The ‘luxury problem’ that isn’t

By Jonas Antonsson ·

When I founded Raw Fury back in 2015 — with a few co-conspirators and zero certainty — I assumed the hardest part of indie publishing would be getting games to launch at all. That’s the part the industry trains you for. Greenlight, Steam pages, festivals, post-mortems, build a community, hope the wishlist curve cooperates, ship the thing.

That part is hard. It’s also legible. There are blog posts. There are panels. There are eight hundred podcasts.

The part that isn’t legible — the part that nearly broke a few of my people, and broke a few of their studios for real — is what happens after the launch lands well.

That part we don’t talk about. So I will.

A good launch is its own emergency

A few months after Kingdom released and paid itself back inside the first 24 hours, we’d already started watching a pattern set in. Not just with our developers. With everyone’s.

The revenue lands faster than the founder can metabolize it. The press wants attention. Streamers want codes. Platforms want roadmaps. Publishers — the ones who never returned an email three months ago — suddenly have someone you really should meet. The team is still hungover from shipping and is now being asked to greenlight the next thing tomorrow morning.

The founder, who has barely slept in a year, is being asked to be in five conversations at once. None of them are about the game they just shipped. All of them are about the next five years of their professional life.

If you’ve never been in this weather, it’s easier to picture than to actually fucking live.

The decisions you can see, and the ones you can’t

Here is what I watched founders do in this weather, over and over:

They optimize for whatever’s loudest. They write community updates. They reply to press. They scroll the Steam Discussions hate-tab at two in the morning. They tweak the Steam page. They are doing things. Those things are not bad. They are not, however, the things that decide what comes next.

The things that decide what comes next are quieter, and you don’t get an inbox notification when they arrive:

  • Is the launch revenue your operating capital, your balance-sheet capital, or your growth capital? Pick wrong and you spend it twice.
  • Is the inbound landing on your desk signal, or noise? The first time around you cannot tell the difference. I couldn’t either. So you say yes to the loudest voice in the room, which is almost never the right one.
  • Is the studio you have, the studio you need? The studio that shipped a hit is rarely the studio that ships the next one. Roles change. Sometimes that’s a hire. Sometimes it’s a goodbye. Both are hard.
  • Which of these problems are you willing to defer? Because at this stage you can’t solve all of them, and the founders I’ve watched do well are the ones who got disciplined about which ones not to.

I know how that list reads. It reads like Series B founder homework. That’s because it is. A successful indie launch lands a founder, alone and underslept, in the structural job of a CEO running a much bigger company — except in public, while replying to community DMs and wondering if the lead programmer is about to take a meeting with a recruiter.

The job is hard. The lack of a frame for the job is harder.

And then the offers come

The second window — call it months six through eighteen — is where the most expensive calls actually get made. Which means it’s the window where the founder has the least armor.

Publishers come back, and they come back differently. Acquirers start to circle. VCs who passed before launch want to lead the next round. Other studios pitch joint ventures, second-product co-development, IP-sharing arrangements they hadn’t dreamed up when you were nobody.

The decisions on the table involve term sheets, lock-ups, IP retention, advance recoupment, port economics, regional carve-outs, sequel options, exclusivity clauses, and a half-dozen things you’ve never seen in your life. How would you have? Before you launched, nobody offered you any of them.

This is the worst possible time to be learning, and you are.

You have leverage you have never had. You also have less time than you think — because leverage decays. Twelve months out from launch you are still the studio that shipped the thing. Twenty-four months out, you are the studio that hasn’t shipped the next thing. Pay attention to where you are on that curve.

The reflex is to take the deal that closes fastest. To make the meetings stop. To buy back some calendar. I’ve done it. Plenty of founders I respect have done it. It’s the wrong reflex. The deal that closes fastest is the one the other side made easy to close — for them. That isn’t a coincidence; they wrote it that way.

The founders who handle this part well — and there genuinely aren’t many — have one of two things. They either come from a financier or operator background and know what they’re looking at on the page. Or they have one trusted person who’s been on the other side of these tables and translates for them in plain language. Neither is a thing you can construct on a Tuesday.

What’s the next game?

The third window — twelve to twenty-four months out — is the next-product question. It’s the single biggest call a studio makes, and the one studios consistently get wrong.

The team is restless. They want a roadmap. The platform wants a roadmap. The community wants a roadmap. You, who haven’t actually had a quiet weekend since launch, are being asked for the roadmap.

What comes out is almost always one of three things. A sequel, because sequels feel safe. A port, because ports are easy to scope. Or a “spiritual successor” — same shape, slightly different — because that’s where the team’s muscle memory lives.

These can each be the right call. They’re also usually the call you’d pick if you skipped the strategic homework, which most studios do.

The strategic homework — and I’m going to call it that because I haven’t found a better phrase — is the question of why your game actually worked. Not the marketing answer. The real answer. Was it the genre, or the moment? Was it the craft, or the timing? Was it the player you found, or the player who found you?

Most studios can’t answer those questions about their own hit. That isn’t a failing. The hit happens to them as much as they make it. Joel didn’t write Kathy Rain twice — he couldn’t have, and that’s the point. Making the hit and reading the hit are two different jobs, and it’s the reading that decides whether the next product compounds the first or contradicts it.

I have watched studios with a clean, deserved breakout pick the wrong second product because they read the launch as evidence about themselves, when it was evidence about a moment. The second product flops. The team disperses. The first game becomes a footnote rather than a starting point.

I’ve watched it enough times that I no longer find it sad. I find it preventable.

Why I’m writing this, and not a brochure

I started a small advisory practice this year called Final Boss. It exists for a specific kind of conversation: the one a founder has after a launch has landed (or is about to), and the one a fund has when its portfolio companies are speaking a language the fund doesn’t quite read.

I’m not pitching, exactly. I’m writing the essay I wish someone had handed me back when Kathy Rain was finding its audience the slow way and we were still figuring out what we’d actually signed up for. Nobody wrote that essay then. So.

Cliff decisions are hard. Anyone who tells you otherwise is selling something. But the so-called ‘luxury problem’ decisions are hard in their own right — they just don’t look it from the outside, which is half the problem. They’re the ones that quietly decide what your studio becomes. Whether you, three years from now, are still the one in the room.

That’s the conversation. If yours is one of those, you know where to find me.