Based in Adelaide, Australia, the indie studio Team Cherry has become the eye of a hurricane that shook the global gaming industry with just two titles: Hollow Knight and its sequel, Silksong. This small studio’s journey represents the “great indie spirit”—a relentless dedication to building exciting worlds for players to conquer and explore.

A Small Dream Born in Adelaide
Team Cherry was founded in 2014 by Ari Gibson and William Pellen. Today, the core studio remains a remarkably lean team of just three people.
Co-director Ari Gibson previously ran an animation studio called Mechanical Apple, working on films, games, and music videos. Fellow co-director William Pellen had spent years designing games, crafting his own unique worlds. Their bond was forged through a shared love for the NES classic Zelda II: The Adventure of Link during a Game Jam, leading to the birth of their first major project.

The Kickstarter: From Small Dreams to Epic Proportions
On November 18, 2014, Team Cherry launched a Kickstarter campaign for Hollow Knight with a modest goal of $35,000 AUD. Initially, they envisioned a small-scale project with about two hours of gameplay.
Thirty days later, they had raised $57,138 AUD from 2,158 backers—reaching 163% of their goal. This success allowed them to expand the game’s scope and bring on key collaborators like composer Christopher Larkin and marketing manager Matthew Griffin.
Reflecting on the early days, Ari Gibson noted that his previous business provided some cushion, and the low cost of living in Adelaide was crucial. “We were eating leftover sandwiches and occasionally surviving on $20 from our parents,” the team recalled in interviews, highlighting the grit required during the indie struggle.
Hollow Knight: A Masterpiece Debut
Released on February 24, 2017, Hollow Knight became an instant sensation. Its sales trajectory is nothing short of legendary:
- November 2017: 500,000 copies sold.
- June 2018: 1 million copies sold on PC alone.
- February 2019: 2.8 million copies sold.
- August 2025: Surpassed 15 million copies sold.
According to VG Insights, the game has generated over $100 million USD in revenue. For a title priced at $15 that rarely goes on deep sale, it has achieved a level of success comparable to major Nintendo franchises like Pokémon Legends: Arceus.
The 6-Year Wait for Silksong
What started as a Kickstarter stretch goal for a second playable character, Hornet, eventually outgrew its DLC roots to become a full-fledged sequel: Hollow Knight: Silksong.
After its announcement in 2019, the team went nearly silent for over 1,200 days, a “long wait” that became a famous meme within the community. Benefiting from the steady revenue of the first game, Team Cherry refused to rush, focusing entirely on their perfectionist vision.
On September 4, 2025, Silksong finally launched across Windows, macOS, Linux, Nintendo Switch (including Switch 2), PlayStation, and Xbox.
The Explosion of Silksong (2025)
The release of Silksong in early autumn 2025 eclipsed even the success of the original:
- 5 million players joined within the first three days.
- 3 million copies were sold on Steam alone in the first week, generating ~$50 million USD.
- 4.2 million copies sold across all platforms within two weeks.
Incredibly, Silksong’s release triggered a massive surge in sales for the original Hollow Knight, which saw over 200,000 copies sold weekly for three consecutive weeks following the sequel’s launch.
Perfectionism and Unwavering Community Love
Team Cherry made a bold move by honoring their original Kickstarter promise: every backer who pledged $10 AUD or more received Silksong for free on the console of their choice.
Providing a multi-million dollar sequel for free to over 2,000 early supporters became a gold standard for indie developer ethics. It proved that despite their massive commercial success, Team Cherry never lost sight of the people who believed in them when they were eating sandwiches in a small Adelaide office.
A Legacy for Indie Developers
The story of Team Cherry serves as a beacon of hope for K-Indie developers. It proves that the size of a studio does not dictate the quality of the work. With only three core members—Ari Gibson, William Pellen, and programmer Jack Vine—Team Cherry surpassed the polish and depth of many AAA studios.
GameRant describes Hollow Knight as “one of the most successful indie games of all time.” It is a testament to the power of creative synergy, persistence, and genuine communication with a community. As K-Indie developers navigate their own obstacles, Team Cherry stands as proof that a small, dedicated team can indeed create a miracle that captures the world’s imagination.