A minimalist simple turn based 2D strategy simulation about building and launching an Indie game by an Indie team. Point, click and text based. No GPU required. Requires the Microsoft Edge browser to run.
The Studio - Indie Grind 동시 접속자 수 및 Steam 차트
실시간
플레이어 수—24시간 —
24시간 최고 플레이어0오늘 최고 샘플
30일 최고 플레이어0평균 —
역대 최고 플레이어0추적 시작 이후
30일 플레이 시간—추정치
Steam 차트 · 30일 플레이어 수샘플 대기 중
일일 샘플 수집 중이 게임의 일일 샘플이 아직 저장되지 않았습니다. 처음 며칠간의 기록이 쌓이면 그래프가 표시됩니다.
The Studio is a minimalist, 2D, text based strategy simulation about building games. What does it take to design, build, collate, publish and distribute a game. Imagine you are a small team with two to four resources that just opened doors for business. What do you do to get past that first milestone? Your first published title.
It is an underdog story.
When we started thinking about building the Studio, we wanted the game to reflect our own journey. What did it take for us to take a step on the wild side and bet everything on building the game? Where did we get stuck? Our biggest challenges? The mos troubling of hurdles? The questions that generated the wildest and longest debates? The wall we could never breach?
Raise capital, hire resources, do market research, pick a genre, a market segment, a target language, debate design decisions to death, pick the right playtest and launch model and the let the simulation run. See how well or not well you do, Tweak your resource mix to eck out higher productivity with the team you picked. What happens when you are ready to ship the game? Do you keep everyone on the payroll? Or do you fire everyone to extend your runway? How low will you stoop to survive?
The core game loop is trying to get to the finish line without dying in the process as a business. Rather than bullets,arrows or axes, its running out of runway that gets everyone in the end. As the Indie studio owner you make the decisions and own the outcomes. The same decisions don't always lead to the same outcomes.
You have ten turns (years) to ship your first title. You can never raise enough capital, so what do you do when you run short? Who do you turn to? The games you want to make and the games you can afford to make are two different planets. Which one do you choose? What happens when you are finished build? What kind of calls do you have to make to launch it? What if rather than a pot of gold at the end of rainbow, you end up with a game that falls flat. How do resurrect your title from the dead?
The game forces you to make choices at each stage. Capital and turns are finite. They run out. The challenge is to build and ship a game that generates enough revenue to break even at the end of your quest. Each attempt is scored so you get a sense of how far off from the finishing line you were when the ball dropped. The objective it to not just reach the finish line, but to cross it in style.
A game is not about downloads or playtime, rankings, sales or technology. It is more than resolution, levels, frameworks, tools and technology. Like everything else we value, cherish and appreciate, games are about meaning. Sometimes about seeking meaning; sometimes about redefining it. How do you convert a click, or a set of pixels into a portal to a different dimension of imagination. How do you link that click to the higher purpose of finding meaning? What happens when you do that?
The Studio tries to answer a very simple question. What does it take to build a game? Can one feel all that goes into building one with a game driven by just numbers? Hyper realistic numbers, but still numbers at the end? That is the challenge we were trying to solve. No high end 3D worlds or models here. Just a simple story backed by a real world simulator that uses our own experiences, the history of the game development industry as context and our surprisingly power desire on our part to win.
You decide if we managed to do what we wanted to do. Did we do it well or failed miserably?
Would you like a guide? Helpful hints? Make small mistakes, not big ones. Break things. Ship early. Playtest sooner than later. Raise more capital than less. Take risks, live a little. In the end it is just a game.
We built it because we thought it would be fun. It was. You should play it because we thought it would be fun to have something like this again in the world. Real and yet not real at the same time. You should, it is.
There is no grand design or lore behind it, other than the desire to make something that we would want to play ourselves. Playtesting it for the last two months, we can tell you it hasn't worn out its welcome yet. We hope you have as much fun playing it as we had building it.
자주 묻는 질문
현재 Steam에 The Studio - Indie Grind의 가격 정보가 없습니다.
The Studio - Indie Grind의 출시 예정일은 Q4 2026입니다. 아직 출시되지 않았습니다.
최소 사양: Windows 11, i3, i5, i7, i9, No GPU required, 1600 MB RAM. 위의 요구 사항 카드에서 플랫폼별 최소 사양과 권장 사양을 비교할 수 있습니다.
Steam에 표시된 The Studio - Indie Grind의 필요 여유 공간은 550 MB입니다.
이 게임에는 아직 Steam 평가가 없습니다.
아니요, Steam에는 한국어 지원이 표시되어 있지 않습니다. Steam에 등록된 The Studio - Indie Grind의 지원 언어는 총 1개이며, 음성을 지원하는 언어는 없습니다.
아니요. Steam에는 The Studio - Indie Grind의 플레이 모드가 싱글 플레이어로만 등록되어 있습니다.
SteamStatistics의 The Studio - Indie Grind Steam 차트에서 실시간 플레이어 수와 24시간·7일·30일 그래프를 확인할 수 있으며, 최소 10분마다 갱신됩니다.
Steam 기준 The Studio - Indie Grind의 지원 플랫폼은 Windows 및 macOS입니다. 컨트롤러 지원 정보 없음.
The Studio - Indie Grind의 연령 등급은 DEJUS L 및 IGRS 3입니다.