Roguelites are one of the most successful and enduring genres on Steam—especially for indie studios. In this live stream, two members of Motion Twin (Dead Cells, Windblown) break down some of their favorite roguelites and what makes them tick. Learn how smart design, tight loops, and creative risk-taking come together to build games players keep coming back to.

Indie Survival Guide
Roguelite game design
Live on June 10 with the team behind Dead Cells and Windblown.
Connect in the indie community
Whatever tools you’re using, this archive of Q&As, live streams, and VODs offers practical insights from devs and industry folks. There's no universal playbook or magic formula, but shared lessons in design, business, and day-to-day survival can help to give you the best chance finding success.
Jun 10
Roguelite game design w/ the team behind Dead Cells
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Jun 10
Roguelite game design w/ the team behind Dead Cells
When
June 10, 9:00 AM
Timezone
PST
Location
YouTube | Twitch
Jul 8
Lessons from running an indie studio w/ Chandana Ekanayake
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Jul 8
Lessons from running an indie studio w/ Chandana Ekanayake
When
July 8, 9:00 AM
Timezone
PST
Location
YouTube | Twitch
Chandana Ekanayake, Co-Founder and Studio Director at Outerloop Games (Thirsty Suitors), will share key insights and actionable advice, including strategies for playing to your strengths, positioning your game, and surviving the ups and downs of game development.

Support indie games
Follow this list for a running catalog of great titles made with the Unity engine, including lists of upcoming releases, award-winning masterpieces, and games that prominently feature crabs, cats, bad drivers, and more.
Tips for indies
"Our games will likely end up being played in ways and on devices we never planned for. Designing with flexibility in mind, whether that’s performance, UI layout, or input methods, will help future-proof our work as technology evolves."
NADIA THORNE / BLACK SALT GAMESCEO and Producer
"If you’re considering early access, balancing player feedback with your original vision for the game is key. If it aligns with your vision, do it. If it doesn’t, take note of it and put it aside for later consideration."
BENJAMIN LAVENDER / KINETIC GAMESTechnical Director
"I don't know if this is going to happen — but my hope and desire is that we get to see more personal games get made, that is specific to the author's experience, from all over the world."
REMY SIU / SUNSET VISITOR 斜陽過客 CEO and Creative Director
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