraction of the overall total, or a smaller absolute number. Defining it as a smaller fraction is pointless because as huge numbers of developers enter the market, duh, of course a smaller fraction will succeed! This is necessarily the consequence of either (1) that player demand for games is lower than the rate of new game releases, or (2) that players do not want most new games (for any number of reasons: lower quality, less novelty, poor marketing, etc). The data I show later shows that demand for indie games is not increasing over time on Steam, so condition 1 is satisfied!
So the interesting case is when "fewer indie developers" means "a smaller absolute number." So our hypothesis becomes clarified as: As more indie developers enter the market, a smaller absolute number of them will succeed.
Great, so we've defined the first part of the hypothesis. But what does it mean to "succeed?" There are all kinds of success: critical acclaim, meeting a niche market, getting emotional fulfillment, etc. Here, though, I only mean it in the pragmatic sense: level of success is proportional to how many games you have sold. Success is relative in this sense, as any particular studio+game combination will require movement of a different number of that game in order to stay afloat.
Yeah, actual revenue and, even better, return-on-investment are even better metrics of success, but that data is not readily available. What is available, via Steamspy, is the number of people who own each game ("owners"), which I use here as a proxy for "success" - games with a higher number of owners are relatively more successful than those with fewer owners. So the specific, testable hypothesis becomes the following:
Indiepocalypse Hypothesis: As more indie games enter the market, each game will have fewer owners.
This makes logical sense at first. If the pie is getting sliced into more and more pieces, doesn't each piece have to get smaller? NOPE! That would only be true if each piece is equal. Spoiler alert: they aren't.
Testing the Indiepocalypse Hypothesis
If the market is saturated with games, the average success per game will be far lower than when the market isn't saturated. But this is just a boring fact of bad statistics. Yeah, sure, if you average all purchasing across a continuously larger number of games, that average goes down. But the average is the wrong metric. The relevant question is: does everyone do worse because there are more games?But hold up. There were way more indie games released in 2014 than 2013, and there were more games in the first half of 2015 than in all of 2014. So we should put all these on the same plot to compare (Figure 3).
Wow. That looks pretty frightening. Figure 3 shows the distribution of success moving significantly further to the left every year (and note the log scale, 1 unit left means 1/10th the success). But there is something interesting about the right tail of the 2014 distribution (Figure 3, blue) compared to the full 2013 distribution (red): it looks an awful lot like the 2014 distribution is a mixture of the 2013 distribution plus something else. This is the statistics concept of a "mixture model," where the distribution we see is actually composed of multiple distributions "mixed together."
That means this data is consistent with (at least) two hypotheses: (1) The Indiepocalypse is now, and everyone is going to lose even harder as time goes on; or (2) there are two kinds of indie games, successful and unsuccessful, and these games do not compete with each other. To find out if the second option makes sense, I re-plotted the Figure 3 data with only those games that received Steam user scores of at least 70% favorable (Figure 4).
Well, now, that looks a bit less terrifying. Figure 4 shows that "good" games in 2014 performed just as well as in 2013. It does seem to show that good games in 2015 are struggling; there appear to be fewer successful games (lower peak) with overall less success (peak shifted to the left). But this assumes that the distributions will not change over time. So, I wondered, is it likely that, given time, the 2015 distribution will shift right and get taller?
As for the question of getting taller, what needs to happen is that roughly 2x more good games come out. But guess what! Figure 4 only has 2015 data for the first half of the year, so we need to see if it is a reasonable guess that the second half will provide (roughly) as many good games. Plotting the release rates of only "good" games over time results in the right-hand plot of Figure 5. Note the y axis: roughly ten good indie games come out a month. The variation is high, but this is not surprising since the numbers are so small. From a statistical standpoint, then, the rate of "good" indie game releases has been constant over the timespan tested! And so, we can reasonably guess that the 2015 peak in Figure 4 will end up (roughly) twice as high as it is now.
But will the same curve shift to the right over time? About a year from now I can just test that idea directly. Unfortunately, for now we have to make a reasonable guess. A super-important point here is that success (measured by number of owners) can only increase over time as new players buy it. Meaning that, if the curve is going to shift, it is going to shift right, towards the 2013 and 2014 curves of Figure 4. Recently-released games have undoubtedly not yet maximized their potential success, and half of this year's "good" games haven't even been released yet.
If I plot the data over time (Figure 6), instead of throwing it all together as in Figure 4, it becomes even more obvious that "good' games (right plot) do not show the plummeting trend that indie games do overall (left plot). (I discuss this figure a bit more, below.) Still though, there is a downward trend for good games; only time will tell if this is because they haven't saturated their potential sales or if there is a downward sales trend for indie games. In any case, the effect is not nearly as dramatic as is the increased rate of new games, or the plummeting rate of success of those games.
(Note that, if you define the Indiepocalypse to mean that the fraction of successful games will plummet then, not only are you totally right, but the above plots show that this has already happened!)
In short, I find no evidence for the Indiepocalypse Hypothesis on Steam.
Does this "good games" thing make you nervous?
First, the caveat: games that aren't in the "good" category are not necessarily bad. Most of them are unrated, meaning they have so few ratings that the average is statistically meaningless.
When you saw Figure 5, with the dramatic rise in indie game releases (left plot) compared to the static rate of good game releases (right plot), you probably wondered what the hell was going on there. Surely, as more games enter the market there must be more good ones, right? What are the possible explanations for the stagnant release rate of well-rated indie games?
There are many possible reasons. Below are two, along with their consequences:
This could be due to marketing (e.g. no matter how many good games there are, there is a Steam bottleneck that allows only a handful to be successful), meaning that players only are aware of and/or rate a small number of newly released games. In the mobile markets it is well established that being on the front page of an app store, or having a huge advertising budget, are the only two ways to success. Indies typically only have access to the former, and the front page shows a very limited number of games. Built-in Steam discoverability may similarly limit indie success to this handful of games per month. In that case, the Indiepocalypse already happened years ago.
Another possibility is that the barrier to entry to the Steam marketplace wasn't a barrier to games that could be successful. As the barriers continued to fall, potentially-successful games came in just as they used to, but then so did more and more games that did not have potential for success (whether due to issues of quality, originality, marketing, or small-niche interest). In that case the Indiepocalypse, as an idea, simply doesn't make sense: of course you can't be successful if you aren't making a product people want! There is no evidence that success of "good" games is being impaced by the influx of all the other games.
The Indiepocalypse Punchline
Probability of success is not defined by how many other devs there are. It's defined by how good your game is and how well you market it. Most games fail. But most indie games are some combination of unpolished, unoriginal, poorly priced, and poorly marketed. So that isn't surprising in the least. As the barriers to making games go down, the barriers to successfully selling games stay right where they are.
As for the original question: how does release month affect indie success?
In short, there is no evidence for a seasonal relationship between release timing and eventual success for indie games.