It has been nine years since Mike Rose founded the indie publishing house No More Robots. Over that period the company has carved out a respectable niche, largely thanks to a back‑catalogue anchored by the bike‑racing blockbuster Descenders – the first title released under the No More Robots banner and still a strong seller today.

Now the studio is poised to launch its inaugural self‑developed game, a cruise‑ship management simulation called Cruise Control. The road to this release was anything but straight‑forward. The seed for the project was planted during a conversation between Rose and Dan Foster, a veteran who joined No More Robots to handle console ports and brought with him a wealth of online‑multiplayer experience from his time at Team 17.

Their discussion initially sparked the idea of a team‑based online shooter. After three years of development the prototype attracted interest from a "big company" – a partner Rose says he knows well. Unfortunately, that partner eventually pulled out, deeming the project a poor fit.

The timing coincided with the brief launch and rapid withdrawal of Concord, a signal that the online‑shooter market was becoming treacherous. "As you can imagine, a tiny studio like ours can’t simply roll out a multiplayer shooter on its own," Rose admits. "I was devastated – it was one of the most unpleasant moments of my career, especially because it came from a partner I deeply respect." With the shooter on ice, Rose faced the challenge of keeping his five‑person team productive.

He landed on the concept of Cruise Control, a title he described as "something we could crank out quickly and that belongs to a PC genre that consistently performs well." The original vision was a cruise‑ship management game in the vein of Two Point Hospital or Two Point Museum, but it gradually morphed into a puzzle‑oriented experience inspired by titles like Mini Motorways. Publishing a game that you have built yourself feels fundamentally different from publishing someone else’s work, Rose notes. The anxiety is higher, but the upside is potentially massive.

"Because we own 100 % of Cruise Control, each sale is worth three or four times what we’d earn from a typical publishing deal," he explains. "If the game reaches the success level of one of our previous hits, that would be a huge win for us." Should Cruise Control perform well, Rose hints that the dormant shooter could be resurrected, albeit perhaps in a more modest form. "PvP shooters are a crazy gamble for a small studio," he says. "I’m now thinking of re‑tooling it into a PvE experience instead." Reflecting on recent years in the games industry, Rose describes the landscape as a "massacre." Yet No More Robots didn’t swell during the COVID‑driven boom; the prospect of rapid expansion actually frightened Rose, allowing the company to avoid the deep cuts that forced many competitors to downsize.

He calls the resulting stability an "accidental genius." At the end of 2021 Rose distributed the entire profit pool among his staff, assuming the same would happen again in 2022. When revenues dipped, the company simply broke even – no layoffs, no panic. "We don’t need to chase huge profits; everyone gets paid, we keep releasing games, and we’re having fun. It sounds naive and stupid, but it’s working," he says.

The publishing model at No More Robots has stayed relatively consistent. Their flagship, Descenders, was built on a five‑figure budget, as were most of their other releases like Hypnospace Outlaw and Yes, Your Grace. A handful of titles received larger budgets during the pandemic, a period Rose admits he got caught up in, and the studio felt the sting of a few missteps.

Today the firm is back to modest five‑figure budgets, with the notable exception of Another Door – an upcoming multiplayer roguelike funded with $180,000. Rose recalls discussing the risk with his wife, who encouraged him to push forward.

"We announced it, and the response has been huge. We still have to launch, but I’m hopeful my gut feeling is right," he says. He stresses that low budgets are a deliberate strategy because the indie market is notoriously unpredictable.

"I operate under the assumption that every game will at least break even. If one becomes the flavor of the month, that’s fantastic, but we plan for the average case." The studio’s biggest triumph remains Descenders, which has now generated over $35 million in revenue – impressive for a project built on a shoestring budget. Remarkably, half of those sales occurred in the most recent year, with a sudden surge between April and September 2025 that Rose can’t fully explain.

He attributes part of the phenomenon to the game’s accidental resemblance to a Roblox experience. "Kids can just fire up Descenders, hold the trigger, and the bike barrels forward.

They spend hours in the lobby just riding ramps. We never aimed at that audience; we wanted hardcore mountain‑bike fans in their thirties.

Yet 99 % of Steam reviews are from kids saying ‘bike goes brrrr.’" Because of this unexpected demographic, Roblox approached No More Robots about a port. The talks lasted six months and involved a ten‑step approval pipeline, only to be shut down at the final stage by Roblox CEO Dave Baszucki, who felt the game was too different from the platform’s existing catalogue. Rose concedes that they could have self‑funded the port, but the lack of Roblox experience made it feel too risky – a gamble he now somewhat regrets given Roblox’s massive user base.

The company has refocused on PC releases after a period of console‑centric titles delivered via Game Pass, a partnership Rose describes as "huge" for the scale of games No More Robots publishes. While wishlists and pre‑orders have traditionally been seen as success predictors, Rose points to more organic metrics.

"The best sign is when a game naturally garners interest without us having to push it," he says, noting that a steady upward curve on Steam’s wishlist graph is far more encouraging than a flat line punctuated by occasional spikes from influencer campaigns. Another Door exemplifies that organic momentum.

"Without any marketing, the game is racking up thousands of wishlists daily," Rose enthuses. "When we do a modest influencer push, the numbers quadruple. It’s rare for us to feel this confident six months out from launch – the sky’s the limit if we execute correctly." Despite the excitement, Rose admits he feels drained after nine years of relentless launches.

"I don’t want to keep doing this forever. I’m craving a new challenge and have a few ideas already," he confides.

The studio remains small, with Rose still handling many operational tasks himself. Even the success of Thank You for Your Application brought sleepless nights, not because of the game’s performance but due to the cumulative stress of repeated launches. Looking ahead, Rose says he is moving toward a point where he can step back entirely. "I’m aiming for 100 % done, though I don’t know when that will be," he concludes, hinting at a future where No More Robots may either scale up or hand the reins to fresh leadership while he pursues the next chapter of his career.