Lost Sacred Gems: The State of Indie Games in 2022 and Beyond
<p>In<strong>January 2021, Steam welcomed a game called <em>Dyson Sphere Program</em> to the platform.</strong> The inaugural game by Chinese developer Youthcat, it was an unassuming yet ambitious entry into the factory management subgenre, pioneered by big indie hits like <em>Factorio</em> and <em>Satisfactory</em>. Less than a year later, <em>Dyson Sphere Program</em> is poised to make a big splash all its own — still in early access and with significant features not yet implemented, the game nevertheless racked up <a href="https://www.pcgamesn.com/dyson-sphere-program/combat" rel="noopener ugc nofollow" target="_blank">1.7 million confirmed sales by September 2021</a>.</p>
<p>Suffice it to say, <em>Dyson Sphere Program</em> is a hit — not just by the standards of the <a href="https://superjumpmagazine.com/legends-of-the-middle-kingdom-7e6aa8e2405" rel="noopener ugc nofollow" target="_blank">burgeoning Chinese indie scene</a>, but by any standard you care to apply. For an indie/retro snob such as myself, it’s very tempting to hold up cases like this as a sign that the Age of the Indie has finally arrived. After all, we’ve seen plenty of small teams produce million-selling games, not to mention that some of those games — the <a href="https://www.gamepressure.com/editorials/whats-triple-i-games-the-future-of-indie-after-ea-play-live-spot/ze44f" rel="noopener ugc nofollow" target="_blank">so-called “triple-I” titles</a> — have production values that rival those of the biggest companies around.</p>
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