Indie game news, reviews, previews and everything else concerning indie game development.


Dev Links: Sum of its Parts


Today’s Developer Links include articles on documentation, external content inclusion, and the bogeyman of the indie community.

The Bogeymen of the Indie Scene (Jonas Kyratzes)
“Human beings have always been susceptible to bogeymen. It’s a lot easier to get angry at people instead of getting angry at systems. We are persons, so we seek to personify the world. Thunderbolts come from Zeus, pestilence comes from Yahweh and your indie game problems come from Jonathan Blow. You can’t block capitalism on Twitter, after all.”

A gnomic making of Droidscape: Basilica (Gnome’s Lair)
“The Droidscape: Basilica making-of you are about to read could easily be summarized thusly: “We used computers. It took bloody ages.”. One particularly wise man would really appreciate it this way and it would also be absolutely true.”

What documentation? (AltDevBlog)
“Imagine a situation where you have just been employed by a game development company with a large code base. You might setup your computer, adjust your chair, get some coffee and then start synchronizing your source code repositories. This might take a long while so you decide to take a look at the company documentation while your downloading. So you roll up your sleeves and start digging. You dig and you dig, but you just can’t seem to find anything useful. Puzzled you go to ask either the CTO or the technical director whether they would have some information as to were the documentation is lurking. So you enter the room of either person and candidly ask your question, only to be met with a blunt answer stating that there is none.”

Art Walkthrough: Lighting Robots (Arcen Games)*
“The robots and “Exos” in Bionic Dues go through a five-stage process. First they are sketched by one of a variety of artists. Then they are inked (have their lines cleaned up) by one of a couple of artists (typically Genna or our own Daniette “Blue” Wood). Then they are colored by Catherine. Then animated by me. Then lit by Blue.On the subject of the lighting, Blue created a pretty cool tutorial on how to do that, and we thought we’d share it with anyone else who might be interested. Enjoy!”

Hawken publisher doesn’t pay to advertise the game (Develop)
“Meteor Entertainment argues word-of-mouth is the best way to sell a game as a service”

Joe Danger Steam Trading Cards now available! (Hello Games)
“Steam have gotten into the lucrative trading card business and we are 100% behind them. Actually, we hear that Half Life 3 will be an elaborate game of trading card snap – “I have 3 Barneys. I’ll swap you for an Alex.” Anyway, we’ve just put Trading Cards into Joe Danger and Joe Danger 2 on Steam! Honestly, we didn’t really understand these crazy things until Ryan made 25p selling a picture of GlaDOS. Then he was totally hooked and we found him adding them into our games too.”

External Content Inclusion (Andy Moore)
“I’ve been playing a lot with external files in AS3 (well, Haxe+NME to be more accurate) in my recent projects. Monster Loves You!, for instance, loads (at runtime!) all of its audio, images, configuration, and story text from external files. If these files aren’t found, then it reverts to the old internal copies it was compiled with. I love this hot-loading system, for four really big reasons.”

Cook, Serve, Delcious! is now available for Android! (IndieDB)
“Cook, Serve, Delicious is now available on Google Play for Android! Includes full Google Play support (Achievements and Leaderboards).”

* Full disclosure: I work for Arcen Games.

Source: The Indie Game Magazine – Dev Links: Sum of its Parts


Dev Links: Writer’s Block


Today’s Developer Links include articles on polishing what you have, mixing music, and sensationalist headlines regarding RAM.

Video: three indies exploring creativity in game design (
“Courtesy of GDC Vault, this free GDC 2013 video shows The Stanley Parable’s Davey Wreden, Spelunky XBLA’s Andy Hull, and Loot Drop designer James Lantz offering unique lessons to expand creative game design. The aptly named “creatrilogy” session includes Hull’s “good kind of stealing” and other wooden toy design tips applicable to games, Lantz’s 4 different directions to go with genre innovation, and Wreden’s 14-tip “tool set for evoking creativity in game design.””

Strattonian Gambit (#AltDevBlogADay)
“After a 1 year hiatus from the site (including a bit of crunch), I thought I’d try to start making videos again. Hopefully I can also finish a bunch of the almost dones and post them as well. I apologize in advance for how hastily I threw this together.”

Polishing what you have (Positech Games)
“I sometimes think indie game developers get a little bit carried away with new features. They cram in new stuff, in an excited and passionate way, without stopping to think that they should probably get last weeks feature working better first.”

This is how we mix music for Luxuria Superbia (Tale of Tales)
“We built a tool in Unity to work with the more than 100 looping music tracks that Walter Hus composed for the game. The engine behind it synchronizes all tracks with each other (well, actually with a silent master track running all the time).”

Australian government to give $6M over three years to indie devs (Polygon)
“The Australian government is pledging $6 million over the next three years to 10 different indie studios, amid declines in revenue and employment for the country’s game industry, Screen Australia announced today.”

Tales from the Dev Side: XNA, XBLIG, and Me by Michael Neel (Indie Gamer Chick)
“In November 2008, the same month Xbox Live Community Games launched, I organized a geek dinner. I wanted to make sure there was some real geekery involved, so two days before the dinner I downloaded Microsoft’s XNA Game Studio. Until that weekend I had never developed a game.”

Crypt Run alpha 0.0.95 (Lost Decade Games)
“We’ve been working hard! Here’s the massive changelog since the last version of Crypt Run you’ve played.”

That RAM… (Brian Provinciano)
“We can’t go into specifics about stuff like that, but I’ll say that if you go by Eurogamer’s article “update”, it would show that PS4 provides at least as much RAM to the developer as the XB1. While Eurogamer updated theirs, Game Informer still has their sensationalist headline “PlayStation 4 Reserves Nearly Half Of RAM For OS” up, a headline which was poor even at the time of the initial rumor. While the article itself does say “slightly more than its competitor”, the headline is what the majority of people will ever see. This is a problem. This caused problems.”

Source: The Indie Game Magazine – Dev Links: Writer’s Block


Dev Links: Early Diagnosis


The Ouya highlights today’s Developer Links, along with a list of helpful pieces from various indies.

Ouya devs reveal software sales numbers (Edge Online)
“Ouya’s arrival was far from a typical home console launch, but that’s fitting for a new piece of hardware determined to do things differently.”

The Ouya Experience: What game developers think so far (Gamasutra)
“A little over a year ago, Ouya launched its widly-successful crowdfunding campaign on Kickstarter, capturing the enthusiasm of thousands, with promises of an open platform, affordability and a simple game console experience for the living room.”

Video: Amnesia’s creative lead offers lessons in storytelling (
“In this GDC Europe 2012 lecture, Grip shows the science behind and the practical implementations for maintaining this level of immersion. He demonstrates how even lauded games such as Heavy Rain, Dead Space, and Assassin’s Creed break this sense of presence and how games such as Limbo facilitate it.”

How to get sound effects in your indie game without being a professional. (Tactic Studios Development)
“I’m not a sound designer, but I need sound in my game.”

Some optimization tips for game programmers (Positech Games)
“I’m enjoying myself with some optimizing today (yeah I’m weird like that). So I thought I’d jot down some of my tips for making your game faster. These are general, not language-specific tips.”

Our Artist is Amazing! (Owlchemy Labs)
“This much is pretty apparent (I mean, just look around). But what you may not know is that our lead artist extraordinaire, Carrie Witt, does so much more! No matter how much we tell her not to, she continues to draw silly pictures of video-game related things and, honestly, we wouldn’t have it any other way!”

The Path and Bientôt l’été will be featured in the yearly FILE festival (Tale of Tales)
“The exhibition will take place at FIESP Cultural Center – Ruth Cardoso, located at Paulista Avenue, 1313.”

Hello Games’ top indie games! (Hello Games)
“When we’re not playing Call of Duty and Candy Crush Saga we sometimes play some of those crazy indie games you keep hearing about. Then we smoke pipes and discuss our feelings and Grant cries a little. So we’ve always got an eye out for fine-looking new games, and here are our current highlights. You may consider these as Hello Games’ Official Top Seven Most Anticipated Indie Games.”

Source: The Indie Game Magazine – Dev Links: Early Diagnosis


Dev Links: What Really Matters


Today’s Developer Links include articles on creating VR games, what to expect when publishing on PS4 and gaming tax credits.

When self-publishing on PlayStation 4, here’s what to expect (Gamasutra)
“Agostino Simonetta, senior account manager at Sony Computer Entertainment Europe, has given some insight into how the self-publishing process on PlayStation 4 works.”

Creating Virtual Reality Games: The Fundamentals (Gamasutra)
“When I was on a field trip to London back in high school, I played my first virtual reality (VR) game: Zone Hunter. I was immediately hooked and I knew I wanted to work in VR! I started my VR career more than 12 years ago working on industrial VR training applications and VR software tools.”

How educational games are best played two-by-two (Polygon)
“There are good reasons to create video games for schools that are designed to be played by one person, with a second student collaborating, but not actually touching the controls.”

Child-like avatars cause players to perceive the world in new ways (Polygon)
“When adults are placed in the virtual body of a child, they identify more closely with child-like attributes, according to a recent study published in PNAS and reported on by BBC.”

Works In Progress (Terry Cavanagh)
“A little while ago on twitter, inspired by Andi McClure, I recorded some vine videos of some of my unfinished games. Here’s Vine 1, Vine 2, and Vine 3. It’s far from comprehensive, just a couple of random things I cared about and didn’t mind showing.”

Zeboyd Weekly Art! (7/17/13): CSH logo, and SMT IV Isabeau fan art! (Zeboyd)
“Hey everyone, Bill Stiernberg here. Have couple of things to share today! For starters, Shin Megami Tensei IV came out yesterday for the 3DS. To celebrate the release of an awesome game in an awesome series, I decided to produce some fan art of a main character, Isabeau.”

Gaming Tax Credits: A Developer’s Guide to Free Money (Games Industry)
“As TV infomercial star and Riddler-inspired fashionista Matthew Lesko would say, “The government is giving away FREE MONEY to game developers!” Or to put it less colorfully but more accurately, there are dozens of government programs in the United States and Canada offering tax credits and rebates for companies producing video games.”

Spark Cinematics of Natural Selection 2 (Unknown Worlds)
“Hello, this is Brian Cummings aka Chops from Unknown Worlds. This blog post is to talk about my experiences with the Spark Cinematic Editor. I started with the company in 2009 near the beginning of production for NS2. I was hired as an intern to help with scheduling and tracking the Art tasks for production. After a short while I started to see some other useful things I could do for the team. One of the tasks that came up was to create a more interesting cinematic for the next alien to be revealed… the Lerk. I volunteered to create the cinematic using our Spark Cinematic Editor and got started.”

Source: The Indie Game Magazine – Dev Links: What Really Matters


Dev Links: Space Madness


Game development budget realities and indie dev in the 90′s in today’s Developer Links.

Indie development in the 1990s: The Game-Maker story (
“Fifteen years before indie games gained traction, the buzzword for amateur game design, and PC games in general, was Shareware.”

Understanding “It’s not what you know, it’s who you know.” (#AltDevBlogADay)
“It is regularly said that “It’s not what you know, it’s who you know.” This is a common phrase that may be even more popular these days due to economic hardships. While the statement is undoubtedly true it also misrepresents how things work in the real world. After seeing things from both sides it’s not what you might be led to believe.”

Interviews with Game Developers (Pixel Prospector)
“I’m currently working on a little site that is completely dedicated to interviews with game developers.”

AAAAAAAA (Auntie Pixelante)
“a game about frustration. made in zzt, which i am currently writing a book about. this is not the game i am making as a kickstarter perk.”

State of the Programming (Gaslamp Games)
“Greetings, loyal Subjects of the Empire! As you know, we traditionally give out a programming status update around the start of the month to let you know what we’ve been doing. To make things even more exciting, Mr. Triolo recently found some sort of “GIF-making” tool on the steam-pipe-and-radium-Internet. Therefore, what the heck, let’s show you some animated engine footage… in very, very small quantities.”

Zeboyd Weekly Art! (7/10/13): Character Sprites and Cosmic Star Heroine! (Zeboyd Games)
“Hi everyone! Bill Stiernberg here. For today’s Art Column, I wanted to talk a bit about sprites!”

When crowdfunding reveals the realities of game dev budgets (Gamasutra)
“In recent years, crowdfunding has become a serious option for game developers — and a welcome alternative for those long constrained by traditional publishing and funding models.”

On EVO 2013, Interviewing kcmmmmm, and losing a bet with Seth Killian (SpyParty)
“I had totally forgotten about the bet, but it’s clear I lost it, fair and square.”

Source: The Indie Game Magazine – Dev Links: Space Madness


Dev Links: The Gathering


Today’s Developer Links include several articles with meaningful data and/or advice for devs in general.

YouTube Studies The Impact Of Gaming And Delivers Compelling Statistics (GameInformer)
“YouTube has issued its first white paper (a document designed to help constituents understand a particular issue), titled “Gamers on Youtube: Evolving Video Consumption,” and the subject is near and dear to our hearts. Google’s ubiquitous video branch has quantified the impact of video games, and the statistics evidence significant growth in comparison to other content hosted by the service.”

Game Designer Is Hometown Hero to Burglarized Game Store (Kotaku)
“About a week ago, burglars completely wiped out the stock of I Got Game, an independent game store in Ogdensburg, N.Y., a town of about 10,000 on the St. Lawrence River. The store hadn’t even been open a month. Nothing was insured. The owner was in a daze. Then Brenda and John Romero walked in the door. They make video games. They know a lot of people who make video games, too. They figured they could help.”

Win Win Win for Eufloria HD! (Omni Systems)
“A few months ago we submitted Eufloria HD for something called the Big Chip Awards. They are the main UK awards for digital agencies outside London and are hotly contested. They had a (best use of) games category so we decided to have a go. We were allowed to enter two categories so also entered the design one because, well, why not?!”

June Postmortem (Unknown Worlds)
“Each month, the Unknown Worlds office hosts the ‘Post-Mortem,’ an opportunity for bay area developers to get together and talk all things games. People show off prototypes, share their latest ideas, and discuss design, business, programming and art.”

The Right to the University (Jonas Kyratzes)
“I’ve certainly never made a secret of the fact that I didn’t particularly enjoy the process of getting an education. Wait, let me be clearer: I hated school. I really fucking hated it. I didn’t want to be there.”

Queer character classes (Auntie Pixelante)
“Here are some avatars i was commissioned to create for the gaymerconnect forums. a friend of mine suggested that the existing avatars that users had to choose from all skewed male – androgynous male, yeah, but as a trans woman she wasn’t comfortable wearing that as an avatar. so, i tried to fill in the blanks with a bunch of feminine, femme and genderqueer identities.”

Playing with friends equals gaming success (MCV)
“Oslo Albet, creator of co-operative puzzle game Fireboy and Watergirl, discusses how allowing kids and parents to play together can help spread word of your latest title”

The Genius of the Game Design in Monaco: What’s Yours is Mine (Zeboyd Games)
“Let’s discuss the design of Monaco: What’s Yours is Mine for a bit, shall we?”

Source: The Indie Game Magazine – Dev Links: The Gathering


Dev Links: Small World


Going solo from a successful indie team and multiple articles on animation in today’s Developer Links.

Going Independent (Asher Vollmer)
“This Monday, after the most introspective conference of my life, I left my job at thatgamecompany. I’ve chosen to become an independent game developer.”

Mobile “just too scary” for indies, says Spelunky dev (Games Industry)
“Derek Yu notes even great games can tank on iOS and Android, welcomes growing competition on PCs, consoles”

GDC13 Summary: Animation Bootcamp Part 4/6 (Wolfire Games)
“Animating the 3rd Assassin. Jonathan Cooper, Animation Director, Ubisoft Montreal. Jonathan has been animating games for 13 years, including lead roles on Mass Effect 1 & 2, Deus Ex: Human Revolution, and Assassin’s Creed 3, and recently won the DICE award for “Outstanding Achievement in Animation”.”

Designing a game to behave in ways for which it was not designed (#AltDevBlogADay)
“I’d like to start this article by pointing out that it is merely a documenting of my own personal experience and thoughts that led from it, and in no way is a treatise on what I think everyone should do. Please take it with a grain of salt.”

Island Snapshot (The Witness)
“It’s been a while since the previous post, so here’s a new island snapshot.”

Exploring video game animation with a film industry veteran (Gamasutra)
“”Nowadays the skills and crew required to make a game and a movie are virtually identical… I’ve witnessed the blurring between the two media which has been occurring gradually over the years.” Lionel Gallat, known online as “Seith,” has been working on animated movies for over 15 years now, putting his mark on films like The Prince Of Egypt, The Road to Eldorado, SharkTale and Flushed Away.”

An Inviting Mini-World: How Nintendo Made Animal Crossing (Gamasutra)
“Chances are that if you know somebody with a Nintendo 3DS right now, you know somebody who’s playing Animal Crossing: New Leaf. The game was already a smash hit in its home territory, where since its release in November, it’s sold 4 million copies. Nintendo revealed via its Facebook page that five days after it hit the U.S. market, it had already shifted 200,000 units.”

Raptr Q&A with The Behemoth (The Behemoth)
“We’ll be chatting with the Raptr community about all of our games.”

Source: The Indie Game Magazine – Dev Links: Small World


Dev Links: Survey Says


Developer Links gets in-depth today with a quality-of-life survey, meaningful character and story design advice, and the dilemma of r-using old content.

Game Developer Quality-of-Life Survey (Gamasutra)
“”Game Developers: How are you doing?” That’s the question we asked approximately 1,000 of you at the end of 2012. We know that between the long hours, frequent layoffs, and crunch phases, the game industry can be a notorious grind. While we perform a yearly Salary Survey every April to check the pulse of developers’ financial health, we thought we’d supplement that with a quality-of-life survey to see how you’re doing in ways not measured by dollars and cents. Are you satisfied with your pay? Are you confident in your current project? Do you want to be in this industry five years from now? Read on to find out how your colleagues responded.”

Developing Meaningful Player Character Arcs in Branching Narrative (Gamasutra)
“A little background: During my years at BioWare, I found that despite the enormous amount of talent housed in the writing department, there were certain subjects for which we lacked a common language of craft — a clear and broadly applicable way to discuss what worked, what didn’t, and why. This article is an effort to remedy that problem for one particular subject.”

The re-using old content dilemma (Positech Games)
“Where do you stand on content from game A turning up in Game A: 2 The sequel? I really do not know where I stand myself. Generally, I don’t care. if it turned out that the tree models in Company of heroes 2 were the same tree models from COH 1, I wouldn’t mind. Ditto some of the sound effects. A tiger tank gun sounds the same as it did when the original game was released, and sound playback technology is the same now as it was then.”

A Virus Named Tom dev finds therapy in Gizmo, ninja puppet show (Joystiq)
“Some things in life are so frustrating that you just have to make a low-budget puppet theater video about them. A Virus Named Tom developer Tim Keenan is annoyed to the puppet point by game development suggestions from well-meaning friends, and the assumption that “PC games” are “Facebook games.””

What happened to PlayStation Mobile? (
“When PlayStation Mobile launched late last year, I truly had high hopes for the platform. Six months on, and it seems like my optimism may have been misguided. The PS Mobile platform allows indie developers to sell their games via the PlayStation Store with relative ease. Once a studio or individual has registered and paid $99 per year for a publisher license, they can then release as many games as they want, as long as they keep to the relatively lax service guidelines.”

Art Asset Overview #39 (Wolfire Games)
“In this Overgrowth Art Asset Overview, I show off the new arena I’m working on and talk a bit about the process of making it. I’m pretty excited with where we’re at with Overgrowth, and I’m especially happy that there are no major hurdles in sight for us getting the game to beta.”

How ethical design can be a money-maker (Games Industry)
“GDC 2013: Shellrazer designer describes the key to monetization and in-app purchases; it’s all about respect for the players”

Untitled (Kotaku)
“If you liked 2010’s excellent, emotional action RPG Bastion, then listen to Amir Rao—co-founder of dev studio Supergiant Games—talk about the art of level design on the Critical Path Project.”

Source: The Indie Game Magazine – Dev Links: Survey Says


Dev Links: Natural Wonder


Quality-of-life, DRM, Piracy and other discussions reverberate in today’s Developer Links.

Indie Fund Now Backing “Panoramical” (IndieFund)
“We are super excited to announce our support of Panoramical, a collaborative project by Fernando Ramallo, a game developer from Argentina, and David Kanaga, best known for his work on Proteus and DYAD. Panoramical is something really different from what we’ve funded in the past, and its difficult to describe it in words. It uses an input device like an iPad or MIDI controller to explore hand-crafted musical landscapes, allowing the player to alter the visuals and music to their touch.”

Game Developer Quality-of-Life Survey (Gamasutra)
“”Game Developers: How are you doing?” That’s the question we asked approximately 1,000 of you at the end of 2012. We know that between the long hours, frequent layoffs, and crunch phases, the game industry can be a notorious grind. While we perform a yearly Salary Survey every April to check the pulse of developers’ financial health, we thought we’d supplement that with a quality-of-life survey to see how you’re doing in ways not measured by dollars and cents. Are you satisfied with your pay? Are you confident in your current project? Do you want to be in this industry five years from now? Read on to find out how your colleagues responded.”

Meat Boy dev: DRM hurts more than piracy (Games Industry)
“The troubled launch of EA’s SimCity due to its always-online requirement has raised the issue of digital rights management and the effectiveness of anti-piracy measures once again. In a post on his own blog, Super Meat Boy developer Tommy Refenes gave his own take on the subject, arguing that developers’ attempts to keep their games from being pirated are hurting themselves first and foremost.”

Vlambeer: Mobile devs mustn’t be scared of charging more (Develop Online)
“Mobile developers should not be scared of charging more for iOS and Android games, a developer from Vlambeer has said. Speaking in a Reddit Q&A, developers from the Super Crate Box studio said that indies needed to be sell a countless number of titles at the standard $0.99 (£0.69) price just to survive on the platform, and encouraged more developers to start charging more.”

Sony easier to work with as an indie, Guacamelee dev says (Shacknews)
“With Guacamelee’s release on PS3 and PS Vita imminent, developer Drinkbox Studios took a moment to praise Sony’s continuing efforts to reach out to developers–smaller indie studios, in particular.”

Democracy 3 development blog video #2 (Positech Games)
“Another short video showing off new color schemes and some new features.”

Overgrowth a198 video changelog (Wolfire Games)
“Here is the new Overgrowth alpha video!”

Penny Arcade’s On the Rain-Slick Precipice of Darkness 4 Trailer! (Zeboyd Games)
“Our first trailer for our upcoming new game, Penny Arcade’s on the Rain-Slick Precipice of Darkness 4 is now live! “

Source: The Indie Game Magazine – Dev Links: Natural Wonder


Dev Links: Interest Groups


Learn in today’s Developer Links why to use the Lua scripting language, what kind of social media policy to decide on, and how a developer raised money from pirates.

Mew-Genics Teaser Week 17, Cat Fight! (Team Meat Blog)
“As many of you might have guessed from the song “Cat Fight” in the Ridiculon video post, Cat fights are a large part of Mew-Genics. How will these fights go down?  How will the game actually play?  Why have i been using faked graphics for all the cats ive posted in the past 17 weeks of updates? find out next week! when we finally announce what this damn game is!”

The Video Game Kickstarter Report – Week of Feb 15 (Zeboyd Games)
“Not much this week in terms of new kickstarters to look out for, but I did spot two that I thought sounded interesting. The first is Throw Trucks With Your Mind – a multiplayer FPS where ‘you’ll fight entirely through NeuroSky’s MindWave headset peripheral that reads the electrical activity of your brain.’ It’s up to $11k of its $40k goal with 26 days left to go. The second is Genocide Dolphins. I have no clue why it’s called that, but it’s a FPS with a really trippy visual style. It’s only at £417 raised of its £5k goal with 12 days left to go, but the goal is modest enough that I could see a last-minute recovery.”

Democracy 3 Development Blog #1 (
“A short video with me going through the new stuff in Democracy 3:”

Why Lua? (AltDevBlogADay)
“A question that I get asked regularly is why we have chosen Lua as our engine scripting language. I guess as opposed to more well-known languages, such as JavaScript or C#. The short answer is that Lua is lighter and more elegant than both those languages. It is also faster than JavaScript and more dynamic than C#.”

Drafting A Social Media Handbook Policy For Developers (Gamasutra)
“Big companies have recently gotten into hot water by trying to govern employee social media use — but the right way to do this is even more complicated than you might expect, so Gamaustra presents this article, written by an attorney, to help put you on the right track.”

The Witness Audio: 1000 Subtle Layers (The Witness)
“I didn’t think Witness was going to be an easy project by any stretch, but I certainly didn’t expect it to be one of our biggest creative challenges. I’ve worked on nearly 80 projects spanning feature film, games, ads and other sorts, and my job as sound designer had always been to broaden the experience in every possible way. The Witness inverts this notion.”

Indie Dev Makes $12k Through Piracy Promotion (Develop)
“An indie developer has made more than $12,000 after advertising its game through the Pirate Bay. In a blog post, Sean Hogan wrote a post-mortem of the experiment to advertise action-adventure RPG Anodyne through piracy channels, and noted a significant upturn in website hits, Steam Greenlight votes and sales.”

Rocket Report #6 (Rocket Bear Games Blog)
“Last week was quite exciting, development-wise. Guess what?  Those helicopters that I added to the game last time can now do airstrikes.”

Source: The Indie Game Magazine – Dev Links: Interest Groups