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The gaming industry is home to many well-known studios, but the next big hit may come from independent developers. In this series, we shine a light on indie game studios and solo developers creating unique gaming experiences. In this interview from our Incredible Indies series, we speak with Lukas Steinman, co-director of Max Inferno, about the journey of bringing A Little to the Left to mobile, surviving as an indie developer, and more.
PocketGamer.biz: Tell us a little about yourselves. What’s your background and why did you decide to start your own studio in games?
Lukas Steinman: Max Inferno began as a passion project between myself and Annie Macmillan. Both coming from different backgrounds, we found game development to be the perfect blend of our skills. When we noticed interest in A Little to the Left, we made the decision to focus on game development full-time.
How did the idea for A Little to the Left come about and how long were you working on the project? How many were on the team?
The concept for A Little to the Left was born during the GMTK Game Jam 2020, focusing on the theme of “Out of Control”. After polishing the prototype, we gained attention on Itch.io, leading to opportunities like the Wholesome Direct showcase. We expanded the team from two to include friends, releasing the game 15 months later.
How has the game performed on PC and console? Did the success surprise you?
A Little to the Left exceeded our expectations on PC and consoles. The game gathered 100k Steam Wishlists pre-launch and gained a strong fanbase post-launch, attracting a diverse audience.
What is it like working on a game as a small indie studio in today’s game climate? What challenges do you face and what opportunities does working independently provide you?
As a small indie studio, we have the freedom to stay true to our creative vision. However, the challenges of marketing, discovery, and limited resources have been significant.
Why did you decide to launch the game on mobile now and what’s the opportunity there?
The mobile version of A Little to the Left was highly requested by fans and fits well with the gameplay. We see a huge potential market on mobile with players who haven’t had access to the game on PC or consoles.
Why go with a free trial and premium price point? That seems like a tough sell in the modern mobile games market. Did you explore other business models like partnering with a subscription service?
We opted for a free trial model to let players experience the game before purchasing, aiming to reduce barriers to entry. While other business models were considered, we wanted to maintain the integrity of the game experience.
How did you become aware of mobile copycats and how have they impacted sales and your plans for the title? Also – how have they impacted yourselves as developers?
Managing copycats has been a significant challenge, requiring constant vigilance. The presence of copycats has caused confusion and posed a threat to the integrity of our game and brand.
What’s next for Max Inferno? Are you looking to expand on A Little to the Left? Are you working on new projects?
A Little to the Left will be available on Android later this year, along with new DLCs. We have exciting plans for the future, but for now, we remain focused on expanding the A Little to the Left universe.
Are you an indie developer?
Join us at Pocket Gamer Connects events to showcase your games to publishers, investors, and industry peers for valuable feedback and networking opportunities. From the Very Big Indie Pitch to the Big Indie Zone, these events provide a platform for indie developers to gain recognition and insights.