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    Narrative-driven deck builder set against the backdrop of the French Revolution… ‘Lazar’s Sacrifice’ launching in Spring 2027

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      A Suspicious Family Gathering on an 84th Birthday… ‘Apple Crumble’ Launches on December 3

      2026년 10월 11일

      Isolated gas station transforms into a ski resort… ‘The Last Gas Station’ winter DLC revealed

      2026년 10월 11일

      ALT+G Returns to Seongsu: Second Indie Game Festival Opens at Platz2 on Hangul Day, October 9

      2026년 10월 07일

      OFFMOON, the Under-$1 Steam Label, Brings Three New Demos to Steam Next Fest — HEROLL:IF Launches November 3

      2026년 10월 07일

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      Narrative-driven deck builder set against the backdrop of the French Revolution… ‘Lazar’s Sacrifice’ launching in Spring 2027

      2026년 10월 11일

      Hangovers, Crowns, and Topsy-turvy Pubs… ‘Olaf and the Crowning Hangover’ Free Demo Released

      2026년 10월 11일

      FIRESTARTERS Hits Steam Early Access October 28: Rocket Skates, Killer Androids, and a Deadly Live-Broadcast Game Show

      2026년 10월 10일

      FLING UP TOGETHER Demo: A Saudi Debut Ties Two Players to One Rope, and One Slip Sends Everyone Down

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      Amiko Legends Demo: Aurory Pitches With a Creature-Collecting Extraction RPG on Steam

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    Featured article

    16 Years Since Leaving EA: How Supergiant Games Reached Its Peak with “Hades II”

    By Desk2026년 01월 07일Updated:2026년 03월 15일3 Mins Read

    San Francisco-based Supergiant Games occupies a unique and legendary position in the global gaming industry. Despite maintaining a lean team of just 25 employees, the studio has refused to compromise on its identity and creativity. Over the last 16 years, they have grown into a true “supergiant,” proving that independent spirits can outperform multi-billion dollar giants.

    A challenge for developers from EA, starting with just seven employees, and establishing itself as a powerhouse of indie games.

    The Risk of 2009: From EA to a Seven-Person Startup

    The Supergiant journey began in 2009 when Amir Rao and Gavin Simon left Electronic Arts’ (EA) Los Angeles studio. Having worked on the Command & Conquer series, the duo sought the freedom to create their own worlds. They moved into the same house to begin development, starting with a core team of only seven people.

    Remarkably, that core group—including Art Director Jen Zee and Composer Darren Korb—remains with the company today. This stability has been the backbone of the studio’s consistent and recognizable artistic identity.

    “Bastion”: The Indie Sensation That Started It All

    In 2011, the studio released its debut title, Bastion. Developed over two years with self-funded capital, this isometric action RPG captivated players with its hand-painted art and innovative “reactive narration.”

    • Commercial Success: Sold over 500,000 copies in its first year and surpassed 3 million units by early 2015.
    • Critical Acclaim: Swept awards at the Spike Video Game Awards and the GDC Awards, setting a new standard for indie production value.

    The “Supergiant” Identity: Where Art Meets Sound

    What makes a Supergiant game? For most fans, it’s the unmistakable aesthetic. Jen Zee’s unique blend of oil painting and digital illustration creates a “handcrafted” feel that is immediately identifiable.

    The music is equally vital. Darren Korb has scored every single title, famously performing, recording, producing, and mixing almost every track in Hades alone. While the studio initially didn’t plan to sell soundtracks, overwhelming fan demand turned their music into a core part of their business and legacy.

    The Road to the “Hades” Phenomenon

    Following the success of Bastion, the studio released two more acclaimed titles: the cyberpunk-infused Transistor (2014) and the party-based RPG Pyre (2017). However, it was the 2020 release of Hades that launched the studio into the stratosphere.

    Hades was a historic achievement, winning Game of the Year (GOTY) honors at the BAFTAs, GDC, and D.I.C.E. Awards. It became the studio’s biggest commercial success, selling over 1 million copies shortly after launch and sweeping categories like Best Indie Game and Best Action Game at The Game Awards 2020.

    Reaching the Summit with “Hades II” (2025)

    Released on September 25, 2025, Hades II marked the studio’s first-ever sequel. Despite the immense pressure to follow a masterpiece, the game surpassed expectations:

    • Metacritic Peak: Secured a 95 score, making it the highest-rated game of 2025.
    • Engagement: Peaked at over 110,000 concurrent players on Steam, outperforming the original.
    • Secret to Success: The studio used a transparent Early Access model, listening to player feedback to refine the story, balance, and “True Ending” before the 1.0 launch.

    “A small team making a massive impact.” Supergiant Games stands as a beacon for indie developers worldwide, proving that a team of 25 can outperform the world’s most expensive blockbusters through pure quality and community trust.

    [Related Article] The Return of the Godlike Genre: Hades 2 Wins Metacritic’s Best Game of 2025

    CategoryDetails
    Company NameSupergiant Games, LLC
    Founded2009
    HeadquartersSan Francisco, USA
    FoundersAmir Rao & Gavin Simon
    Current Staff~25 employees
    Notable TitlesBastion (2011), Transistor (2014), Pyre (2017), Hades (2020), Hades II (2025)
    • Official site:https://www.supergiantgames.com/games/hades-ii/
    • Official YouTube: https://www.youtube.com/@supergiantgames
    • Official Twitter: https://x.com/SupergiantGames
    Desk
    • Website

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