The Indie Renaissance: How Small Teams Are Reinventing Player Interaction
Macy Toppan
Game Design Advocate
January 30, 2025
I grew up on games. Fritz and Chesster for CD-ROM taught me the rules of chess; I spent high school binging horror game playthroughs and fiending for snake.io; and even now, decades after I first laid hands on my beloved NintendoDS, I remain fiercely loyal to the superiority of my starter Pokemon (It’s Piplup, it HAS to be Piplup - no further questions).
That love for interactive immersion has stuck with me, and it’s why I now build games professionally. For years, I’ve worked on projects from my own little XR passion pieces to larger collaborations, and I’ve studied how games of all shapes and sizes come together. Lately, I've noticed that the games I've felt the most connected to have all been from indie studios or solo developers. While I still have a ton of fun playing the latest Sony exclusive, the handcrafted experiences from small teams are the ones that stick with me for the longest.
This got me thinking - why is this happening? Why are smaller, indie projects the ones hitting that sweet spot of memorable gameplay and heartfelt storytelling? As I find myself engaging with more games like Outer Wilds and Thank Goodness You’re Here!, I’m excited to see that standout gaming is no longer strictly confined by size, scale, and resources. Instead, it feels like it’s driven by the level of authenticity, creativity, and heart from the team. If you’re a game designer or developer, you already know first-hand that budgets don’t guarantee a game’s soul (or legacy) - and if you’re someone new to the the field, I hope that my perspective and thoughts here encourage you to embrace that indie spirit.
Breaking Through the Noise
Not too long ago, titles like Grand Theft Auto and Mass Effect dominated every gaming conversation. It was an era when massive budgets practically guaranteed a game’s success: to get that top-tier visibility and shiny marketing campaigns, creatives needed incredibly deep pockets and a powerhouse studio. To be clear, those big budget shooters and cinematic adventures were, and are, a ton of fun - it’s especially tough to beat the frantic serotonin that makes GTA! Yet in the past few years, critics and gamers alike are increasingly connecting to smaller-scale projects that aren’t bound to the same rules as the AAA titans.
Take Hades for example - a roguelike that won a whole host of awards and, more importantly, the hearts of players with an interesting story and addicting, evolving gameplay loop. Or Stardew Valley, crafted by a solo developer, ConcernedApe, that revitalized the farming sim genre and created one of the web’s most dedicated and cozy communities. These projects have proved that they can stand toe-to-toe against the blockbuster titles, and even overshadow them when it comes to player dedication and advocacy.

(Source: Hades on Steam)
But again, why is this happening? Why are smaller studios and solo devs, bound by limited budgets and team sizes, breaking through the noise? If you ask me, it’s both practical and psychological. These smaller teams take risks that larger studios shy away from, integrating personal stories, introducing daring design choices, and pouring their raw passion into every facet of the game. This creativity, and the soul that it bears, comes with a depth of care and novelty that audiences crave.
To fully grasp this phenomenon - and what it means for the future of gaming! - it helps to understand how the field of game development has evolved.
Tipping the Scales
Back in the early 2000s, success for indie developers felt nearly impossible. If your game wasn’t sitting on a retailer’s shelf, how would anyone find it? Physical distribution - printing discs, negotiating publishing deals, and navigating retail logistics - was too expensive and complex for small teams. Then came Steam. Initially created in 2003 by Gabe Newell and his team at Valve to manage updates for Half-Life and Counter-Strike, it opened to third-party developers in 2005, letting anyone upload a game, create a store page, and reach a global audience overnight. Platforms like Itch.io soon followed, removing old publishing hurdles and giving more creators a shot at success.

Steam in 2008 (Source: Reddit)
Just as distribution got easier, so did making the games themselves. Engines like Unity and Unreal lowered technical barriers, allowing people with just a glimmer of an idea to build something playable. I’ll never forget my own first foray into Unity - at the time, I barely knew what a boolean was. But these ready-made tools, the devs that use them, and the wealth of content that results, made my own dream of creating something delightful and impactful seem actually, finally, possible. With more engines like Godot and GameMaker popping up, small teams suddenly had the tools to rival larger studios in terms of polish and ambition. It felt like the entire industry was being democratized, and the floodgates opened for anyone willing to learn.
Adding to this shift was social media’s rise. Twitter, TikTok, and streaming platforms turned marketing upside-down: a single viral video could spark overnight fame. Among Us exemplifies this - before the pandemic, it had about 30-50 concurrent players, but when streamers picked it up, numbers skyrocketed into the hundreds of thousands. Suddenly, big-budget ads and billboards weren’t the only way to get noticed. Communities, word-of-mouth, and genuine engagement became the new currency, letting inventive (and often tiny) teams stand out just as much as AAA giants.

Various personalities playing Among Us on The Tonight Show (Source: SkyNews)
New technologies and platforms have made the development and distribution of games much more accessible for small teams, but I believe that these systems act as supporting mechanisms for the three factors that truly make indie projects powerful: heart, bold design choices, and genuine player connection.
Innovation Through Personality
When I talk to fellow devs about their games, their projects often begin as labors of love, cooked up in the back of their mind and driven forward by creative passion. That passion shows up in every pixel and line of code, which imparts a kind of “soul” to the game implicitly shared with players through art style and gameplay. Contrast this craft to a lot of AAA titles, where huge budgets, corporate stakeholders, and intellectual property instill a sense of caution and motivate repetition. It’s understandable - when millions, even billions, of dollars are on the line, the game should try to appeal to as many people as possible, and experimental concepts get cut. For the rest of us, however, freedom from that pressure can lead to truly original experiences.
One of my favorite examples is Cuphead. The team at Studio MDHR leaned into a 1930s rubber hose art style, with hand-drawn animations and a film-grain overlay to stay true to that classic ‘Steamboat Willie’ aesthetic. By mainstream standards, this would be a huge gamble, as hand-drawing thousands of frames is incredibly inefficient and would be considered a very “dated” method of game creation - and, to be fair, it was expensive, with the two original devs mortgaging their houses to fund the game. But that exact choice is what brought Cuphead to the attention of Microsoft, Netflix, and thousands of daily players, who are still playing eight years later.

Cuphead gameplay (Source: Girls on Games)
Other examples include Night in the Woods, which weaves an intimate narrative of homecoming with whimsical visuals, and Celeste, a platformer that explores themes of mental health through a challenger gameplay loop in a pixel-art world. These games aren’t just successful, they’re beloved, for the story and personality resonant within them. The smaller teams that made them aren’t chasing a broad audience or bottom line numbers, they’re trying to speak to the players who really get it. Whether through a unique art style, a niche genre, or a deeply personal storyline (or, as with Cuphead, Night in the Woods, and Celeste, all three), these decisions create tightly knit communities of players who are more likely to advocate passionately for these games to their friends, family, and anyone else who’ll listen. It’s a testament to that sense of discovery and heart-to-heart connection that players are genuinely psyched to spread the word.
Pushing Design Boundaries
Just starting an indie project is already a huge risk, so taking leaps of faith is already in the DNA of tiny teams. If those leaps succeed, the result can send shockwaves through the gaming community and forge a new, standout identity - unburdened by already-established gameplay schemas, share prices, and the pressure to maintain photorealistic quality, up-to-date with the latest developments in tech.
Let’s look at two great case studies for this: Supergiant and ustwo. Both companies produce masterpieces that are instantly recognizable: the former is characterized by engaging combat and vibrant colors, viewed from an isometric POV, while the latter is recognized for deeply satisfying visuals in low-poly, toon-shaded worlds. Yet as far as mechanics go, neither Supergiant nor ustwo holds to a single mechanic. Supergiant ventures into uncharted design territory with each original title: Bastion combined addicting isometric action with rich narration, Transistor offered a refreshing futuristic tactical combat system, Pyre introduced a fantasy sport-like gameplay with fluid movement, and Hades masterfully blended roguelike gameplay loops with a deep narrative. Similarly, no two games by ustwo are the same - ranging from Monument Valley’s illusory gameplay to Desta’s tactical, story-driven adventure to Assemble With Care’s puzzle-repair mechanic.


Assemble With Care (top) and Pyre (bottom)(Sources: ustwogames and Kotaku)
Through these constantly innovative projects, ustwo and Supergiant built audiences that don’t just enjoy one game, but that trust the studios themselves to create memorable experiences. Frequent experimentation in tandem with a clear, unifying artistic vision, drives this: rather than following their work for a single game, players keep coming back out of excitement for what new concept the team they believe in will brew up next. This loyalty is a gift, and one that AAA companies rarely receive as fans grow expectations not for the ‘next new thing’, but the follow up to an already perfected predecessor. Risk-taking is a privilege most readily in grasp of those companies not defined by a single core product, but rather by their own artistic merit.
Deeper Player-Developer Relationships
All the experimentation, passion, and ingenuity that indies have are amplified because of the close relationships that developers foster with their player base. Across Twitter, Youtube, and Discord, indie developers constantly share updates, patch notes, dev logs, and behind-the-scenes of their process, inviting players into the messy, magical journey of making a game (I’m still on the lookout for Stephen Ddungu’s Sword of Symphony - my excitement is the direct result of his Youtube devlogs). That transparency and communication is often not found in larger companies, where marketing, PR, and community tams mediate every communication point with their player base.

One of many updates from one of devs of Tiny Glade (Source: X/Twitter)
It’s also not just about sharing the progress. Many Indie teams are now actively involving their player base in development through early access phases and freelance art opportunities. Ddungu, for example, reached out to his Twitter followers for modeling help a few years back, and Descenders by RageSquid and No More Robots sourced beta testers, translators, and constant constructive feedback from a 4,000+ member Discord.
As a player, I find there’s something immensely exciting about helping shape a game in real time. As a developer, it’s also an invaluable way to gather feedback to improve the project from the people most excited for and invested in it. The result is a community of players that are genuinely invested in the game and who will champion it on release. When the final product eventually launches, there is a layer of satisfaction that few mechanics can match - the players feel like, and are, a part of the team that brought it to life, and they share the devs’ sense of accomplishment in bringing the game to the world stage.
Beyond developer-player communication, platforms like Steam and itch.io also play a large role in driving visibility for these titles. Steam’s algorithm heavily favors games that gather strong player reviews, so small projects with a niche following has a fair shot at landing on the front page and gaining a spike in exposure. On itch.io, regular, community-driven game jams showcase incredibly quirky mechanics that otherwise may not see the light of day under a traditional publisher model.
Nowadays, game discovery and advocacy so often rests on the strength of the developer-player relationship. Speaking from experience, this layer of connection and transparency isn’t just a perk, it’s a vital ingredient to success.
The Future of Memorable Gaming
The rise of indie teams in the gaming scene is no secret, and the titans of industry are starting to wake up to them. While Sony has historically been great about funding smaller projects, this strategy is being more widely adopted: EA’s funding of It Takes Two, for example, shows that it is starting to push toward unconventional, heartfelt projects, and our aforementioned (and beloved) Cuphead was largely funded by Microsoft. Other large studios like Ubisoft, who often relies on sequels, are forming smaller, creative internal teams to foster innovation. Of course, there are exceptions, like when Take Two controversially stepped away from in 2024 when they shut down their internal indie team of Private Division, the studio that brought my latest favorite game, Outer Wilds, to life. Whether this shift is successful for the incumbents remains to be seen, but I believe that it is a step in the right direction.
Similar to what game engines did for developers in the mid-2000s, I see another wave of technological advancements further leveling the playing field and offering new methods for experimentation. The popularization of AR and VR tech like the Meta Quest opens new frontiers where no studio holds decades-long advantages, encouraging smaller development teams to jump in and shape this new medium with standout games like the beautiful The Last Clockwinder and the truly humbling Trombone Champ. AI-powered tools, like NVIDIA’s DLSS or AI-assisted coding, help smaller teams achieve visual benchmarks and development efficiency rivaling larger companies. New engines like Godot, asset marketplaces like Gumroad, and the near-endless library of game tutorials make creativity more accessible than ever. And if you have an idea and the passion to bring it to life, the path to creating something memorable is freshly grated and waiting.
Don’t get me wrong, I’m beyond excited for AAA masterpieces like GTA 6 (cough cough PLEASE cough cough). But I’m at just as excited, if not more excited, to see what novel passion project will blow my mind next. We live in a future where ingenuity and authenticity take center stage - and where lifelong NintendoDS fans like myself have all the tools to make the kind of games we want to play, if only we have the drive and heart to make them.
