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    Home»Startups»GAMING: How game of the year winner Powerhoof became a quiet success
    Startups

    GAMING: How game of the year winner Powerhoof became a quiet success

    Editor Times FeaturedBy Editor Times FeaturedOctober 29, 2025No Comments7 Mins Read
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    Powerhoof’s Dave Lloyd has a brand new rule for his subsequent challenge: by no means spend six years on a recreation once more.

    His newest recreation, The Drifter, a darkish point-and-click journey, took extra time to drag collectively than the studio’s two prior video games, and one yr shy of the prolonged growth time we noticed with Hole Knight: Silksong.

    However, it paid off. Excluding developer salaries, the sport lined its whole growth price – round US $220,000 – inside its first week on sale, promoting 28,000 copies in its first month. Just lately, it swept three main trophies on the Australian Recreation Developer Awards, together with Recreation of the 12 months. Gross sales from The Drifter are actually funding the salaries of Lloyd and his co-founder, artist and animator Barney Cumming, as they transfer on to new tasks.

    But, remarkably, the pair have been already paying themselves full-time, senior developer wages all through a lot of the recreation’s lengthy growth – a rarity within the Australian indie world. That stability got here from the enduring success of Powerhoof’s debut, Crawl, which has generated greater than $US2.5 million on Steam and offered over 475,000 copies in almost a decade.

    The studio is an interesting outlier in an trade that spends loads of vitality debating whether or not sustainable indie growth is even potential; the place launching a profitable recreation is usually in comparison with successful the lottery.

    Powerhoof has quietly constructed what many Australian studios are nonetheless chasing: a enterprise steady sufficient to let its inventive concepts breathe.

    Whereas successful awards for its video games, its industrial achievements are maybe undersung. Its video games haven’t shot the lights out like Hole Knight, nor turned Lloyd or Cumming into poster kids for the sector. However what they’ve constructed is arguably rarer: a self-funded, two-person studio that has outlasted the boom-and-bust cycles defining trendy recreation growth.

    How Powerhoof discovered its footing

    Whereas it’s not screaming that its Australian, most right here will recognise these uniforms. Supply: Steam.

    Powerhoof’s roots return to 2013, when Lloyd and Cumming left their jobs at EA Firemonkeys to go unbiased. The pair met at a previous job, working for the studio Redtribe.

    As Lloyd places it, they’d spent years watching the trade shift from making “cool, quirky iPhone video games” to designing round microtransactions and retention curves. The enjoyable had gone out of it, in order that they left.

    With some financial savings and concepts sparked by earlier recreation jams, they started constructing Crawl, a neighborhood multiplayer brawler that pitted heroes in opposition to pals controlling the dungeon’s monsters. A Movie Victoria grant helped get it off the bottom. “It wasn’t enormous, however it was validating. Somebody believed in us,” Lloyd mentioned.

    “It made a sensible distinction too — Unity licences, paying musicians, exhibiting at PAX — with out all of it coming from our pockets.”

    Crawl launched in Early Entry in 2014, with a full launch in 2017, and went on to fund the studio for the subsequent decade. After that success, the pair confronted a alternative: scale up or keep small. The reply was apparent. “We simply wished to maintain making what we wished,” Lloyd explains.

    Their subsequent launch, Regular Human Basketball – a recreation about big mechs taking part in basketball — didn’t attain Crawl’s heights however nonetheless lined its prices. “It was a palate cleanser,” Lloyd mentioned, noting it took solely 9 months to finish.

    Common Human Basketball: The palate cleanser. Supply: Steam.

    That transient detour gave Lloyd house to consider one thing darker. The outcome was Peridium, a recreation jam prototype from 2017 that might grow to be the seed of The Drifter.

    “Watching individuals play it, I used to be struck by how invested they received in a narrative I’d mainly typed up in a day, and the way some scenes made gamers panic – frantically clicking – although it’s a point-and-click with no timers,” Lloyd mentioned. “The layering of music, setting and tone actually labored.”

    The idea additionally grew to become a showcase for the voice work of long-time collaborator Adrian Vaughan, who had labored with the pair at RedTribe. He voices the video games principal character, Mick. “It wasn’t one ‘massive concept’ – extra a bunch of little choices that grew right into a challenge,” Lloyd mentioned.

    Regardless of an extended growth cycle, Lloyd describes The Drifter’s debut as “the right launch”. “Extremely tense, however the final result was nice,” he provides.

    “Launch technique at all times looks like guesses. You strive one thing – if it really works, you write the weblog about ‘the way in which’, after which it doesn’t work subsequent time,” he admits.

    This time, Powerhoof invested its modest advertising and marketing finances into PR, hiring a small company to drive critiques and protection. It labored: the sport landed a whole bunch of articles globally for its distinctive 90s-inspired artwork type and recent tackle the point-and-click style.

    “No one notices tiny releases”

    Powerhoof’s first recreation, Crawl, which fuelled the remainder of their success. Supply: Steam.

    Lloyd’s crystal ball is as hazy as anybody’s with regards to the way forward for Australia’s video games trade.

    “It feels a bit just like the GFC years — round 2010 — when a whole lot of Melbourne studios shuttered as a result of they relied on US contract work,” he says. “What grew out of that have been studios making their very own video games, not depending on exterior cash.”

    He’s cautious concerning the present speak in native developer circles that success lies in releasing a number of smaller video games to check the market. “We truly began Powerhoof with that ‘small-games’ mindset,” Lloyd says. “This was peak iPhone period — ship three small video games in a yr and see what sticks. Lots of people will strive that and nonetheless get nowhere as a result of no one notices tiny releases.”

    His focus as an alternative is on utilizing recreation jams to “discover the enjoyable” – to check an idea’s hook earlier than investing closely in it. “When you’re nonetheless discovering the enjoyable after a number of years on an enormous challenge, that’s tough,” he says. “With a jam, after three days, whether or not individuals prefer it.”

    “My closing recommendation: make stuff you assume are good. Don’t make one thing you don’t like simply since you assume it’s what everybody needs.”

    With The Drifter lower than six months previous, it feels untimely to ask what’s subsequent. Extra video games are nearly actually on the horizon – seemingly sparked by one other jam – however first comes a well-earned break.

    One level is for certain, although: we gained’t have to attend six years for the subsequent Powerhoof launch. At the very least, that’s the hope.

    Have you ever performed The Drifter, Crawl or Common Human Basketball? What are your ideas on the video games. Additionally any ideas on Powerhoof’s success? Let me know within the feedback.

    • Harrison Polites writes the Infinite Lives publication. Observe him here.

    Join his publication beneath:

    • Infinite Lives is a reader-supported publication. It’s free to enroll and skim the newest piece, however as of July a subscription will likely be required to learn Harrison’s backlog of over 70 distinctive articles. Every subscription goes in direction of enhancing his Substack, supporting the broader Substack gaming neighborhood and funding extra unbiased video games journalism in Australia.



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