Yacht Club Games needs its next title, Mina the Hollower, to be a success.
As far as I understand it, the vast majority of ‘successful’ indie studios are in the same boat. You need to continual decent hits to keep afloat in an ever turbulent and flooding market. Even if the next title is successful, they already mentioned the other looming problem, burnout. You might be able to push yourself through one game, two is a struggle, and very few make it to three.
To me, and maybe I’m being a bit cynical, but this feels like a very foreboding article.
That’s what. I’ve been trying to get into game dev myself multiple times the last few years and it’s difficult. I can’t imagine getting one game out, let alone a second one. Getting that far I imagine has to drain a person
Just imagine: angry birds was what, the developers 50th game, or thereabouts? Grim reality right there.
It most definitely takes a toll. Most devs don’t even talk about the weird sadness you get after finally getting something out the door either.
I don’t mean to make it all sound bad though, there is some genuine joy in making something and seeing it come together. Anyways good luck on your game dev projects.
I would ordinarily put my top-level thoughts in the “Body” part of the link submission, but I’ve found that a lot of people here only read that box without reading the article, so I’ll put them in a comment here.
“Your company is only as strong as your last game,” says Celia Schilling, marketing director at Yacht Club.
This is true when you’re a single project studio.
By 2024, Yacht Club finally acknowledged that the two-team structure wasn’t working. It laid off some employees to cut expenses and paused development on the Shovel Knight sequel so everyone could work on Mina the Hollower, with Velasco taking over as director. What was once considered a less ambitious side project is now the company’s largest game ever.
My read on this is that the the two-team structure wasn’t the problem, but scope creep was, not to mention the bad fit for initial project direction that they acknowledged elsewhere in the article. I’m quite sure Mina the Hollower will hit their sales target of 200k copies. Hopefully they scale back up responsibly after that.
Shovel Knight is one of the most successful indie games ever released. We’re not talking of a “moderately” successful game that sold a few hundred thousand copies, like Hyper Lighr Drifter or CrossCode: SK sold over 2.5m copies back in 2019, and I’d wager at least as much since then. How do you go from there to almost bankruptcy?
Paying a bunch of salaries when your revenue streams are Shovel Knight (good but old game that kept getting free DLC and made a lot of its money before release) and… Shovel Knight Dig. They had to go back to Kickstarter for Mina, after all.
If it was one guy or a tiny team, SK’s success would be enough for them to be “set for life”, but a business is more expensive to run than a team is. They probably don’t expect Mina to be a phenomenal income stream either, since (like SK) it’s already mostly done making them money.
They did a lot of extra work on it without charging for it, and it’s been a long time since they put out a hit. California salaries and real estate are expensive.
Shovel Knight was responsible for kicking off the second renaissance wave of indie games, as Cave Story was the first wave. It’s quite a bit saddening that they’ve put themselves in this corner.





