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From €4M to Going Broke 3 Years Later: a Developer Shares a Story of One Indie Hit

Indie developer behind Rise of Industry opened up about how his breakout Steam hit brought global success, but nearly cost him everything in the end.

Alex Mochi, the developer of Rise of Industry, recently released a YouTube video revealing that although his game grossed €4 million, he ended up broke just three years later. "Our game made €4 million, it topped the Steam charts, universities taught economics with it, and three years later, I was broke, hospitalised, and selling my life’s work for $5,000," he shared. The game’s commercial success, while real, didn’t translate into long-term stability for his studio, Dapper Penguin.

Mochi provided a breakdown of where the money went, including Steam’s 30% cut, up to 15% in refunds, regional pricing, and grey market resales. But most critically, he blames a bad publishing deal. "The deal looked fair on paper: $75,000 in advance, with a 50/50 split until they recover $100,000... For a new team, fair feels like a win," he says. Over time, however, Mochi claims that support from Kalypso Media (via its Kasedo Games label) waned, and that revenue was “funneled towards other projects,” such as Warhammer 40K: Mechanicus.

Kasedo Games disputes many of these claims. In a statement to GamesIndustry.biz, a spokesperson explained: "This was a licensing agreement in which the developer committed to secure all development funding and asked for a small advance." The publisher says Mochi’s €4 million figure is misleading and doesn’t account for taxes, platform cuts, or refunds.

Rise of Industry, Dapper Penguin Studios

Mochi also tried to be involved in Rise of Industry 2, but said "Kasedo’s offer was absurd", claiming there was no revenue share, minimal creative control, and “laughable pay.” Kasedo Games responded, "Mochi did reach out shortly before the announcement to ask to be involved, and this was discussed in detail," the publisher said. "Mochi offered specific 'testing packages' in a consultation capacity for a specific level of remuneration (set at his preferred hourly rate). After consultation with the development team, a suggestion of involvement for a period of ten months was discussed with him, based on his requested hourly rate.

Despite the fallout, Mochi emphasized that he doesn’t want to stir drama: "Kalypso/Kasedo played a part in how things turned out, yes, but so did my own misjudgments, poor planning, and unrealistic expectations. All those factors are exactly the point of this post."

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Comments 2

  • Anonymous user

    Steam's 30% cut is outrageous. Gabe is a greedy mf.

    0

    Anonymous user

    ·24 days ago·
  • Anonymous user

    That Mochi had been left still feeling it's his fault is appalling. There is NO excuse for Kalypso not getting it's 100,000 really quickly and then leaving. What happened here? Did Klypso insert itself as the publisher collecting all revenue, and deciding 'when' to pay itself while relocating game profits as costs. This just sounds like embezzlement by Klypso.

    0

    Anonymous user

    ·25 days ago·

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