최근기사

    Pangyo is colored with indie games: GXG x Indiecraft opens on the 11th.

    2026년 09월 10일

    Inspired by the Muville Cave in Romania, Solo Develop ‘Mubilia’ Unveiled

    2026년 09월 10일

    Necro Pop Preview: Brazilian Studio’s Second Neo Geo-Native Game Coins “Arcadevania” as a Genre — Playable at Tokyo Game Show 2026

    2026년 09월 10일
    Facebook Twitter Instagram
    인디게임닷컴
    • News

      Pangyo is colored with indie games: GXG x Indiecraft opens on the 11th.

      2026년 09월 10일

      Gravity Reversed Preview: Korean Studio’s Ceiling-Flipping Speedrun Platformer Signs GaniTani for Nintendo Switch — December 2026 Target

      2026년 09월 09일

      Merge Champions Wins Grand Prize at Korea’s First HTML5 Minigame Makers Challenge — Sublevelgames’ Puzzle Beats 90 Entries Across Seven-Judge Industry Panel

      2026년 09월 08일

      OFFBEAT “Studio Essentials” Update: The World’s Smallest Violin Joins Whetstone Games’ Working Music Production Toy Box

      2026년 09월 06일

      Roblox Game to be Developed Using ‘Kungya’ IP… Chungkang University of Culture & Industry and Netmarble M&B Collaborate

      2026년 09월 02일
    • Recommendation/Promotion

      Inspired by the Muville Cave in Romania, Solo Develop ‘Mubilia’ Unveiled

      2026년 09월 10일

      Necro Pop Preview: Brazilian Studio’s Second Neo Geo-Native Game Coins “Arcadevania” as a Genre — Playable at Tokyo Game Show 2026

      2026년 09월 10일

      Au Revoir Console Launch Review: Brazilian Debut Studio’s Blade Runner-Inspired 32-Bit Neo-Noir Adventure Arrives September 17 With a “Very Positive” PC Track Record

      2026년 09월 10일

      Mayday: The Survival Island Preview: Brazilian Trio’s Hand-Drawn 24-Island Survival Game Sets November 2 Release at PAX West

      2026년 09월 09일

      Wood Goes BRRR Preview: The Studio Behind Survival Horror Dimmed Light Turns Beaver Logging Into a Battle Royale for Your Job

      2026년 09월 08일
    • Game Review

      Shoe It All! Review: Swiss Studio Trades Meditative Underwater Idle Games for Punk-Rock Shoe-Slinging Physics Puzzles — 8 Platforms at Once

      2026년 09월 06일

      BOMBANANA! Review: Turkish Studio’s Exactly-Three-Player Bomb Defusal Comedy Converts 6 Million Demo Players Into 1 Million Wishlists — and Delivers on Launch

      2026년 09월 06일

      Veiled Edge Review: Korean Studio ONW’s Chapter-Shifting Cyberpunk Action Adventure Arrives on Nintendo Switch September 3

      2026년 08월 31일

      Garden of Witches 1.0 Review: Team Tapas’ Mobile-to-PC Leap Completes Its 15-Month Early Access With a Combat System Built Entirely Anew

      2026년 08월 28일

      Hearth and Hamlet Sells 100,000 Copies in First Week — Australian Solo Developer’s Cozy Incremental City Builder Proves Its Festival Investment

      2026년 08월 28일
    • Featured article

      The Journey Home Preview: Belgian Husband-and-Wife Studio’s Meditative Side-Scroller Made Gamescom Visitors Cry — Free Demo Now Live

      2026년 09월 02일

      Gamescom dev Awards 2026: Six Winners Across Indie Expo and Speakers’ Choice — Stop-Motion WWII Horror, Totalitarian Press Puzzle, and Blue Prince Among Recipients

      2026년 08월 25일

      [Column] How Indie Artists Should Utilize Offline Exhibitions

      2026년 08월 19일

      How Indie Developers Should Use Offline Exhibitions — And What Most Are Getting Wrong

      2026년 08월 19일

      Dawnkeep Preview: A Korean High School Senior Built This Dark Fantasy Defense Game Solo in Six Months — BIC 2026 Rookie Selection

      2026년 08월 10일
    • Contests/Support

      1.44MB Game Development Contest Expands to 8 Special Awards — Submissions Close September 4

      2026년 08월 26일

      BIC x Google Play IndieFest Awards Concludes: Bojonggye Takes ₩30M First Prize, PengPong Earns Second

      2026년 08월 19일

      Korea’s First AI Game Sound Design Challenge Opens With ₩17.45M+ Prize Pool — Submissions Due August 23

      2026년 07월 28일

      Gyeonggi Game Audition 2026 Opens Applications Through August 20 — ₩200 Million Prize Pool With New Student Division

      2026년 07월 22일

      KOCCA Is Funding Flights to Sweden Game Conference 2026 — Applications Close July 27

      2026년 07월 14일
    • GameCollege
    • 한국어
    • 日本語
    Facebook
    인디게임닷컴
    • 한국어
    • 日本語
    Featured article

    A Miracle by Three: The Global Success Story of Indie Developer “Team Cherry”

    By Desk2026년 01월 05일Updated:2026년 03월 15일4 Mins Read

    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.

    picks
    Desk
    • Website

    It’s time to share your carefully crafted world with players around the globe. #IndieGame #IndieDev

    Related Posts

    The Journey Home Preview: Belgian Husband-and-Wife Studio’s Meditative Side-Scroller Made Gamescom Visitors Cry — Free Demo Now Live

    2026년 09월 02일

    Gamescom dev Awards 2026: Six Winners Across Indie Expo and Speakers’ Choice — Stop-Motion WWII Horror, Totalitarian Press Puzzle, and Blue Prince Among Recipients

    2026년 08월 25일

    [Column] How Indie Artists Should Utilize Offline Exhibitions

    2026년 08월 19일

    How Indie Developers Should Use Offline Exhibitions — And What Most Are Getting Wrong

    2026년 08월 19일
    Editors Picks

    Shiba Sweet Preview: A Taiwanese Solo Animator Hand-Draws Every Frame of a Grandmother’s Dessert Shop — September 18 Launch

    2026년 09월 07일

    SlashZero New Demo Preview: Skystone Games’ David Brevik-Backed Anime Roguelite Debuts a Robot Swordsman at Sony’s State of Play

    2026년 09월 07일

    Dupery: A Game of Solo Deduction Preview: Bristol Trio Reinvents Social Deduction as a Single-Player Roguelite — October 15 Release Through PlateUp!’s Publisher

    2026년 09월 07일

    BOMBANANA! Review: Turkish Studio’s Exactly-Three-Player Bomb Defusal Comedy Converts 6 Million Demo Players Into 1 Million Wishlists — and Delivers on Launch

    2026년 09월 06일
    Demo
    Demo
    인디게임닷컴
    Facebook RSS
    ㈜플레이앱스 | 발행인: 정무식 | 편집인: 임재청 | 연락처: desk@indiegame.com | 주소: 서울시 송파구 거마로 9길27 202호 | 청소년보호책임자: 임재청
    © 2026 indiegame.com All Rights Reserved.

    Type above and press Enter to search. Press Esc to cancel.