Keeper
GameBy Double Fine
34 documents in the library are about Keeper, from writers such as GameDiscoverCo, PocketGamer.biz and Enad Global 7 AB. Each has a summary and key insights with the page they come from.
- Articles
- 17
Connections
The documents about Keeper 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
Graveyard Keeper 2 sold 400,000 units in its first two days, following 190,000 pre-orders on Steam that generated $3 million in gross revenue.
GameDev Reports, 2026 · Games and Numbers: September 22 – October 6, 2026
Fredrik Prantare, creator of Core Keeper, grew the game to over 4 million copies sold, with figures currently approaching 4.5 million units.
Thomas Brush, 2025 · How To Start Making Games With NO EXPERIENCE, p. 1
Operational highlights for the quarter included the successful console launch of Core Keeper and the addition of SEK 16.8 million in goodwill from the Singularity 6 acquisition.
Enad Global 7 AB, 2024 · Enad Global 7 Interim Report: Jul–Sep 2024, p. 2
Dome Keeper generated $1 million in revenue shortly after its September 2022 launch on Steam and reached profitability within hours.
Game World Observer, 2022 · How Indie Roguelike Miner Dome Keeper Generated $1 Million at Launch
The company achieved a 4.3% year-over-year revenue increase to SEK 482.9 million in Q2 2023, driven by strong performance from titles including My Singing Monsters, Core Keeper, and Shadows of Doubt.
Enad Global 7 AB, 2023 · Enad Global 7 Interim Report: Apr-Jun 2023, p. 2
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue to date
- $503K
- Units sold
- 24K
- Last 12 months
- $494K
- 23K units
- Price
- $19.99
- Positive reviews
- 91%
- of 1,190 reviews
- Peak players
- 0
- at the same time
- Followers
- 14K
- Average playtime
- 3 h
| Year | Share of the best year | Revenue | Units |
|---|---|---|---|
| 2025 | $283K | 12K | |
| 2026 so far | $221K | 12K |
On Steam since Oct 17, 2025 · Developer Double Fine · Publisher Double Fine, Xbox Game StudiosSteam store page
Documents about Keeper
Games and Numbers: September 22 – October 6, 2026
This bi-weekly industry update provides a snapshot of performance milestones achieved by various titles across the PC, console, and mobile gaming sectors between September 22 and October 6, 2026.
- The Witcher 3: Wild Hunt remaster achieved a new all-time peak of 137,724 concurrent players on Steam, with a daily audience across all platforms reaching 2.38 million users.
- The tactical shooter Wardogs sold over 3 million copies in its first 16 days of Early Access, reaching its first million within 24 hours of its September 10 launch.
- The Metro series surpassed 50 million total copies sold over its 16-year history, prompting a free next-gen update for Redux titles scheduled for late October 2026.
Games and Numbers: September 9 – September 21, 2026
This bi-weekly industry update provides a summary of key performance milestones for PC, console, and mobile titles between September 9 and September 21, 2026.
- The Dragon Quest series has surpassed 100 million lifetime copies sold, up from 95 million in autumn 2025.
- Dave the Diver by Mintrocket has reached 10 million units sold, with its 'In the Jungle' DLC contributing an additional 1 million sales.
- Bulkhead’s Wardogs sold 2 million copies in its first five days of Early Access, significantly exceeding the 400,000-unit break-even threshold.
How Double Fine Survived The Xbox Bloodbath
Double Fine Productions, the San Francisco-based studio led by Tim Schafer, has returned to independence following a seven-year tenure under Microsoft’s Xbox division.
- After seven years under the Xbox umbrella, Double Fine has returned to independence following a shift in Microsoft's corporate strategy under Sarah Bond, which prioritized higher profit margins over the studio's niche, quirky output.
- The transition to independence involved a grueling negotiation process in June 2026, resulting in Double Fine securing ownership of its intellectual property and necessary runway capital, though the studio was forced to lay off 23 employees.
- Double Fine is pivoting to a 'Double Fine Action Labs' model, focusing on smaller, experimental titles and rapid prototyping to mitigate the financial risks associated with high-budget game development.
Xbox to Cut 20% of Workforce and Divest Five Studios
In July 2026, Microsoft announced a major restructuring of its Xbox division, characterized by a 20% reduction in its total gaming workforce and the divestment of five development studios.
- Microsoft is cutting its Xbox gaming workforce by 20%, resulting in 3,200 total layoffs, with 1,600 occurring immediately and 1,600 scheduled through June 30, 2027.
- Xbox is divesting five development studios—Double Fine, Compulsion Games, Undead Labs, Ninja Theory, and Arkane Lyon—marking a strategic pivot away from its previous aggressive acquisition model.
- The restructuring aims to address financial underperformance, specifically a reported loss of 64 cents for every dollar invested in smaller studios over the last decade.
Xbox Plans 3,200 Job Cuts and Studio Closures
Xbox is undergoing a comprehensive corporate restructuring characterized by the elimination of 3,200 positions and the divestment of five prominent development studios, including Double Fine, Compulsion Games, Ninja Theory, Undead Labs, and Arkane Lyon.
- Xbox plans to cut 3,200 jobs across its business and divest five studios as part of a major restructure. This includes Double Fine Productions, Compulsion Games, Ninja Theory, Undead Labs, and Arkane Lyon.
- Double Fine Productions and Compulsion Games will return to independence, retaining their IP and back catalogs, with runway funding from Microsoft. Ninja Theory and Undead Labs have found new, unnamed owners who will acquire their IP and back catalogs, though deals are not yet closed.
- Xbox's restructuring is driven by declining revenue, profits, and player numbers over the past five years, despite $20 billion in game development investment. Its accountability margin is only 3%, and it lost 64 cents for every dollar invested in independent studios.
How Things Got So Bad At Xbox
Xbox is currently navigating a period of profound organizational instability characterized by significant layoffs, studio closures, and the cancellation of major projects.
- Xbox is undergoing a major organizational overhaul under new CEO Asha Sharma, involving significant layoffs and potential studio closures as the company pivots to prioritize higher profit margins.
- The $68.7 billion acquisition of Activision Blizzard, which took 18 months to close, significantly increased Xbox's operational costs by adding thousands of employees during a period of industry-wide market cooling.
- Xbox's financial strategy has been complicated by the conflicting goals of its hardware, software, and services divisions, leading to internal debates over whether Game Pass cannibalizes full-game sales.
Games and Numbers: April 7 - April 21, 2026
This bi-weekly industry update provides a comprehensive overview of performance milestones for PC, console, and mobile titles between April 7 and April 21, 2026.
- Konami’s eFootball has reached a major mobile milestone, surpassing 1 billion total downloads.
- Hazelight Studios has achieved a cumulative sales milestone of 50 million units across its entire portfolio.
- Bungie’s Marathon generated $55 million in its first three weeks against a reported development budget of $200 million to $250 million.
PS Plus Player Numbers: January 2026
This analysis evaluates the performance of PlayStation Plus additions from January 2026, focusing on player acquisition metrics for both monthly Essential-tier games and higher-tier Game Catalog titles.
- Need for Speed Unbound reached 1.6 million PlayStation Plus subscribers in January, bringing its total lifetime reach on the service to 4.3 million players.
- Resident Evil Village gained 852,000 players via the Game Catalog following its January 22 addition, a strategic move to build audience interest ahead of the February 27 launch of Resident Evil Requiem.
- Expeditions: A MudRunner Game attracted 414,000 new players through the service, with over two-thirds of that audience being new to the MudRunner/SnowRunner franchise.
Peter Molyneux and friends tell us how it feels to reunite for one final game
The development of Masters of Albion marks a significant creative reunion for Peter Molyneux and his core team of industry veterans, including Mark Healey, Kareem Ettouney, Ian Wright, and Russell Shaw.
- Peter Molyneux has reunited with core industry veterans from the Bullfrog and Lionhead eras—including Mark Healey, Kareem Ettouney, Ian Wright, and Russell Shaw—at 22Cans to develop a new god game titled Masters of Albion.
- The gameplay of Masters of Albion synthesizes mechanics from the team's legacy titles, specifically Dungeon Keeper, Black & White, and Fable, by featuring a cycle of daytime city-building and nighttime survival.
- The project is structured as the first of three planned chapters, though the team has not committed to the full series due to the intense resource demands of independent development.
Why the Low-Profile Necesse Hit a Big 1.0 Release and 2m Sales
The sandbox game Necesse achieved significant commercial success, reaching 2 million units sold and peaking at 29,500 concurrent users upon its 1.0 release in late 2025.
- Necesse achieved 2 million units sold and a peak of 29,500 concurrent users upon its 1.0 release in late 2025.
- The game successfully targeted the audience of established genre staples, evidenced by an 86.5% overlap in ownership with Terraria players.
- A major visual overhaul in 2024 significantly boosted market appeal and conversion rates as the game transitioned out of Early Access.
10 Reasons Why You Shouldn’t Delay Contacting Content Creators
The primary objective is to dispel the common misconception among indie game developers that early outreach to content creators leads to "overexposure" or wastes a singular opportunity for success.
- Indie game marketing is a slow process that requires building momentum over months or years, as viral 'shadow drops' are not a viable strategy for most developers.
- Content creators often play successful games multiple times over long periods, such as Sifd playing Peglin over 125 times and Northernlion playing Tape to Tape over 24 times, which helps sustain interest.
- Early outreach is critical because YouTube algorithm performance is slow; for example, a video with 487,000 views may take over two months to reach its full audience, meaning late outreach misses the window for maximum visibility.
How To Start Making Games With NO EXPERIENCE
The development of successful indie games is often characterized by a transition from early personal isolation to professional collaboration, rather than innate technical mastery.
- Fredrik Prantare, creator of Core Keeper, grew the game to over 4 million copies sold, with figures currently approaching 4.5 million units.
- Prantare’s development journey began in high school by utilizing level editors in games like Heroes of Might and Magic III, which helped him build foundational design skills.
- The transition from a high-schooler with low academic attendance to a leader of a 50-person team was driven by years of iterative failure in various project 'constellations'—small, collaborative groups formed to build games.
Companies behind it
As the documents state it.