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Indie.io launches Indie Pass - a $6.99/month subscription built for indie game discovery

Summary
Indie.io is launching Indie Pass, a $6.99/month subscription service targeting indie game discoverability, going live April 13
Launches with ~70 titles, primarily from Indie.io's 200+ game catalogue, with third-party developer sign-ups underway
Revenue is shared based on player engagement time - an "egalitarian model" tied to where consumer time is spent
Positioned as a curated, indie-specific alternative to broader services like Game Pass - not a competitor, but a complementary discovery layer
"One of the biggest challenges indie developers face right now is the sheer number of games out there. That number seems to be growing by the minute."
— Jess Mitchell, Director of Growth, Indie.io
01

The problem Indie Pass is solving - discoverability in a crowded market

The indie games market is saturated - without a strong launch, titles can go months without a second discoverability moment
Indie Pass aims to surface smaller titles continuously, not just at launch
Back catalogue revival is a core focus - most indie studios lack tools to keep older games visible
"There aren't a lot of ways where catalogue gets rediscovered over time, particularly in the indie space."
— Jess Mitchell, Director of Growth, Indie.io
02

Revenue model - engagement-based sharing with transparent analytics

Developers are paid based on time players spend in their game relative to total subscription revenue
If a user plays two games in a month, each developer receives roughly half the net subscription fee
Indie.io will provide developers with engagement analytics to track performance and inform catalogue decisions
No exclusivity required - studios can launch day-and-date on Indie Pass and other storefronts simultaneously
"It's an egalitarian model. Where a consumer's money goes is where the developers are going to see it."
— Jess Mitchell, Director of Growth, Indie.io
03

Curation strategy - quality over scale

The platform is intentionally curated, not designed to host every available indie title
Target audience is players who seek shorter narratives, complete experiences, and distinctly indie aesthetics
Game pricing in the catalogue ranges from $5.99 to $29.99 - subscription price is not the selection filter
Localisation is factored into the recommendation engine, surfacing games relevant to a player's region and language
New titles will be added regularly with no fixed cap on third-party participation
04

Platform infrastructure - built on Indie.io's existing ecosystem

Indie.io operates a publishing label with 200+ games across multiple platforms, with PC as the primary base
The company also runs wiki.gg, a gaming community platform with 10 million monthly active users
This existing audience and partner network forms the growth foundation for Indie Pass at launch
Recommendation engine mirrors Steam's tagging logic - using gameplay style, input preference, and session time
05

Launch outlook and growth priorities

Indie Pass goes live April 13 with a focus on rapid player base growth over catalogue expansion
Retail partners, distributors, media teams, and paid social are all activated for launch
Mitchell is deliberately cautious on predictions, citing the unpredictability of the games market
Long-term goal is to become a trusted discovery layer for both players and indie developers globally
"Our focus is on growing the player base as rapidly as we can rather than trying to get every single product in the universe on the platform."
— Jess Mitchell, Director of Growth, Indie.io
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