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Michigan Post > Blog > Startups > GAMING: How sport of the yr winner Powerhoof grew to become a quiet success
Startups

GAMING: How sport of the yr winner Powerhoof grew to become a quiet success

By Editorial Board Published October 29, 2025 9 Min Read
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GAMING: How sport of the yr winner Powerhoof grew to become a quiet success

Powerhoof’s Dave Lloyd has a brand new rule for his subsequent challenge: by no means spend six years on a sport once more.

His newest sport, The Drifter, a darkish point-and-click journey, took extra time to tug collectively than the studio’s two prior video games, and one yr shy of the prolonged growth time we noticed with Hole Knight: Silksong.

However, it paid off. Excluding developer salaries, the sport lined its complete growth price – round US $220,000 – inside its first week on sale, promoting 28,000 copies in its first month. Just lately, it swept three main trophies on the Australian Sport Developer Awards, together with Sport of the Yr. Gross sales from The Drifter are actually funding the salaries of Lloyd and his co-founder, artist and animator Barney Cumming, as they transfer on to new initiatives.

But, remarkably, the pair have been already paying themselves full-time, senior developer wages all through a lot of the sport’s lengthy growth – a rarity within the Australian indie world. That stability got here from the enduring success of Powerhoof’s debut, Crawl, which has generated greater than $US2.5 million on Steam and offered over 475,000 copies in almost a decade.

The studio is a captivating outlier in an trade that spends loads of power debating whether or not sustainable indie growth is even attainable; the place launching a profitable sport is usually in comparison with successful the lottery.

Powerhoof has quietly constructed what many Australian studios are nonetheless chasing: a enterprise secure sufficient to let its artistic concepts breathe.

Whereas successful awards for its video games, its industrial achievements are maybe undersung. Its video games haven’t shot the lights out like Hole Knight, nor turned Lloyd or Cumming into poster youngsters for the sector. However what they’ve constructed is arguably rarer: a self-funded, two-person studio that has outlasted the boom-and-bust cycles defining trendy sport growth.

How Powerhoof discovered its footing
GAMING: How sport of the yr winner Powerhoof grew to become a quiet success

Whereas it’s not screaming that its Australian, most right here will recognise these uniforms. Supply: Steam.

Powerhoof’s roots return to 2013, when Lloyd and Cumming left their jobs at EA Firemonkeys to go unbiased. The pair met at a previous job, working for the studio Redtribe.

As Lloyd places it, they’d spent years watching the trade shift from making “cool, quirky iPhone games” to designing round microtransactions and retention curves. The enjoyable had gone out of it, so that they left.

With some financial savings and concepts sparked by earlier sport jams, they started constructing Crawl, a neighborhood multiplayer brawler that pitted heroes in opposition to mates controlling the dungeon’s monsters. A Movie Victoria grant helped get it off the bottom. “It wasn’t huge, but it was validating. Someone believed in us,” Lloyd stated.

“It made a practical difference too — Unity licences, paying musicians, exhibiting at PAX — without it all coming from our pockets.”

Crawl launched in Early Entry in 2014, with a full launch in 2017, and went on to fund the studio for the following decade. After that success, the pair confronted a alternative: scale up or keep small. The reply was apparent. “We just wanted to keep making what we wanted,” Lloyd explains.

Their subsequent launch, Common Human Basketball – a sport about large mechs enjoying basketball — didn’t attain Crawl’s heights however nonetheless lined its prices. “It was a palate cleanser,” Lloyd stated, noting it took solely 9 months to finish.

Game2

Common Human Basketball: The palate cleanser. Supply: Steam.

That transient detour gave Lloyd house to consider one thing darker. The consequence was Peridium, a sport jam prototype from 2017 that may turn out to be the seed of The Drifter.

“Watching people play it, I was struck by how invested they got in a story I’d basically typed up in a day, and how some scenes made players panic – frantically clicking – even though it’s a point-and-click with no timers,” Lloyd stated. “The layering of music, setting and tone really worked.”

The idea additionally grew to become a showcase for the voice work of long-time collaborator Adrian Vaughan, who had labored with the pair at RedTribe. He voices the video games important character, Mick. “It wasn’t one ‘big idea’ – more a bunch of little decisions that grew into a project,” Lloyd stated.

Regardless of a protracted growth cycle, Lloyd describes The Drifter’s debut as “the perfect launch”. “Incredibly stressful, but the outcome was great,” he provides.

“Launch strategy always feels like guesses. You try something – if it works, you write the blog about ‘the way’, and then it doesn’t work next time,” he admits.

This time, Powerhoof invested its modest advertising finances into PR, hiring a small company to drive critiques and protection. It labored: the sport landed a whole bunch of articles globally for its distinctive 90s-inspired artwork type and recent tackle the point-and-click style.

“Nobody notices tiny releases”
Game3

Powerhoof’s first sport, Crawl, which fuelled the remainder of their success. Supply: Steam.

Lloyd’s crystal ball is as hazy as anybody’s in the case of the way forward for Australia’s video games trade.

“It feels a bit like the GFC years — around 2010 — when a lot of Melbourne studios shuttered because they relied on US contract work,” he says. “What grew out of that were studios making their own games, not dependent on external money.”

He’s cautious in regards to the present speak in native developer circles that success lies in releasing a number of smaller video games to check the market. “We actually started Powerhoof with that ‘small-games’ mindset,” Lloyd says. “This was peak iPhone era — ship three small games in a year and see what sticks. A lot of people will try that and still get nowhere because nobody notices tiny releases.”

His focus as a substitute is on utilizing sport jams to “find the fun” – to check an idea’s hook earlier than investing closely in it. “If you’re still finding the fun after a few years on a big project, that’s rough,” he says. “With a jam, after three days, you know whether people like it.”

“My final advice: make things you think are good. Don’t make something you don’t like just because you think it’s what everyone wants.”

With The Drifter lower than six months previous, it feels untimely to ask what’s subsequent. Extra video games are virtually definitely on the horizon – doubtless sparked by one other jam – however first comes a well-earned break.

One level is definite, although: we gained’t have to attend six years for the following Powerhoof launch. Not less than, that’s the hope.

Have you ever performed The Drifter, Crawl or Common Human Basketball? What are your ideas on the video games. Additionally any ideas on Powerhoof’s success? Let me know within the feedback.

Harrison Polites writes the Infinite Lives e-newsletter. Observe him right here.

Join his e-newsletter beneath:

Infinite Lives is a reader-supported publication. It’s free to enroll and browse the newest piece, however as of July a subscription can be required to learn Harrison’s backlog of over 70 distinctive articles. Every subscription goes in the direction of enhancing his Substack, supporting the broader Substack gaming group and funding extra unbiased video games journalism in Australia.

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