
Icarus
GameBy RocketWerkz · Released Dec 4, 2021
Documents about Icarus
Article
The Steam Games That Sold the Most Copies Over the Holidays
Steam experienced a record-breaking December in 2025, generating $1.6 billion in gross revenue from over 100 million players.
- Steam generated $1.6 billion in gross revenue during December 2025, marking a 22.7% increase over December 2024 and surpassing the previous record set in December 2020.
- ARC Raiders led Steam sales between December 21 and January 4 with 1.2 million copies sold, contributing to the title reaching 12 million total copies sold and 7 million on Steam.
- Detroit: Become Human shifted 993,000 copies during the holiday period, driven by a record-low price of $4 that helped the title surpass $150 million in total Steam revenue.
Alinea AnalyticsJan 2026
Article
Plus: December's Steam Debut Hits So Far – From Icarus to Wartales
This analysis evaluates the performance of premium PC and console game debuts during the first half of December 2021.
- Survival and tactical titles are currently outperforming casual games, with RocketWerkz’s Icarus achieving a strong 0.23 Hype-to-Reality (HTR) ratio.
- Shadow Tactics: Aiko's Choice demonstrated high market conversion with a 0.29 HTR, while Mechajammer failed to gain traction, recording a low 0.03 HTR due to technical issues.
- Steam’s sales charts prioritize individual SKU performance, whereas Epic Games Store charts provide a broader view of revenue by including in-game purchases and DLC for titles like Genshin Impact.
GameDiscoverCoDec 2021
Article
Union Yes? Computer Game Design, Management, and Labor Relations
This interview with game developer and project manager Joshua Peery, conducted by Judd Ethan Ruggill and Ken S. McAllister in 2011 and 2012, forms part of a broader multi-institutional project examining the political and interpersonal economies of computer game labor.
- The game industry's secrecy, driven by intellectual property protections and profit concerns, has left its working realities poorly understood, making this insider interview a rare perspective at a time of widespread assaults on organized labor in Europe and the United States.
- Joshua Peery's career moved through several studios, including Icarus Studios, Electrotank, and Carbine Studios, marked by layoffs, contract work, and sudden funding collapses.
- Peery argues that game labor increasingly resembles film industry patterns, and that practices such as unannounced crunch periods, salaried employees denied overtime, and no advance warning before layoffs make unionization sensible, with film and writers' guild models offered as possible templates.
G|A|M|E – The Italian Journal of Game StudiesMar 2013