Indie Developers Are Worried Silksong's $20 Price Tag Will Make It Harder to Price Their Games

Indie Developers Are Worried Silksong’s $20 Price Tag Will Make It Harder to Price Their Games

With Hollow Knight: Silksong out now, many players are celebrating its unexpectedly low $20 price tag. But some independent developers are pointing out that great as this may be, it could lead to unreasonable expectations for other indie games that can’t afford to sell for that low.

This comes from a number of threads on social media from developers of games such as Unbeatable, Dorfromantik, and others. In one Bluesky thread, Unbeatable director RJ Lake says that Silksong should cost $40, “and I’m not even joking.”

But Lake isn’t upset at Team Cherry for charging $20 – that’s their perogative. But it will have an impact on gaming audiences. As Lake explains:

“millions of people will probably buy silksong on day one, and it was a game that had a very ‘low’ budget, because the budget is ‘these devs worked on it without direct pay for however long they wanted to do that,'” Lake writes. “it had a ‘these devs are independently wealthy’ budget of ‘effectively zero dollars.’

“they can price however low they want, as a result. their return on investment is infinite no matter what they do. but by charging such a low amount, they are causing lizard brain signals to fire off saying ‘this kind of game is worth twenty dollars. you should expect this game for twenty dollars.’

“if enough of those lizard brain signals fire, some kinds of games with actual budgets to pay people who need to live are going to get priced out of existence unless they can get the kind of organic groundswell you can’t plan for”

A lot of other indie devs think Lake might have a point here, including folks from Deck 13 and Red Squirrel Games. Over on Twitter/X, Basti Games, the developer of Lone Fungus: Melody of Spores, asked the audience how much Lone Fungus should cost given Silksong’s $20 price. Basti had originally been planning on making Lone Fungus $20, too. But because it’s shorter in length than Silksong, should it be cheaper?

Fortunately for Basti, the replies overwhelmingly encourage them to price it at $20 if that’s what’s required. “Dude charge 20$,” wrote one fan. “Price is not about the game is about context. They are able to price 20$ for a bigger game because they steem to receive a million times the cost. You are a small company, dude charge 20$ you deserve thst”

Another wrote, “10-20 is totally fair imo. Team cherry could have made silksong 40 and still sold hotcakes, the fact they didn’t just means they are cool as fuck. Don’t hold yourself to standards of giants, or else you’ll have to climb a staircase.”

Still, other developers are worried too. In an Eurogamer article on the subject, Dorfromantik developer Toukana’s co-founder, Zwi Zausch, said that the studio’s next game, Star Birds, would have its pricing impacted by Silksong.

“We’re trying not to compete too directly with Silksong, both in terms of release date and pricing. Of course, these are two very different games with potentially different player bases, but there’s definitely some overlap. That makes things tricky, especially since Star Birds is a joint project between two studios, together employing more people than Team Cherry.”

Indie game prices has historically been a challenging subject, as teams balance needing to ensure all their members are adequately paid, uncertainty around sales numbers, and the volatility of audiences in deciding not to buy smaller games at prices they perceive as too high. As AAA game prices climb fro $60 to $70 to $80, there has been renewed discussion on where indies should fall – many can’t afford to go lower than $20, but many will also lose sales if they don’t.

“People have less money now and are buying fewer games,” says Mike Rose, founder of No More Robots, “so you have to set yourself up to hopefully be that one game they buy when they do have money. And if you are a higher price, it’s now actually a bit offputting.”



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