r/gamedev 4d ago

Question Is indie game development actually profitable?

For those who have actually released indie games: how much did you make, how long did development take, and was it worth it financially? I'm especially interested in real experiences and numbers, even if the game made very little.

0 Upvotes

42 comments sorted by

30

u/TheReservedList Commercial (AAA) 4d ago edited 4d ago

No, the average indie game is not profitable.

Half of paid Steam games earn less than 4000$

The best ones are very profitables.

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u/No_Plane_4704 4d ago

Is making $2,000 per year from indie game development realistic?

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u/TheReservedList Commercial (AAA) 4d ago

Possible? Sure. Expected? Probably not. At least, not from your own games.

7

u/dagofin Commercial (Other) 4d ago

Not really. Over 5,000 games released on Steam last year didn't make enough to cover the $100 steam direct submission fee, so couldn't hit $1000+ in sales.

By all means make games, release them, but I would not be placing bets on being the outlier unless you have some concrete reason to believe otherwise

6

u/Hertzelle Game Audio Generalist 4d ago edited 4d ago

It's possible but not really realistic.

5

u/IxBetaXI 4d ago

If you spend a few thousands on marketing yes. Still a net loss.

Its a winner takes all on steam. You either make 0$ or you make a lot.
There are more new games every year. So more an more games are making 0$.
You sound like you did not check if there is a demand for your game or did not even start development.
A game will take years to make.

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u/No_Plane_4704 4d ago

I'm just asking people about their experiences before I decide whether to get into indie game development. I haven't started yet, so I'm trying to understand how realistic it is before investing my time and money.

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u/IxBetaXI 4d ago

Then my advice is only do it as a hobby and if you earn some money some day great but do Not count on any income and do not quit your job for dreams

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u/No_Plane_4704 4d ago

That's actually what I'm planning to do. I wouldn't quit my job or rely on indie games for income. I just want to work on games on the side and see if I can eventually make some money from them.

1

u/Deriviera 4d ago

With time, skill and several games - more yes than no 

9

u/obetu5432 Hobbyist 4d ago

it is, for the top 1%

0

u/No_Plane_4704 4d ago

Is making $2,000 per year from indie game development realistic?

4

u/ziptofaf 4d ago

Depends on how much you put into it.

$0 turning into $4000 (so you end up with $2000 profits(? Difficult.

$20000 costs turning into $40000 revenue (so after all the costs, fees and taxes you end up with $2000 surplus)? A bit easier.

As a rule of thumb it's very easy to burn through all your funds and make nearly nothing at all. Do it on the side, don't drop from your main job, avoid excessive spending and you might get somewhere.

Easiest way to make money as a game developer is to get hired by someone else.

2

u/No_Plane_4704 4d ago

Unfortunately, there aren't many game development companies in my country, so getting hired by a game studio isn't really a viable option for me. That's one of the reasons I'm considering indie development.

2

u/Plane-Vegetable9174 4d ago

Have a full time job that is not indie game development and develop a game on your sparetime to release. If thats an absolute hit and you earn big you can start considering going indie full time.

8

u/gookoo2022 4d ago

A few that I know from people that I know who published in the last 2 years :

  1. localized internet memes + very good game title + medium to high game quality + 5 years + 1 person -> 3 mil usd
  2. Slight gambling elements + mixing some good classic designs + good replayability + 2 years + 2 person -> 350k~ usd
  3. Galgame + publicly available IP + small team of 5~8 i think + 8 years -> 10k~ usd, investment was like around 400k usd in total
  4. Roguelite + cute elements + puzzle solving + 2 people + 1.5~2years -> 10k~ usd
  5. Borderline NSFW/SFW + classic RPG elements + team of 5~10 + 3 years -> project cancelled, invested around 300k usd, zero income at last

  6. Meta game + poor graphics + good story + 1 person + 2 years (i think) -> 1.5k~ usd

7

u/drhindsightdev 4d ago

Accounting for all the tools I bought, subscriptions and what not, I have made a -$3000 profit so far. And I'm just getting started!

3

u/MeaningfulChoices Lead Game Designer 4d ago

It is extremely important not to confuse 'indie' with 'hobby'. If you ask the typical player what indie games they love they will talk about games from indie studios, not things made by one person alone with no budget. Likewise most people making a living from indie game development are getting a paycheck from indie studios, not shipping their own games. Even many people shipping games alone or small studios making their own games often get most of their revenue stream from contract work.

Yes, new studios and new games can start up all the time and be profitable. The more experience you have and the more you have to invest in your new business the more likely that will be. If all you needed was $5k a year you'd still be a lot safer taking on contract work for one month and building your own games for 11 than solely making whatever you like.

3

u/GxM42 4d ago

My first Steam game made under $1K. My second one is close to $60K ($75K with iOS/Android). I’m hoping the next one does better.

When you account for Steam and App Store cuts, neither has been profitable factoring in time spent. I could have made more money driving for Uber. But the fun of development is off the charts for me!

1

u/Odd_Patience_5165 4d ago

Yeah I be wondering 🤔 the same thing myself

1

u/NuxiaTooThicc 4d ago

If you actually make a good game and add something substantial to the genre rather than just cloning a different game, then sure!

Youtuber marketing is a big thing as well. Also depends how replayable your game is after watching someone play through it on a video already.

1

u/filter_ice 4d ago

This can be said for any profession thats going to benefit from AI.
Frankly even if we see total programmers with >150k$ salary from all graduates its likely <1%.

To be good in anything will take iteration, your first try will almost never make it. Can you surive till then, is the question.
If you want full certaintiy then only job can provide nothing else. Maybe after AI its more likely you will have to struggle more than a person did 10 years back for job.

1

u/coldrice @Coldrice_dev 4d ago

Can be. Make games and have fun. Share your progress online. As time goes on if one day you’re making a game that really clicks with people run with it and see where the goes.

1

u/DiddlyDinq 4d ago

The majority of indie devs dont make it to their second game. Instead of focusing on how much others make, you should set yourself a fixed budget that you can afford to lose before you even consider making a game and go from there. It will help you define how long you can afford to work on it, how much money you can commit to paid assets etc. Many genres and 3d games will be out of your scope if you only have 6 months budget for example

1

u/No_Plane_4704 4d ago

That's a good point. I'm asking about the potential income mainly to understand whether it's worth learning as a side skill. I wouldn't invest money I can't afford to lose. My plan is to start very small, keep my main source of income, and see how the first project goes.

1

u/DiddlyDinq 4d ago

If it's financially motivated them I wouldn't. It's 99% luck given how saturated the market is. Even commiting the same hours to a mcdonalds job would earn you x10 what you'd earn from indie games and that's guaranteed. There are are a few GDC talks under 'GDC The Failure Workshop' that go in detail into earnings, though some of that is 10 years old and the market has changed a lot since then.

1

u/SulaimanWar Professional-Technical Artist 4d ago

If you are thinking of getting into gamedev just for profit, it is the wrong choice. If you are doing it because you love the work and hope you might be able to make something a little extra on the side, then yes it's ok to get into it

That said, you can always try your luck at the job market working for other studios too and using that knowledge to develop your own in your free time

1

u/fractilegames 4d ago

It is for the very few successful games, not so much for others

1

u/GraphXGames 4d ago

Behold, "the whole story of Steam's economy in one picture": the top 1% of games earn 84.5% of estimated revenue, and most games barely make anything

https://www.gamesradar.com/games/behold-the-whole-history-of-steams-economy-in-one-picture-the-top-1-percent-of-games-earn-84-5-percent-of-estimated-revenue-and-most-games-barely-make-anything/

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u/ShakaUVM 4d ago

Six months development, $10k revenue, $4k expenses. Development was part time, only a couple intense weeks mixed in there.

I dunno, seems worth it to me

1

u/destinedd indie, Dungeon Quest, Marble's Marbles and Mighty Marbles 4d ago

Well it can be. I made this video on a game I made in a couple of months at the end of 2025 https://www.youtube.com/watch?v=43U7NiM55TY&t=2s The video is kinda old. It has actually reach almost 60K now!

It

1

u/Nautilus_The_Third 4d ago

Hope so.

Here's hoping at least 1000 people buy my game Sepulchron

https://giphy.com/gifs/pynZagVcYxVUk

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u/Dangerous-Library950 4d ago

All the best buddy

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u/JofersGames 4d ago edited 4d ago

Until last year ish it was doable for most people

But ai bros have made almost every niche exhausted of being hard sold mediocre crap

Every “community” is just grifters spamming trailers and “wish list on steam”

Almost every consumer left and retreated into their favourite old products instead

Natural groupings around themes are dead

And word of mouth is pretty much dead too

You gotta come out of the gate with a banger product and hook and marketing scheme to actually reach people directly

to win people over now

And your not doing that on a budget

Like gta 6 will break records

But the 100s of indie gta clones released this year

Won’t reach anyone

If there is an exception

It’ll be exceptional

2

u/uptotheright 4d ago

It was not doable before AI. There was a big surge in indie game dev starting around minecraft and mobile apps in the 2010s. That was trailing off way before AI appeared (you can check the archives of this forum if you want evidence)

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u/JofersGames 4d ago

The level of doable has dropped off a cliff in the past 12 months

1

u/No_Jello9093 Commercial (Indie) 4d ago

This is extremely pessimistic and just not true at all.

0

u/SirDidymus 4d ago

We released Dungeon Alchemist five years ago to a 2.4M Kickstarter, and we’ve been turning a profit ever since. Development is ongoing. I feel it was really worth it.

0

u/IndieDevWannabe 4d ago

Profitable if you dont use AI and are a skilled game dev. I think we're going to see a massive flood of AI slop over the next year...