It isn’t typically that firms half methods on good phrases, however this was the case for Thundeful and Headup when their three-year partnership got here to an finish in January 2024.
The Germany-based company was bought as a part of Thunderful’s restructuring course of earlier this 12 months, which Headup’s CEO and founder Dieter Schoeller describes as “very easy” after we catch up at this 12 months’s Devcom.
Schoeller notes that the primary cause for parting methods was that Thunderful “went in a unique path through the years” and located that indie improvement wasn’t a core a part of its enterprise anymore.
“From my perspective, Thunderful stated they wished to double down on the bigger productions as a result of the markets obtained more durable,” he explains. “We did not half on dangerous phrases – they only needed to concentrate on their technique. I imply, there have been three CEOs and 4 CFOs in three years, so there was numerous technique shifting in between.”
Schoeller additionally famous that Headup might have been a “little bit too quirky” for Thunderful in the direction of the tip – “[especially] for a company which is making an attempt to streamline its operations.”

Whereas Schoeller is open to a different partnership within the future, it relies upon “on the supply and the worth of the proposition.”
“I am not actively looking for one, however there are good firms on the market – ones that share the method to leisure and sustainability of the product,” he explains. “I believe it might come from the indie area, even when it is a larger indie. We’re not the dimensions for main gamers, it has to have a sure threshold for these to have an interest. However partnering up with a stronger indie, positive. All of it comes right down to the standard of the folks, to be trustworthy. If I really feel like I might go on trip with these folks, then that is group.”
Certainly one of Schoeller’s greatest takeaways from the partnership was navigating the present local weather of restructuring, referring to Thunderful slicing 20% of its workforce in January 2024.
“I based Headup 15 years in the past, and I’ve by no means needed to lay off anyone. I took the entire group again [after the partnership], so we did not have any layoffs which I am very pleased with – let’s hope it is sustainable. Additionally, no one at Headup ever left, which suggests I am working with the identical folks. The hope is for me to make it sustainable for the entire group as a result of [redundancies] are not stopping.”
Schoeller believes that for the trade to get higher, significantly in Europe, it wants to have a look at how the leisure trade is run in america.
“We nonetheless have a steep studying curve forward of us,” he highlights. “We’re not competing for cash or manufacturing essentially, however we’re competing in opposition to Amazon Prime, Netflix, Audible – we’re competing in opposition to time and leisure. That is the place we have now numerous studying to do.
“If you happen to take a look at Devcom for instance, there are numerous nice talks on the technical aspect, monetisation, analytics, however not so many talks on movement, leisure, and why customers truly wish to spend time along with your recreation.
“The leisure issue is simply not in our genes but. And as we’re competing on a world scale, I believe we’d like some excessive studying. The inventive and mental expertise is certainly right here.”
“There’s a good marketplace for indies who embrace the mentality of user-generated content material, shareability, and social communities”
That is one thing Schoeller is trying to do with Headup, whereas additionally specializing in discovering “truthful and acceptable” free-to-play fashions for core gamers.
He highlights the success of Terraria as an instance of this, which initially launched in 2011 with Headup publishing the collector’s version in 2012.
“It is a premium buy as soon as and [it’s] maintained for over a decade or extra – it is nonetheless promoting,” he notes. “If you happen to take a look at the highest ten finest promoting video video games, two of them are what you’ll name independent titles.
“These are Minecraft (in its origin) and Terraria. Each are sandbox titles working as a service, however getting numerous user-generated content material into the fingers of its gamers. There’s a good marketplace for indies who can embrace the mentality of user-generated content material, shareability, and social communities.”
However now Headup is an independent company, are issues tougher with out the sources Thunderful supplied throughout their partnership? Schoeller adamantly says it is not.
“It is a completely different scale. We bought Headup roughly a decade after we based it. The rationale why I bought it wasn’t as a result of it wasn’t worthwhile, it was a vendor’s market – costs had been good.
“I believed possibly my group would change into bored of indie budgets. I used to be afraid that high quality folks would possibly go away as a result of they wished to work on larger stuff, so I believed this may be the proper subsequent step to get onto larger budgets and showcase the group’s expertise whereas engaged on larger productions.”
Nevertheless, Schoeller quickly found that this method “wasn’t essentially extra satisfying,” and located that “the screws are somewhat bit looser when you go indie.”
Whereas the future for Headup as an independent writer is brilliant, Schoeller is cautious of the broader trade and the difficulties indie builders are confronted with.
“It is arduous for lots of people proper now,” he says. “Due to my background with smaller studios, [I’ve seen] builders get annoyed with their first launch failing after which shifting into different industries as a end result.
“We’re shedding expertise as a result of we do not get sufficient assist for smaller studios from authorities funding, or assist at first as they do not have the community.
“Smaller studios want time to study advertising and marketing or they should search for exterior companions, they usually’re not given the time or the funds”
“As an trade, we blew the bubble somewhat too quick throughout the pandemic. I am nervous in regards to the gifted, passionate folks coming in and never getting their second probability. As a result of everybody will get their first probability, however you want a second as the primary one is extra for studying, making errors, and exhibiting your high quality. If they’ve to depart earlier than that, then that is the place I really feel we have misplaced one thing as an trade.”
Schoeller emphasises that to sort out this, it is all about making a stable assist community and offering funding “to allow these builders to study, develop, and conquer their subsequent challenge.”
“Proper now, they’re all caught on this cycle of, ‘Okay, we’re doing our first challenge, however truly we’d like to consider the pitch for the second, however we’re not completed with the primary one but’ – it is an excessive amount of on them.”
He does convey up the prospect of self-publishing as an answer, however is conscious that not many builders have the capabilities to take action.
“A variety of smaller studios want time to study advertising and marketing or they should search for exterior companions, they usually’re not given the time or the funds to do this,” he notes. “They simply launch their recreation, after which they’re annoyed with the returns as a result of they don’t have any grasp of the actual market numbers.”
Schoeller is open to funding these studios, however “all throughout the means” that Headup has. He is additionally eager on serving to indie studios change into extra sustainable to keep away from these pressures – particularly when advertising and marketing a recreation throughout launch.
“It is all about getting by means of the primary layer of visibility [on platforms like Steam],” he explains. “We work very intently with Valve on that, as a result of we have now a Steam professional in-house which actually helps. If you happen to put up a web page which is engaging and interesting, with the proper trailers and belongings to speak it effectively, folks will choose it up.
“As a result of it is such a big viewers, we need not promote to the entire of Steam, we need not promote to larger markets. We have to have a devoted viewers of possibly 20,000 gamers that makes each indie title break even.
Regardless of these challenges, Schoeller may be very optimistic about future successes for indie studios Headup works with and helps.
“A success will come,” he says. “We have had hits up to now like Bridge Constructor. That was a breakout hit, we did not plan for it. However generally you simply must get fortunate.”
Schoeller concluded: “Often solely the winners discuss on this trade, and the losers do not. It is both nice information in every single place, or it is excessive degree slicing of workers. I do not wish to overdo it, I do not wish to oversell us – simply think about Headup as an indie rock band. We do what we do. I imply, we have been worthwhile for 15 years, so we have to be doing one thing proper.”