Skip to main content

Keeper

GameBy Double Fine

Documents about Keeper

Cover of How Double Fine Survived The Xbox Bloodbath
21 min
Jason Schreier21 min

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.
Jason SchreierSep 2026
Cover of How Things Got So Bad At Xbox
30 min
Jason Schreier30 min

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.
Jason SchreierJun 2026
Cover of Peter Molyneux and friends tell us how it feels to reunite for one final game
56 min
The Game Business56 min

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.
The Game BusinessFeb 2026
Cover of How To Start Making Games With NO EXPERIENCE
10 min
Thomas Brush10 min

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.
Thomas BrushJul 2025
Cover of Fredrik Präntare: How He Sold Millions Of Copies, Solo Dev vs. Team, 3 Years On 1 Game | Ep. #048
71 min
Thomas Brush71 min

Fredrik Präntare: How He Sold Millions Of Copies, Solo Dev vs. Team, 3 Years On 1 Game | Ep. #048

The commercial success of the sandbox title Core Keeper, which has surpassed four million copies sold, serves as a case study for the transition from solo development to large-scale studio management.

  • Core Keeper has achieved significant commercial success with over four million copies sold, validating a development strategy that scales from a solo creator to a 40-person remote team.
  • The studio maintains a flat organizational structure and recruits talent through long-term academic and online networks rather than traditional industry hiring pipelines.
  • Publisher partnerships were leveraged to fund team salaries, allowing the studio to maintain lean operations during the critical early phases of development.
Thomas BrushJul 2025
Cover of Got Games on Your Apple Watch? PG Connects Digital #2
29 min
PocketGamer.biz29 min

Got Games on Your Apple Watch? PG Connects Digital #2

Abylight Studios, a Barcelona-based developer established in 2004, highlights the potential for high-quality 3D gaming on the Apple Watch through the development of their title, Mind Keeper: The Lurking Fear.

  • The Apple Watch represents an underutilized market for standalone 3D gaming, offering indie developers a less crowded platform to reach dedicated audiences.
  • Abylight Studios developed the 'Providence Engine,' a custom lightweight visual editor, to bypass the limitations of standard tools like Unity when building for the Apple Watch.
  • Successful Apple Watch game design requires building standalone experiences that do not rely on an iPhone, specifically optimizing for the device's unique hardware constraints.
PocketGamer.bizAug 2020
Cover of Peter Molyneux Explains the Design of Black and White
65 min
Game Developers Conference65 min

Peter Molyneux Explains the Design of Black and White

The design philosophy behind Black & White centers on creating a deeply immersive, personality-driven god simulation that prioritizes emotional engagement over traditional mechanical difficulty.

  • The core design of Black & White prioritizes emotional engagement and player agency over traditional mechanical difficulty to evolve the god-game genre.
  • The game utilizes a minimalist, icon-free interface that relies on intuitive mouse gestures for navigation and spellcasting to maintain immersion.
  • The central companion creature functions as a learning entity that evolves its physical and behavioral traits based on the player's moral reinforcement and AI-driven mimicry.
Game Developers ConferenceAug 2017
Cover of 10 top legal tips if you're making a F2P game
18 min
PocketGamer.biz18 min

10 top legal tips if you're making a F2P game

The free-to-play (F2P) gaming sector faces increasing legal scrutiny as regulators in the European Union and the United Kingdom prioritize consumer protection, particularly regarding children and the transparency of in-game monetization.

  • Regulators in the UK and EU are shifting from general consumer protection laws to specific enforcement actions targeting F2P monetization mechanics and game design transparency.
  • Marketing a game as 'free' is increasingly viewed by regulators as inherently misleading if the title contains in-app purchases.
  • Developers must separate transaction flows from core gameplay and provide clear, non-aggressive options for users to decline in-app purchases.
PocketGamer.bizMar 2015
Cover of In praise of EA's much maligned Dungeon Keeper
11 min
PocketGamer.biz11 min

In praise of EA's much maligned Dungeon Keeper

The free-to-play mobile reboot of the Dungeon Keeper franchise, despite receiving significant criticism at launch for its aggressive time-gating and monetization mechanics, offers a compelling long-term experience for players who engage with its core base-building systems.

  • The mobile reboot of Dungeon Keeper provides a deep, long-term strategic experience centered on base-building and defensive optimization that remains engaging for players after 11 months of consistent play.
  • The game's poor public reputation is primarily driven by high early-game friction and aggressive time-gating, which lead to significant player churn despite the depth of the core mechanics.
  • The builder system features diminishing returns on investment, where purchasing a third builder provides a 50% efficiency boost, while subsequent builder purchases offer progressively smaller marginal gains.
PocketGamer.bizJan 2015
Cover of South Park's demonisation of F2P: let's blame Dungeon Keeper
12 min
PocketGamer.biz12 min

South Park's demonisation of F2P: let's blame Dungeon Keeper

The mobile gaming industry in late 2014 remains characterized by a persistent, polarized debate regarding the ethics and quality of free-to-play (F2P) monetization models.

  • The mobile gaming industry is undergoing a structural shift toward service-oriented, co-development partnerships, exemplified by Scopely’s $35 million funding round.
  • German developers are successfully transitioning from browser and PC markets to mobile, with Goodgame Studios scaling its workforce to 1,000 employees.
  • Public perception of free-to-play (F2P) monetization remains polarized, with the 2014 mobile iteration of Dungeon Keeper serving as the primary symbol for criticisms regarding aggressive timers and exploitative mechanics.
PocketGamer.bizNov 2014
Cover of Moneti$er: Comparing the load times of F2P mobile games
12 min
PocketGamer.biz12 min

Moneti$er: Comparing the load times of F2P mobile games

This analysis examines the impact of boot times on user engagement within the free-to-play (F2P) mobile gaming market.

  • Rapid boot times are directly correlated with higher session frequency in F2P mobile games, particularly for casual and resource-management titles.
  • Minimizing the time between app launch and gameplay is a critical factor for user retention, as short-burst players are sensitive to entry barriers.
  • Boom Beach and Royal Revolt 2 serve as industry benchmarks for high-performance, near-instant access, whereas Dungeon Keeper and FarmVille 2 exhibit poor user experience due to prolonged loading.
PocketGamer.bizMay 2014