Confused by the definition of an indie game? We break down history, the 'Dave the Diver' controversy, and how AI & modern engines are redefining independent dev in 2026.
January 30, 2026
Is a game still "indie" if it has a multi-million dollar budget? What if a solo developer uses AI to do the work of 50 artists?
In 2026, the definition isn't as simple as it used to be. It's no longer just about two people making pixel art in a garage. The lines between "Triple-I" studios, corporate-backed projects, and solo creators are blurrier than ever.

So, what exactly is an indie game? It comes down to one thing: creative sovereignty.
Today, we'll cut through the noise, break down the indie game vs AAA game difference, explore the rise of AI-powered development, and more.
At its core, an indie game is defined by independence. It's not just a genre; it's a philosophy. While huge studios worry about stock prices, indie developers worry about their vision.
Here are the three pillars that define the category today:
Big publishers like EA or Ubisoft fund AAA games. In exchange, they own the IP and control the deadlines.
Indie developers usually find their own funding options for indie games. This might mean:
This is the biggest difference. Because there is no corporate board to please, indies can take massive risks. They can make niche games with distinct art styles (like low-poly or hand-drawn horror) that big companies would never touch.
Solo developer vs small studio indie setups are very different from corporate teams. In a massive studio, everyone is a specialist. In an indie team, everyone is a generalist. You might be the coder, the writer, and the marketing manager holding the community of X or Discord, all at once.
To understand the industry, you have to look at the workflow. It isn't just about money; it's about how decisions are made.
| Feature | Indie Game (e.g., Hollow Knight) | AAA Game (e.g., Assassin's Creed) |
|---|---|---|
| Budget | $0 – $5 Million | $50 Million – $300 Million+ |
| Team Size | 1 – 30 people | 300 – 1,000+ people |
| Creative Risk | High. Can target a niche market. | Low. Must appeal to the mass market to recoup costs. |
| Marketing | Word-of-mouth, streamers, community. | Superbowl ads, billboards, press tours. |
| Development Cycle | Agile, iterative, often delayed indefinitely. | Rigid milestones, strict release dates (often leading to "Crunch"). |
| Focus | Unique mechanics and "Soul." | Graphical fidelity and scale. |
As a developer, the biggest distinction is agility.
Extra tip: There is also a middle ground called "Double-A" (AA). These are mid-tier games with publishers but lower budgets. However, Triple-I is the new term for high-budget indie games that keep their independence but look like AAA titles.
In 2023, Dave the Diver was nominated for "Best Independent Game" at The Game Awards. The problem? The developer, Mintrocket, is a subsidiary of Nexon, a multi-billion dollar Korean corporation.

Verdict: Most purists agree that Dave the Diver is not an indie game, but a corporate "boutique" project. However, to the consumer, the distinction is often irrelevant.
This term refers to high-budget independent games. These are studios that remain independent (self-publishing) but have budgets and production values rivaling mainstream titles.
If you are looking at starting an indie game studio checklist, you need to know about the tech. In 2026, technology is the great equalizer.
Choosing an engine is your first big decision.
How AI is changing indie game development is undeniable. Generative AI tools allow small teams to punch above their weight.

AI Tech allows a team of three to build what used to take a team of thirty.
To understand the current market, we must look at the trajectory.
If you are looking for examples of successful indie games to analyze, they generally fall into three archetypes:
It's not all dream projects and success stories. The indie game development cost can be high, not just in money, but in mental health.
How to market an indie game without a publisher is the hardest puzzle to solve. With thousands of games releasing on Steam every year, making a good game isn't enough. You need a community.
Because indie devs wear so many hats, burnout is common. Successful devs learn to scope their projects down. They focus on a strong "Core Loop" rather than trying to make an open-world epic on their first try.
So, the definition of an Indie Game is a vessel for pure expression. It is a sector of the industry where a horror game about a murderous train (Choo-Choo Charles) can exist alongside a philosophical exploration of death (Spiritfarer).
While the lines between AAA and Indie blur with new technology and funding models, the core spirit remains: Independence. It is the freedom to build the game you want to play, without asking a boardroom for permission.
Are you ready to start your own development journey?
It is technically independent (self-published by Larian Studios), but the industry calls it Triple-I or Independent AAA. It's too massive to fit the traditional definition.
This is a perfect example of the modern era. Expedition 33 (Clair Obscur) features graphics that rival Final Fantasy. However, it is published by Kepler Interactive, a group co-owned by the developers. This makes it a Triple-I game. It has the visual power of a blockbuster but the creative heart of an indie.
It varies. A solo dev can start for $0 using free tools like Godot. However, a small studio might need $100k–$500k to cover salaries and living expenses for a few years.
If you want to make a 2D game, try Godot or GameMaker. If you want 3D, start with Unity.
You use a program called Steam Direct. You pay a $100 fee per game, fill out the paperwork, and set up your store page. The hard part isn't getting on the store; it's getting people to find you.
Ready to try it yourself? Start creating with Triverse