League of Geeks Faces Challenging Times in the Gaming Industry
League of Geeks holds a significant position in the Australian gaming industry, having pioneered the indie scene with Armello in the early 2010s. The Melbourne-based studio has been on a successful path for over a decade, consistently supporting other Australian indie developers. According to Trent Kusters, the studio's goal is to make strategy games more accessible to a broader audience through a unique aesthetic and cross-cultural themes. Kusters notes that the studio aims to follow in the footsteps of Paradox, making strategy games more user-friendly. The studio's mission was successful with Armello, which received support for four years after its release in 2015. Currently, the developer is working on a remake of the cult classic Solium Infernum, set to release next year, and Jumplight Odyssey, a sci-fi sim with an anime aesthetic. Jumplight Odyssey was released in Early Access on Steam in August, with Kusters stating that the traction was "amazing" with wishlists in the six figures before the early access launch. However, the game faced difficulties due to bugs and a crowded release schedule. Kusters notes that the Early Access scene has changed significantly since the studio first ventured into it with Armello. The expectations are now higher, with players waiting for more polished games. The studio underestimated this change and faced challenges as a result. To address the issues, the team implemented an aggressive patch schedule, which helped turn the reviews around from "Mixed" to "Very Positive". Kusters emphasizes the importance of honesty with the community and transparency about the company's commercial perspective. The current market poses significant challenges for indie developers, with a crowded release slate and high development costs. Kusters mentions that even successful indies like Mimimi Games have shut down due to the difficulties of sustaining a studio in this climate. Australia has been relatively sheltered from the recent wave of layoffs and closures, thanks to government support and a lack of entanglement with major American and European corporations. However, Kusters notes that the industry is still facing significant challenges, with games becoming more expensive to make and the need for breakaway hits to sustain studios. League of Geeks is currently a 70-person strong studio, operating in the "triple-I space" with a two-team system. Kusters states that the studio is cautious about scaling up, preferring to do so organically and conservatively in response to success. The studio has had acquisition offers in the past but is open to the right opportunity. Kusters emphasizes the importance of finding the right terms, number, and partner. The studio benefits from a decade of experience and a unique identity, with a goal to release more games and develop the team's talent. Kusters concludes that the studio is navigating rough seas ahead, but is committed to ensuring the team's continued growth and development in a sustainable way.