Why Witch Beam Remains Small After Unpacking's Massive Success

Unpacking was a standout indie hit in 2021, earning numerous awards and accolades, including a spot on GamesIndustry.biz's Games of the Year 2021 list. When asked about the impact of Unpacking on Witch Beam, co-founder and designer Sanatana Mishra notes that the studio's structure and workflow remain unchanged, but the success has allowed them to improve their lifestyle significantly. For their previous game, Assault Android Cactus, Mishra and co-founder Tim Dawson had to live on limited funds, which took a toll on their physical and mental health. With Unpacking's success, Witch Beam now has a comfortable foundation to build upon, enabling them to hire more creatives and offer them ownership and resources. The studio has chosen to remain small, with no full-time employees, and instead focuses on empowering partners and contractors. This approach allows them to maintain their independence and work on projects that truly matter to them. Mishra emphasizes that Witch Beam's goal is not to build a large business, but to create games that bring people joy and to support their friends in the industry. The studio's hypothesis is that their games are successful because they are made with passion and care, and they want to continue working in this way. Witch Beam has decided to partner with publisher Cult Games for their upcoming title, Tempopo. This decision was not driven by a need for funding, as the studio has been self-funded, but rather to gain support with marketing, launch planning, and localization. Mishra views the publisher as a partner that can help them reach a wider audience without compromising their independence. The development of Tempopo has been a challenging but rewarding process, with the team facing numerous obstacles along the way. Despite these challenges, Mishra is proud of the progress they have made and is confident that the game will be well-received. The studio has a release date in mind but is keeping it under wraps for now. When asked about the definition of success for Tempopo, Mishra notes that there are multiple layers. The first layer is simply releasing the game, which is a significant achievement in itself. The second layer is creating a game that they can be proud of, which they achieved with their previous title, Cactus. The next layer is reaching a large audience and generating revenue, but Mishra emphasizes that this is not the primary goal. Instead, they hope to create a game that will bring joy to players and provide a sense of fulfillment for the team. Witch Beam's producer, Mei-Li C., adds that the studio's business plan is centered around working with passionate, talented, and like-minded individuals and supporting them in their endeavors. The studio is committed to staying in Brisbane and contributing to the local indie scene, which has faced significant challenges in recent years. The indie scene in Brisbane has undergone significant changes, with many big studios shutting down or leaving the city. However, Mishra notes that there is still a strong sense of community and a desire to vitalize the scene. The studio is committed to being part of this community and encouraging others to join and grow with them. In conclusion, Witch Beam's decision to remain small and focus on empowering their partners and contractors is a deliberate choice that reflects their values and mission. By prioritizing creativity, passion, and independence, the studio aims to create games that bring joy to players and make a positive impact on the industry.