
No More Robots
No More Robots is an independent video game publisher. It publishes articles on game industry topics such as building a community for a game.
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue as publisher
- $21.2M
- 20 games
- Units sold
- 1.6M
- as publisher or developer
- Headquarters
- United Kingdom
No More Robots’s best-selling games on Steam
| Game | Released | Share of the best seller | Revenue | Units |
|---|---|---|---|---|
| DescendersPublisher | 2018 | $6.7M | 426K | |
| Yes, Your GracePublisher | 2020 | $5.1M | 429K | |
| Hypnospace OutlawPublisher | 2019 | $2.6M | 201K | |
| Let's Build a ZooPublisher | 2021 | $1.7M | 124K | |
| Nowhere ProphetPublisher | 2019 | $750K | 42K | |
| Fashion Police SquadPublisher | 2022 | $679K | 48K | |
| Thank You For Your ApplicationPublisher | 2026 | $633K | 46K | |
| Not TonightPublisher | 2018 | $603K | 44K | |
| Slayers XPublisher | 2023 | $525K | 43K | |
| Little Rocket LabPublisher | 2025 | $425K | 34K |
Connections
The documents about No More Robots 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.
Documents
Building a Community for Your Game From Scratch
Effective community building serves as a critical marketing strategy for independent game developers, functioning as a primary driver for discoverability and launch-day momentum.
- Build a dedicated Discord server for each individual game rather than a general company server to focus engagement and community building.
- Run a limited-time, 3-to-5-day beta test to create FOMO, using Google Forms for signups and Mailchimp for communication to drive Steam wishlists.
- Implement a 'meta-game' within the Discord server that ties directly into the game's narrative or mechanics to keep the community engaged between the beta and the final launch.
Reports about No More Robots
9 documents by other writers name No More Robots in the title or summary.
How Have the Genres of Hit PC Games Changed Since 2021?
The PC gaming market has undergone a significant shift in genre popularity between 2021 and 2025.
- Roguelite and Roguelike genres have seen massive growth in popularity on Steam, rising 37 and 28 spots respectively between 2021 and 2025.
- Life Sim games have surged in prominence, climbing 31 spots to become the #6 most popular genre tag for hit PC games.
- Traditional genres like JRPG, RTS, and Turn-Based Strategy have declined significantly in market share, falling 24, 17, and 19 spots respectively since 2021.
Content Fund Company Updates: UK Games Fund
The UK Games Fund (UKGF) Content Fund serves as a strategic financial mechanism designed to catalyze growth within the British video game development sector.
- The UK Games Fund (UKGF) Content Fund provides targeted grants to independent studios to facilitate scaling, talent recruitment, and the securing of high-level publishing partnerships.
- The fund acts as a financial bridge between early-stage development and commercial viability, successfully leveraging public funding to unlock private investment and external support.
- ReadGraves partnered with Wired Productions for the title Task Time, while Size Five Games secured a publishing deal with No More Robots for Earth Must Die.
Indie Zoo Sim Let’s Build a Zoo Generates $1 Million on Consoles
The management simulation game Let’s Build a Zoo, developed by Singapore-based studio Springloaded Games and published by No More Robots, achieved significant commercial success following its console release on September 29, 2022.
- Let’s Build a Zoo generated $1 million in revenue within its first week on consoles, contributing to a total lifetime revenue of $3 million.
- The title’s inclusion on Xbox Game Pass attracted over 250,000 players, driving significant visibility and subsequent retail sales on other platforms like the Nintendo Switch.
- The game achieved its most successful Nintendo Switch launch to date for publisher No More Robots, securing top positions on eShop charts across multiple regions.
Plus: TMNT, Starship Troopers Hit Steam Next Week!
This analysis examines the relationship between Steam player reviews and actual sales figures, proposing a refined methodology for estimating commercial performance during a game's launch window.
- Steam launch window sales-to-review ratios are 2.5 times higher on day one than in the long tail, meaning low initial review counts do not necessarily indicate commercial failure.
- The review-to-sales ratio for new Steam releases typically normalizes to standard levels by the seventh day post-launch.
- The success of '20 Minutes Till Dawn' indicates a growing market for microgenre titles inspired by the mechanics of 'Vampire Survivors'.
Positive Education
The gaming industry is currently undergoing a critical shift in how leadership addresses the long-standing issue of crunch culture.
- Nexon CEO Owen Mahoney publicly rejected the industry standard of providing game release dates to equity analysts, citing the need to prioritize employee well-being and avoid the 'pernicious' practice of crunch.
- Following Mahoney's announcement that Nexon would prioritize product quality over meeting arbitrary launch deadlines, the company's share price increased by 8%.
- Publisher No More Robots generated $12 million in revenue during the previous year without releasing a single new title, highlighting alternative paths to financial success for indie publishers.
No More Robots Reached $12 Million in Revenue in 12 Months Without Releasing New Games
The indie game publisher No More Robots achieved $12 million in revenue over a 12-month period ending in August 2021, despite releasing no new titles during that timeframe.
- Indie publisher No More Robots generated $12 million in revenue over a 12-month period without releasing any new titles.
- The company achieved this performance by selling over 800,000 units and reaching a total player base of more than 4 million people.
- Revenue was distributed evenly across platforms, with PlayStation accounting for 26.3%, Xbox for 22.1%, Steam for 21.7%, Nintendo for 20.1%, and retail for 9.8%.
Mike Rose on Success in the Video Game Industry
The philosophy of indie publisher No More Robots, as articulated by founder Mike Rose, centers on prioritizing employee welfare and sustainable development over aggressive corporate growth.
- No More Robots has committed to adding every game it publishes to Xbox Game Pass to secure commercial success and reduce financial pressure on developers, following the success of its title 'Descenders,' which saw Xbox sales triple after joining the service.
- Mike Rose, head of No More Robots, argues that studios should prioritize employee well-being over aggressive growth and wealth accumulation, citing his own company's practice of paying above-average UK salaries and providing full private healthcare.
- In 2020, No More Robots generated approximately $10 million in revenue, which the company utilized to provide five-figure bonuses to staff and six-figure donations to various charitable initiatives and industry causes.
Game Refunds and the Hidden Costs of 'Getting to Net' on Steam
The primary purpose of this analysis is to clarify the financial transition from gross revenue to net earnings for developers selling games on the Steam platform.
- Gross revenue is a misleading metric, as a hypothetical $1 million in Steam sales typically yields only $577,500 in actual net revenue for developers.
- Steam’s standard platform commission accounts for a fixed 30% deduction from gross sales.
- Refunds and chargebacks typically reduce gross revenue by 6.5% to 11%, with rates varying based on game genre, quality, and geographic markets like China.
Superstar Session:Ten ways that No More Robots Makes its Games Sell (that You're Probably not Doing)
The publishing label No More Robots, led by Mike Rose, emphasizes a data-driven, non-conformist approach to game publishing on PC and console.
- Prioritize unique, genre-defying game hooks over industry trends to ensure distinct market positioning and better algorithmic visibility on platforms like Steam.
- Limit the marketing announcement window to four to eight months before launch to maximize hype and effectively trigger platform algorithms.
- Conduct rigorous mathematical modeling to establish clear break-even points and avoid unsustainable development cycles, as longer production times do not correlate with higher quality.