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Haven

GameBy The Game Bakers

16 documents in the library are about Haven, from writers such as GameDiscoverCo, Deconstructor of Fun and Gamecity Hamburg. Each has a summary and key insights with the page they come from.

Documents
16
newest 11 Jun 2026
Steam revenue
$2.9M
estimate, to date
Sold on Steam
184K
units

Connections

The documents about Haven on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.

Key figures from the reports

On Steam

Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.

Revenue to date
$2.9M
Units sold
184K
Last 12 months
$400K
27K units
Price
$24.99
Positive reviews
88%
of 6,119 reviews
Peak players
468
at the same time
Followers
61K
Average playtime
5 h
Revenue by year
YearShare of the best yearRevenueUnits
2020$386K19K
2021$807K53K
2022$623K39K
2023$344K22K
2024$224K14K
2025$382K27K
2026 so far$184K11K

On Steam since Dec 3, 2020 · Developer The Game BakersSteam store page

Documents about Haven

Cover of Analyst Bulletin: Mobile Game Market Review May 2026
Article

Analyst Bulletin: Mobile Game Market Review May 2026

The bulletin examines the mobile-game landscape in May 2026, focusing on how top titles and emerging casual releases adapt their monetization and engagement strategies.

  • Leading titles are successfully sustaining engagement by integrating low-risk, proven casual mechanics into their existing loops, such as Whiteout Survival’s use of casual puzzle events for mid-core players.
  • Hybrid genre titles are gaining traction, evidenced by Lilith’s Clash of Critters topping download charts by blending autobattler lane defense with pinball-style progression.
  • Monetization strategies are evolving through refined high-end mechanics, such as Free Fire’s implementation of serialized skins and refund options for its ultra-whale auction model.
GameRefineryJun 2026
Article

To Prove We Haven't Reached AGI, the ARC Prize Foundation Built a Game Studio

The ARC Prize Foundation has established an internal game studio to develop the ARC-AGI-3 benchmark, a collection of 135 unique puzzle games designed to test the limits of current artificial intelligence.

  • The ARC Prize Foundation created the ARC-AGI-3 benchmark, a collection of 135 unique puzzle games, to prove that current AI models lack true general intelligence.
  • Top-tier AI models have failed to solve a single level of the ARC-AGI-3 set, scoring below 1% compared to consistent high performance by humans.
  • The benchmark uses a tiered structure of 25 public, 55 semi-private, and 55 private games to prevent data leakage and memorization.
Push to TalkMar 2026
Cover of Golden TWIG 2025: Gaming's Real Awards Show
67 min
Deconstructor of Fun67 min

Golden TWIG 2025: Gaming's Real Awards Show

The gaming industry in 2025 is defined by a stark divergence between the scaling success of platform-based ecosystems and the systemic instability of traditional high-budget publishing.

  • Roblox has become a primary industry growth engine, recording a 70% year-over-year increase in daily active users and challenging traditional high-budget publishing models.
  • Established publishers including Ubisoft, Warner Bros. Games, and Amazon Game Studios are experiencing significant commercial and reputational erosion, while high-budget titles like Concord and Splitgate 2 have failed to meet modern player expectations.
  • Market success is increasingly driven by smaller-budget titles with innovative mechanics, such as Clover Pit and Animal Company, rather than the speculative, high-capital models that led to instability at firms like Forte, Bungie, Dream Haven, and TheoryCraft.
Deconstructor of FunDec 2025
Article

Steam Next Fest October 2025: Checking in on the Games That Broke Through

The October 2025 Steam Next Fest analysis examines the factors contributing to the success of top-performing game demos.

  • Top-performing games at Steam Next Fest consistently reach the front page through a 'catalyst' event, such as viral social media traction, coordinated content creator campaigns, or a major demo update that drives significant pre-festival traffic.
  • Games in 'hot' genres like 'friend slop' (accessible, humorous co-op multiplayer) and idle games currently show the highest potential for rapid growth and viral success.
  • Successful developers rarely rely on a single event; they often leverage established studios, cross-promote from previous titles like BAPBAP, or maintain long-term engagement through multiple festivals and demo updates.
How To Market A GameOct 2025
Cover of Mike Morhaime on Blizzard's Iteration Culture that Built Starcraft, Warcraft, and Diablo
57 min
Gaming Founders Podcast57 min

Mike Morhaime on Blizzard's Iteration Culture that Built Starcraft, Warcraft, and Diablo

The core philosophy driving long-term success in the gaming industry centers on an iterative development process that prioritizes execution and gameplay quality over rigid adherence to initial concepts.

  • Blizzard’s success was driven by an iterative development culture where few games followed their original plan, proving that 90% of success relies on execution rather than initial concepts.
  • The transition from Warcraft I to Warcraft II resulted in an order-of-magnitude increase in success, achieved by adding features like fog of war, naval units, and higher resolution graphics.
  • Blizzard’s early growth was fueled by a $25,000 initial investment—$15,000 borrowed from a grandmother and $10,000 from a graduation gift—before the company was eventually acquired by Davidson and Associates.
Gaming Founders PodcastAug 2025
Cover of Inside Xigma Games: Competing Globally from India
Article

Inside Xigma Games: Competing Globally from India

Xigma Games, a Bangalore-based studio founded in 2016, serves as a case study for the evolving Indian independent game development landscape and its aspirations to compete in the global market.

  • Bangalore-based Xigma Games, founded in 2016, is transitioning its business model from premium indie titles to free-to-play mobile 4X strategy games.
  • The studio's upcoming title, Metal Haven, marks their entry into the 4X genre and is scheduled for a soft launch in October.
  • Xigma Games gained early industry recognition with titles like Super Nano Jumpers, which won $10,000 in prize money, and the minimalist puzzle game Rubek.
GameMakersJun 2024
Cover of Inside Xigma Games: The Indie Studio Making Waves in Bangalore!
27 min
GameMakers27 min

Inside Xigma Games: The Indie Studio Making Waves in Bangalore!

Xigma Games, a Bangalore-based independent studio, provides a case study in the evolution of the Indian game development ecosystem.

  • Founded in 2016, Bangalore-based Xigma Games has operated for nine years as a bootstrapped studio, evolving from small-scale premium titles like 'The Bonfire' series to their current large-scale, free-to-play 4X strategy game, 'Metal Haven'.
  • The studio maintains a lean, cross-functional team of nine employees, utilizing a product-driven culture that balances creative freedom with sustainable development practices to avoid burnout.
  • Xigma Games’ growth trajectory demonstrates a scalable model for Indian indie studios, moving from an initial $10,000 prize-funded start to developing complex, globally competitive mobile strategy titles.
GameMakersJun 2024
Cover of Why Haven't You Heard of This 'Hit Game'
Article

Why Haven't You Heard of This 'Hit Game'

This analysis explores the disconnect between creative game development and the increasingly data-driven commercial realities of the modern industry.

  • Unity’s merger with ironSource signals a strategic shift toward mobile ad-tech, as the company now generates more revenue from mobile advertising than from its core engine business.
  • The industry is increasingly prioritizing early-stage monetization and user acquisition metrics over traditional premium game development models.
  • Steam Next Fest has become a critical discovery tool, with top-performing demos generating between 15,000 and 43,000 wishlists.
GameDiscoverCoJul 2022
Cover of Which Platforms Should You Launch Your Video Game on First?
Article

Which Platforms Should You Launch Your Video Game on First?

This analysis explores the evolving landscape of platform selection for video game launches, challenging the traditional "simultaneous ship" model.

  • Simultaneous multi-platform launches are increasingly risky for independent developers, making staggered releases or platform-specific strategies more effective for financial sustainability.
  • Subscription services like Xbox Game Pass provide massive visibility, as evidenced by the game Haven, where 73% of lifetime players accessed the title through the service.
  • High subscription service reach can cannibalize standalone sales, leading some developers to skip platforms where they lack a guaranteed service deal, as seen with Haven's insufficient DLC sales on Xbox.
GameDiscoverCoJun 2022
Cover of TWIG #175 Bored Ape Yacht Club raises $450M for an MMO 🤯
65 min
Deconstructor of Fun65 min

TWIG #175 Bored Ape Yacht Club raises $450M for an MMO 🤯

The global gaming industry is currently navigating a period of significant structural transition, marked by aggressive capital investment, technological shifts, and evolving operational models.

  • Yuga Labs secured $450 million for a metaverse project, while FRVR raised $76 million for browser-based gaming, signaling continued investor appetite for large-scale digital ecosystems.
  • The removal of IDFA and other tracking identifiers has rendered traditional mobile user acquisition methods ineffective, forcing developers to prioritize organic growth and broader market appeal to combat rising costs.
  • Studios are facing significant operational challenges, with skepticism surrounding the ability of teams to manage complex MMO macroeconomics or successfully pivot to live-service models.
Deconstructor of FunApr 2022
Cover of Elden Wrung: It Hurts so Good
Article

Elden Wrung: It Hurts so Good

This analysis examines the shifting landscape of the video game industry during the first quarter of 2022, focusing on the tension between traditional business models and emerging digital trends.

  • Elden Ring achieved significant commercial success by selling over 12 million units within its first three weeks, proving the continued viability of high-difficulty, premium-priced titles.
  • The video game industry is experiencing a 'talent war' as traditional publishers lose leverage to Big Tech and crypto firms, forcing a reevaluation of compensation and labor practices regarding workplace toxicity and crunch.
  • Sony is aggressively pivoting toward live-service multiplayer expertise through the strategic acquisitions of Haven Studios and Bungie to future-proof its portfolio.
SuperJoostMar 2022
Cover of PlayStation Acquires Haven Studios Led by Games Industry Veteran Jade Raymond
Article

PlayStation Acquires Haven Studios Led by Games Industry Veteran Jade Raymond

Sony’s strategic expansion of its internal development capabilities is highlighted by two distinct developments: the 2022 acquisition of Haven Studios and a 2026 legal challenge regarding its digital storefront practices.

  • In March 2022, Sony acquired Montreal-based Haven Studios, founded by Jade Raymond, to develop an original AAA multiplayer live-service title for the PlayStation 5.
  • The Stop Killing Games initiative has joined a class-action lawsuit filed by the Dutch consumer rights group Stichting Massaschade & Consument against Sony regarding PlayStation Store pricing.
  • Plaintiffs allege that Sony artificially inflated digital game prices, resulting in an estimated 435 million euros in consumer overpayments in the Netherlands since 2013.
Game World ObserverMar 2022