Most guides about starting an indie studio spend three thousand words telling you to “follow your passion” and “build what you love.” They skip the part where you run out of money in month eight and wonder why nobody told you about quarterly estimated taxes.
Here’s what actually matters.
The Legal and Financial Setup Nobody Wants to Think About
| Setup Type | Cost | Timeline | Notes |
|---|---|---|---|
| LLC (U.S.) | $50-$500 | ~1 afternoon | State filing fees vary |
| Limited Company (UK) | ยฃ100 online (from Feb 2026) | Usually same day to a few days | Via Companies House |
| Founders or operating agreement | Varies by lawyer and complexity | Varies | Worth paying a startup lawyer for |
| Steam Direct | $100 | N/A | Per game; 70/30 revenue split |
| HacknPlan | Free tier; paid plans per user | N/A | Game-specific task tracking |
| Mercury/Relay Bank Account | Free | ~1 day | Dedicated business account |
Do this first, before you write a single line of code or sign a single contract. Studios collapse over this more often than over bad games: two co-founders with a handshake deal that means nothing the day one of them wants to leave.
Form an LLC. In most U.S. states, it takes about $50-500 in filing fees and an afternoon on your state’s Secretary of State website. If you’re in the UK, incorporating a limited company online through Companies House costs ยฃ100 (the fee rose in February 2026). Yes, you can technically operate as a sole proprietor. Don’t. The liability protection alone is worth the paperwork.
Co-founders need a written operating agreement before any work begins. This covers the important stuff: who owns what percentage, how decisions get made when you disagree, what happens if someone leaves in year one versus year three, who gets the IP if the studio dissolves. A startup lawyer, or a service built for founder agreements, will handle this properly. Cheap templates exist, but this is the document you will rely on when things go wrong.
Open a dedicated business bank account. Mercury is free and works well for indie studios. Relay is another solid option. Mixing personal and business finances is how you create an audit nightmare and also how you accidentally pierce your liability protection.
Tax stuff: if you’re in the U.S. and you’re making any money, you’re paying quarterly estimated taxes. Miss those and you’ll owe penalties on top of what you already owe. Set aside a fixed share of every payment you receive, often 25 to 30%, in a separate savings account and pretend that money doesn’t exist. Your accountant can tell you the right figure.
Structuring Ownership and Roles Before You Need To
The co-founder conversation that goes worst is the one that never happens until it is too late. Two developers start a studio, never talk about equity, never talk about what “equal partners” means operationally, and then one of them is doing 80% of the production work while the other is “busy with other things.” By month six there’s resentment. By month twelve there’s a lawyer.
Here’s what I’d actually do: start with a conversation about contribution rather than ownership. Who’s bringing what, when, and for how long? Sweat equity is real but it needs to be defined. Vesting schedules on founder equity (typically four years with a one-year cliff) are standard in tech startups for a reason, they apply to games too.
For solo founders, this is simpler, but you still need to decide whether you’re bringing on contractors, revenue-share partners, or employees, and what the paperwork looks like for each. Contractors require 1099s in the U.S. Revenue share agreements need to be in writing with clear definitions of what “revenue” actually means (gross? net? after platform fees? after what costs?).
Picking Your First Project Like Your Studio Depends On It (Because It Does)
The first game you ship matters more than the second or third. Not because it needs to be a masterpiece, but because it needs to actually ship.
Scope is the single most reliable predictor of whether an indie studio makes it to a second project. Not talent. Not funding. Scope. A studio with three people who ship a tight $8 puzzle game in fourteen months will outlast a studio of five people who spend three years on an RPG that never makes it out of pre-production.
Take your honest estimated timeline and double it. Take your honest estimated budget and add 40%. If you can still say yes to the project at those inflated numbers, you have a shot. If the only way the project makes sense is if everything goes perfectly, you’re already in trouble.
Platform choice matters early. PC via Steam is still the most accessible entry point for most indie studios. Steam Direct costs $100 per game, the revenue split is 70/30 until you hit $10M in sales, and the audience is large enough that even a modest game can find buyers if it has a clear identity. Mobile is a different business entirely, closer to performance marketing than game development, and I’d steer most first studios away from it unless you have explicit experience there. Console ports are worth thinking about but they’re not a day-one decision.
Pick a genre with a proven audience and a gap you can fill. This isn’t selling out. It’s product thinking. “Cozy farming sim with base-building” is specific enough to market. “A unique experience that blends many genres” is not a game description, it’s a warning sign.
The Production Infrastructure That Actually Scales
Even if your studio is two people in an apartment, you need the same production fundamentals as a larger team. The difference is just in how much process you apply.
Version control is non-negotiable. Git with GitHub or GitLab for code. Git LFS or Perforce for heavy binary assets. Teams that email project folders to each other eventually lose work to it.
For project management, HacknPlan is built specifically for game development and has a free tier with paid plans per user. It models tasks the way game devs actually think, with disciplines and milestones baked in. Notion works well for documentation and wikis. For a small team that wants something free and familiar, even Trello with a disciplined board structure will do the job. The tool matters less than the habit of keeping it current.
Track your schedule. This sounds obvious. Most indie studios don’t actually do it until they’re already late. A simple milestone plan in a spreadsheet, updated weekly, showing what’s done and what’s slipping, will surface problems before they become disasters. This is genuinely 80% of what a producer does.
For communication, Slack or Discord both work. Discord is free and many indie teams already live there. The key thing: keep design decisions out of chat and into a documented decision log. Chat is ephemeral. Decisions about how your save system works need to be findable six months later.
“The Game Production Handbook” by Heather Maxwell Chandler is the closest thing to a complete reference for production processes. Jason Schreier’s “Blood, Sweat, and Pixels” isn’t a how-to, but reading what went wrong at studios larger than yours is useful calibration. On the business side, The Business of Indie Games by Alex Josef and Alex Kanaris-Sotiriou covers funding, publishing and marketing for independent studios.
For something game-specific and practical, the GDC Vault has hundreds of postmortem talks, many free, where developers explain what worked and what didn’t on actual shipped titles. That’s your best continuing education.
Getting to Revenue Without Burning Out
Most indie studios don’t fail because the game was bad. They fail because they ran out of money and morale before shipping.
The financial model for a first-time indie studio is usually one of three things: self-funded (savings, part-time day jobs, low burn rate), revenue from contract work alongside original IP development, or a publishing deal. Each has real tradeoffs.
Self-funded is the most common and the hardest. Your runway is your personal savings minus your monthly burn. If you and a co-founder are both working part-time on this while keeping day jobs, your burn might be $1,000/month for software licenses and assets. If you’ve both quit your jobs to go full-time, you’re burning $8,000-15,000/month just on living expenses depending on where you live. Know this number. Write it down.
Contract work, meaning paid work-for-hire on other games or adjacent projects, is how a lot of studios stay alive between original titles. It’s not glamorous but it’s real money. The risk is scope creep on the contract side eating into your IP development time. Some studios find the contract work keeps the lights on so well that they never ship their own game. If you go this route, ring-fence your IP development time and treat it as non-negotiable.
Publishing deals give you an advance, which is really a recoupable loan against future royalties, plus marketing support and sometimes platform relationships. Publishers vary considerably in deal terms, and advances depend on the project, the team’s track record and the publisher’s needs, with recoupment before you see royalties. For how recoupment math works, see how indie games make money. Read any publishing contract carefully. The IP reversion clauses matter most.
Wishlist building on Steam should start the moment your game’s concept is solid enough to show. Not when you’re close to launch. The algorithm rewards wishlists at launch, and the time to build that audience is during development. Steam Next Fest (happens twice a year) is genuinely valuable for demo exposure if your game is far enough along.
Starting a studio is a production problem before it’s a creative one. Get the foundation right, scope ruthlessly, and ship something you can learn from. The studios I’ve watched succeed weren’t always the most talented rooms in the building. They were the ones that kept moving.
Stephen Brenish




