The onset of indie game development is difficult to track due to the broadness of what defines an indie game, and the term was not really in use until the early 2000s. Until the 2000s, other terms like amateur, enthusiast, and hobbyist software or games were used to describe such software. Today, terms like amateur and hobbyist development are more reflective of those that create
mods for existing games, or work with specific technologies or game parts rather than the development of full games.
Home computers (late 1970s-1980s) When the first personal computers were released in 1977, they each included a pre-installed version of the
BASIC computer language along with example programs, including games, to show what users could do with these systems. The availability of BASIC led to people trying to make their own programs. Sales of the 1978 rerelease of the book
BASIC Computer Games by
David H. Ahl that included the
source code for over one hundred games, eventually surpassed over one million copies. The availability of BASIC inspired a number of people to start writing their own games. Print magazines such as
SoftSide,
Compute!, and
Antic solicited games from hobbyists, written in BASIC or
assembly language, to publish as
type-in listings. In the United Kingdom, early microcomputers such as the
ZX Spectrum were popular, launching a range of "bedroom coders" which initiated the UK's video game industry. During this period, the idea that indie games could provide experimental gameplay concepts or demonstrate niche
arthouse appeal had been established. Other games like
Alien Garden (1982) showed highly-experimental gameplay.
Rise of indie games from digital distribution (2000−2005) is a 2004 browser game that later was developed into a commercial indie game, N++'' in 2015. The current, common understanding of indie games on personal computer took shape in the early 2000s from several factors. Key was the availability of
online distribution over the
Internet, allowing game developers to sell directly to players and bypassing limitations of retail distribution and the need for a publisher. The new interest in indie games led to
middleware and
game engine developers to offer their products at low or no cost for indie development, Dedicated software like
GameMaker Studio and tools for unified game engines like
Unity and
Unreal Engine removed much of the programming barriers needed for a prospective indie developer to create these games. Social and political changes also led to the use of indie games not only for entertainment purposes but to also tell a message related to these factors, something that could not be done in mainstream titles. Costs of developing AAA games had risen greatly, to an average cost of tens of millions of dollars in 2007–2008 per title, and there was little room for risks in gameplay experimentation. Another driver came from discussions related to whether
video games could be seen as an art form; movie critic
Roger Ebert postulated in open debates that video games could not be art in 2005 and 2006, leading to developers creating indie games to specifically challenge that notion. Indie video game development saw a further boost by the use of
crowdfunding as a means for indie developers to raise funds to produce a game and to determine the desire for a game, rather than risk time and investment into a game that does not sell well. While video games had used crowdfunding prior to 2012, several
large indie game-related projects successfully raised millions of dollars through
Kickstarter, and since then, several other similar crowdfunding options for game developers have become available. Crowdfunding eliminated some of the cost risk associated with indie game development, and created more opportunities for indie developers to take chances on new titles. The success of indie video games on crowdfunding platforms also inspired a wave of
indie tabletop role-playing game developers to follow the same business model. Console manufacturers also helped increase recognition of indie games in this period. By the
seventh generation of consoles in 2005, each platform provided online services for players–namely
Xbox Live,
PlayStation Network, and
Nintendo Wi-Fi Connection–which included digital game distribution. Following the increased popularity of indie games on computers, these services started publishing them alongside larger releases. Microsoft continued to follow up on this promotion in the following years, bringing in more games onto XBLA such as
Super Meat Boy,
Limbo, and
Fez. Sony and Nintendo followed suit, encouraging indie developers to bring games onto their platforms. In 2012,
Journey became the first Indie game to win the
Game Developers Choice Award for Game of the Year and
D.I.C.E. Award for Game of the Year. Several other indie games were released during this period to critical and/or commercial success.
Minecraft (2011), the
best-selling video game of all time as of 2024, was originally released as an indie game before its developer
Mojang Studios was acquired by
Microsoft in 2014 and brought into
Xbox Game Studios. Another indie game,
Terraria, was released that same year and has become the eighth best selling video game of all time, as well the highest rated game on Steam as of 2022. Other successful indie games released during this time include
The Binding of Isaac (2011),
Hotline Miami (2012),
Shovel Knight (2014), and ''
Five Nights at Freddy's (2014). Hotline Miami
inspired many to begin developing games and contributed to the rise in indie game released during this time period, while Shovel Knight
and Five Nights at Freddy's
spawned successful media franchises, with the latter becoming a cultural phenomenon. Mobile games also became popular with indie developers, with inexpensive development tools and low-barrier storefronts with the App Store and Google Play opening in the late 2000s. In 2012, a documentary, Indie Game: The Movie'', was created that covers several successful games from this period. The years 2004 and 2005—with seven and six games, respectively—are not visible on this chart. Leading into 2015, there was concern that the rise of easy-to-use tools to create and distribute video games could lead to an oversupply of video games, which was termed the "indiepocalypse". This perception of an indiepocalypse is not unanimous;
Jeff Vogel stated in a talk at
GDC 2016 that any downturn was just part of the standard
business cycle. The size of the indie game market was estimated in March 2016 to be at least $1 billion per year for just those games offered through
Steam. Mike Wilson, Graeme Struthers and Harry Miller, the co-founders of indie publisher
Devolver Digital, stated in April 2016 that the market in indie games is more competitive than ever but continues to appear healthy with no signs of faltering.
Gamasutra said that by the end of 2016, while there had not be any type of catastrophic collapse of the indie game market, there were signs that the growth of the market had significantly slowed and that it has entered a "post-indiepocalypse" phase as business models related to indie games adjust to these new market conditions. While there has not been any type of collapse of the indie game field since 2015, there are concerns that the market is far too large for many developers to get noticed. Very few selected indie titles get wide coverage in the media, and are typically referred to as "indie darlings". In some cases, indie darlings are identified through consumer reactions that praise the game rather than direct industry influence, leading to further coverage; examples of such games include
Celeste and
Untitled Goose Game. Discoverability has become an issue for indie developers as well. With the
Steam distribution service allowing any developer to offer their game with minimal cost to them, there are thousands of games being added each year, and developers have come to rely heavily on Steam's discovery tools – methods to tailor catalog pages to customers based on past purchases – to help sell their titles. Mobile app stores have had similar problems with large volumes of offers but poor means for discovery by consumers in the late 2010s. Several games during this time have still seen success, including games that were referred to as "indie darlings".
Stardew Valley, and
Cuphead.
Other regions Indie games are generally associated with Western regions, specifically with North American, European, and Oceanic areas. However, other countries have had similar expansions of indie games that have intersected with the global industry.
Japanese doujin soft In Japan, the doujin soft community has generally been treated as a hobbyist activity up through the 2010s. Computers and bedroom coding had taken off similarly in the late 1970s and early 1980s, but the computer market was quickly overwhelmed by consoles. Still, hobbyist programmers continued to develop games. One area that Japan had focused on were
game development kits, specialized software that would allow users to create their own games. A key line of these were produced by
ASCII Corporation, which published
ASCII, a hobbyist programming magazine that users could share their programs with. Over time, ASCII saw the opportunity to publish game development kits, and by 1992, released the first commercial version of the
RPG Maker software. While the software cost money to obtain, users could release completed games with it as freeware or commercial products, which established the potential for a commercial independent games market by the early 2000s, aligning with the popularity of indie games in the West. Like other Japanese fan-created works in other media, doujin games were often built from existing assets and did not receive much respect or interest from consumers, and instead were generally made to be played and shared with other interested players and at conventions. Around 2013, market forces began to shift with the popularity of indie games in the Western regions, bringing more interest to doujin games as legitimate titles. The
Tokyo Game Show first offered a special area for doujin games in 2013 with support from
Sony Interactive Entertainment who had been a promoter of Western indie games in prior years, and has expanded that since. The distinction between Japanese-developed doujin games and indie games is ambiguous - the use of the term usually refers to if their popularity formed in Western or Eastern markets before the mid-2010s, and if they are made with the aim of selling large copies or just as a passion project; the long-running
bullet hell Touhou Project series, developed entirely by one-man independent developer
ZUN since 1996, has been called both indie and doujin. Meanwhile, despite being Japanese-developed,
Cave Story is primarily referred to as an "indie game" because of its success in the Western market. It is one of the most influential indie games, also contributing to the resurgence of the
Metroidvania genre. Doujin games also got a strong interest in Western markets after some English-speaking groups translated various titles with permission for English release, most notably with ''
Recettear: An Item Shop's Tale'', the first such doujin to be published on Steam in 2010. Mikhail Fiadotau, a lecturer in video game studies at
Tallinn University, identified three primary distinctions between the established doujin culture and the Western idea of indie games. From a conceptual view, indie games generally promote independence and novelty in thought, while doujin games tend to be ideas shared by a common group of people and tend to not veer from established concepts (such as strong favoritism towards the well-established RPG genre). From a genealogical standpoint, the nature of
doujin dates back as far as the 19th century, while the indie phenomena is relatively new. Finally, only until recently, doujin games tended to only be talked about in the same circles as other doujin culture (fan artwork and writing) and rarely mixed with commercial productions, whereas indie games have shared the same stage with AAA games. == Development ==