Entry № 65Indie Game Budgets

Famous Indie Game Development Budgets: 12 Documented Examples

Documented indie game budgets: Undertale’s $51,124 Kickstarter, Hollow Knight’s A$57K, Vampire Survivors’ £1,100, plus Gothic 1 Remake and Mixtape (2026).

12 min readBy Steam Page Analyzer Team

Documented indie game development budgets run from about £1,100 — what Vampire Survivors’ creator spent on asset packs in his first year — to the estimated eight figures behind 2026’s Gothic 1 Remake. Most of the famous indie hits in between shipped on less than $500,000 in cash, and several on less than $60,000.

Below: every budget figure I could verify for 12 well-known games — cash spent, team size, dev time, and reported revenue where known. Every named figure links to a source. Where no figure was ever published (more often than you’d think), I say so and show the staffing math instead of inventing one. For the full cost framework, see our indie game development costs guide.

12 indie game budget examples at a glance

GameDocumented budget / fundingTeamDev timeReported results
Stardew ValleyNo cash budget; living costs only1~4.5 years41M+ copies
Undertale$51,124 Kickstarter1 (+ guest artists)~32 monthsMillions of copies
BalatroNot disclosed (side project)1~2.5 years5M copies in under a year
Vampire Survivors~£1,100 in assets (year one)1~1 year to Early Access27M+ players
Dwarf FortressDonations, ~$15K/month pre-Steam220+ years$7M+ in 2 months on Steam
Slay the SpireNot disclosed; self-funded savings2 (+ contract audio)~3.5 years1.5M copies by March 2019
Hollow KnightA$57,138 Kickstarter (+ savings)3 (+ contractors)~2.5 years15M+ copies
CelesteNot disclosed; TowerFall earnings~6~2 years500K copies in year one
A Short HikeHumble finishing funds (undisclosed)1 (+ composer)Under a year~$3M+ est. Steam gross
Shovel Knight$311,502 Kickstarter~5~15 monthsFunded a studio for a decade
Gothic 1 RemakeNot disclosed; est. eight figures45-50~5 years#1 Steam top seller at launch
MixtapeNot disclosed12~4 yearsReleased May 2026

“Not disclosed” means no documented figure exists — anyone quoting a precise one is guessing. Sources are linked below.

Solo developer budgets: when the budget is rent

The solo budget is rarely a cash line item. It’s years of living costs — time is the budget.

Stardew Valley: zero cash budget, 4.5 years of living costs

Eric Barone built Stardew Valley alone over roughly 4.5 years, teaching himself art, music, programming, and design while working as a theater usher to pay rent. The cash budget was effectively zero. The real budget was four-plus years of forgone programmer salary — call it $200,000-$300,000.

The return: over 41 million copies by the end of 2024, with more than 26 million on PC. Valve doesn’t publish Stardew Valley’s Steam revenue, but even at half the $14.99 list price after a decade of discounts, 26 million PC copies imply roughly $195 million gross on PC alone. Probably the best ROI in gaming history. Definitely the worst planning benchmark.

Undertale: a $51,124 Kickstarter

Toby Fox raised $51,124 from 2,398 backers against a $5,000 goal in 2013, then built nearly the entire game himself — script, music, code — over about 32 months, with art support from Temmie Chang. The cleanest indie game budget example on record: a genre-defining RPG, made for the price of a used car, that sold millions of copies across PC and consoles.

Balatro: a side project that recouped its costs in an hour

LocalThunk developed Balatro over roughly 2.5 years as a side project. No budget figure has been published; the cost was mostly nights-and-weekends time. What is documented: publisher Playstack says the game recouped its development costs within an hour of going on sale, and it passed 5 million copies in under a year. For roguelikes and deckbuilders, this is the modern ceiling.

Vampire Survivors: about £1,100 in asset packs

The cheapest documented budget on this list. Luca Galante started building Vampire Survivors in 2020 while unemployed and spent around £1,100 on assets, art, and music in the year before Early Access, by his own account, then launched Early Access at $3. As of 2026, poncle reports 27 million players — players, not buyers, since it’s on Game Pass and mobile. Whatever the true sales count, the multiple on £1,100 is absurd.

Dwarf Fortress: twenty years of donations

Tarn and Zach Adams worked on Dwarf Fortress for two decades funded by donations — around $15,000 a month before the Steam release. As full-cycle game development cost, two people across 20 years is over a million dollars in living costs alone. The 2022 Steam version, co-produced with Kitfox Games, sold 606,342 copies and earned Bay 12 over $7 million in two months. Twenty years of trust, monetized in one launch.

Small-team budgets: Slay the Spire, Hollow Knight, Celeste

Slay the Spire development cost: two savings accounts and three and a half years

Searching for Slay the Spire’s development cost or budget? MegaCrit never published one. What’s documented is the shape of the spend: Casey Yano and Anthony Giovannetti left their tech jobs in 2015 and self-funded from savings — roughly two years to Early Access in November 2017, then 14 months of weekly updates to 1.0, with contracted music. Two developers across ~3.5 years implies a cost comfortably into the low-to-mid six figures. That’s my arithmetic, not their disclosure.

The payoff is documented: after a slow start in Early Access, streamers found it, and the game passed 1.5 million copies by March 2019 — 43% from China, before localization. At a $25 list price, that’s an eight-figure gross against a six-figure cost.

Hollow Knight: A$57,138 on Kickstarter

Team Cherry — three developers in Adelaide — raised A$57,138 from 2,158 backers in 2014 (about US$50,000 then), supplemented by savings and reported Australian government support, and shipped about 2.5 years later. The Kickstarter paid for contractors, including the composer. The result has sold over 15 million copies. Even if the true all-in cost was several times the crowdfunded amount, the funding-to-revenue multiple is in the thousands. The benchmark every Metroidvania pitch deck quotes. None of them should.

Celeste: funded by TowerFall

No budget was ever published for Celeste. The documented facts: roughly six core contributors over about two years, funded by earnings from Matt Makes Games’ previous title, TowerFall. Six skilled people for two years implies mid six figures at modest indie rates — again, arithmetic, not a report. Celeste sold 500,000 copies in its first year at $19.99 list, covering that implied budget several times over — a more realistic reference for a premium platformer team than any solo story above.

A Short Hike: finishing funds and a three-month deadline

Adam Robinson-Yu built A Short Hike essentially solo (with composer Mark Sparling) in well under a year: a side-project prototype, then finishing funds from a Humble Originals deal with a three-month deadline, as he describes in his GDC postmortem. The Humble payment was never disclosed. A Short Hike’s revenue on Steam is estimated by third-party trackers at around $3-3.5 million gross — an estimate, not an audited figure. A sub-year, near-zero-cash project producing seven figures: the strongest small-scope argument here.

Shovel Knight: a $311,502 Kickstarter

Yacht Club Games, founded by about half a dozen ex-WayForward developers, raised $311,502 from 14,749 backers in 2013 and shipped roughly 15 months later. This is the most “normal” documented budget here: six figures, a professional team, a defined scope. The game sold millions of copies and funded an independent studio for a decade — a team-budget anchor, not a lottery ticket.

Gothic 1 Remake development budget: what’s actually documented

Searches for the Gothic 1 Remake’s development budget spiked after its June 5, 2026 launch. The honest answer: THQ Nordic has never disclosed a figure.

What is documented: developer Alkimia Interactive was founded in Barcelona in March 2021 for this project, grew to roughly 45 employees by 2023 and over 50 by 2024, and spent about five years on the remake. Staffing math: 45-50 people for five years at European fully-loaded costs of $80,000-$120,000 per person-year lands in the $20-30 million range before marketing. Back-of-envelope arithmetic from public team-size data, not a leak — but clearly AA territory, not an indie budget. The bet seems to have worked: the remake took the #1 spot on Steam’s top sellers with a peak above 62,000 concurrent players the day after release. The contrast is the lesson: a 50-person, five-year production competes for the same Steam front page as a solo dev with £1,100 in asset packs.

Mixtape development cost: what we know (and don’t)

No documented development cost or budget exists for Mixtape. Any precise figure you see quoted was invented.

What’s on the record: Mixtape comes from Melbourne studio Beethoven & Dinosaur, whose director Johnny Galvatron puts the core team at 12 people, was published by Annapurna Interactive, and released May 7, 2026 — nearly five years after the studio’s The Artful Escape. Twelve people across four years implies multiple millions in salary alone, before a licensed soundtrack of real tracks, one of the most expensive line items in games. Publisher-funded, mid-seven-figures is the reasonable inference. An inference is all it is.

Budget vs revenue: what the documented numbers say

The four cleanest documented cash figures. Everything else here is undisclosed or paid in years of rent.

Documented cash funding behind four famous indie games
Vampire Survivors (asset packs)~$1,400 (£1,100)
Hollow Knight (Kickstarter)~$49,000 (A$57,138)
Undertale (Kickstarter)$51,124
Shovel Knight (Kickstarter)$311,502
Source: Kickstarter campaign pages (Undertale, Hollow Knight, Shovel Knight); PC Gamer interview with Luca Galante. A$ and £ converted at launch-era rates.

Every game on that chart returned its funding thousands of times over. Which is exactly why you should be suspicious of this list.

Warning

This is a survivorship-bias hall of fame — the 12 best outcomes from hundreds of thousands of releases. The median Steam game earns under $5,000 lifetime, most games cost more than they earn back, and what reaches the developer’s pocket is smaller still — see how much indie developers actually make. Use these stories for scope lessons, never for revenue projections. Our indie game sales statistics show the full distribution.

The pattern worth copying is on the cost side: budgets stayed small because scope stayed small. Pixel art. One mechanic, deep. Contractors instead of staff. Sub-two-year timelines.

What 2D vs 3D game development costs

Nine of the 12 games are 2D, and that ratio comes down to cost.

2D game development cost typically runs 30-50% below an equivalent 3D project, because 2D skips modeling, rigging, texturing, and 3D animation. The working ranges from our full cost breakdown:

Project typeTypical cash costExamples from this list
2D, solo or duo$5,000-$50,000 (+ opportunity cost)Stardew Valley, Undertale, Vampire Survivors
2D, small team$50,000-$400,000Celeste, Shovel Knight, Slay the Spire
Stylized/low-poly 3D$40,000-$200,000A Short Hike
Full 3D, AA scope$10,000,000+Gothic 1 Remake

A solo developer can produce competitive 2D art. A solo developer cannot produce competitive AAA-style 3D art, and the moment you need a modeler, a rigger, and a tech artist, you’ve left indie budget territory.

Indie game development budget breakdown: where the money goes

Across documented budgets and postmortems, full-cycle spending — concept through launch — splits consistently:

  • Art and animation: 25-40%. Always the biggest line. Game art development cost runs $10,000-$50,000 for a contracted 2D project and $30,000-$150,000 for 3D. Famous budgets stayed tiny because the developer did the art and paid in time.
  • Programming: 20-35%. “Free” if you’re the programmer — but that’s where your opportunity cost lives.
  • Audio: 5-15%. A custom indie soundtrack runs $3,000-$15,000. Hollow Knight and Undertale made audio a signature asset without overspending.
  • Marketing: 10-20%. The line item most developers set to zero, and the most expensive zero in this business. Our indie game marketing budget guide covers what to spend at each level.
  • QA, store assets, tools, legal: 10-20% combined. The unglamorous remainder every shipped game paid for.

Almost none of these famous games had a marketing budget, which gets cited as proof marketing doesn’t matter. Wrong. They had Kickstarter communities, Early Access word of mouth, or streamer lightning strikes working for free. You probably won’t. Budget for it anyway.

How to use these numbers when planning your budget

The average indie game budget is nowhere near these headlines: the median commercial indie project costs $30,000-$60,000 all-in, over a one-to-three-year timeline. Treat the 12 examples as structural lessons:

  • Scope to your team, not your ambition. Every cheap success here is mechanically narrow and content-deep. None launched with a AAA feature list.
  • Count opportunity cost as budget. Stardew Valley “cost nothing” and consumed 4.5 years of a life. Two years of your forgone salary belongs on the spreadsheet.
  • Documented funding bought time, not features. Kickstarter money for Hollow Knight and Shovel Knight paid for contractors and runway. Yours is for the same.
  • Run break-even math before you build. Take your realistic budget, divide by your net price after Steam’s revenue share and refunds, and see how many copies you need. The revenue calculator does this in a minute.

Frequently asked questions

What is the average indie game budget?

The median commercial indie game costs $30,000-$60,000 to make, excluding the developer’s own unpaid time. Solo projects run $5,000-$50,000 in cash; small teams run $50,000-$400,000. The famous examples here are outliers on both cost and revenue. Full breakdowns by genre and team size are in our indie game development costs guide.

How much did Slay the Spire cost to develop?

No official budget exists. MegaCrit’s two co-founders self-funded from savings across roughly 3.5 years (including 14 months of Early Access), with contracted music — an implied low-to-mid six figures in living costs and forgone salary. Against 1.5 million copies by March 2019 at $25 list, the ROI is enormous. Our indie game revenue data shows how rare that outcome is.

What is the Gothic 1 Remake’s development budget?

THQ Nordic has not disclosed it. What’s known: a dedicated studio (Alkimia Interactive) of 45-50 people working roughly five years, implying $20-30 million at standard European staffing costs. That’s arithmetic from public team-size data, not a reported figure — and a reminder of how long game development takes at every scale.

How much does a 2D game cost to develop?

A commercial 2D indie game typically costs $20,000-$100,000, about 30-50% less than an equivalent 3D project, because asset production is dramatically cheaper. Solo developers doing their own art can push cash costs near zero and pay in time instead, like Stardew Valley and Undertale did. Run your cost and break-even scenario through the revenue calculator before committing to a scope.

Ready to put these budgets to work? Start by running your own numbers through the Revenue Calculator to see how many copies your budget needs to earn back, then read our indie game development costs and indie game marketing budget guides to allocate it properly.

Every game on this list had one thing in common at launch: a store page that converted. Run yours through the free Steam page analyzer and see in a minute whether it’s ready to earn your budget back.

End of entry № 65

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