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- Per-Episode Audience
Est. listeners per new episode within ~30 days
1,001 - 10,000 - Monthly Reach
Unique listeners across all episodes (30 days)
5,001 - 25,000 - Active Followers
Loyal subscribers who consistently listen
501 - 5,000
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On the show
Recent episodes
Episode 55 - Recoup is self-destructive - Tim Bender Pt. 2
May 1, 2026
59m 24s
Episode 54 - 100 plus years - Tim Bender Pt. 1
Apr 16, 2026
51m 46s
Episode 53 - "Blizzard of Oz" - Trent Kusters Pt. 2
Apr 2, 2026
43m 11s
Episode 52 - Just get published - Trent Kusters Pt. 1
Mar 15, 2026
1h 01m 06s
Episode 51 - Vibes based publisher - Sam de Boeck and Daniel Lyozov
Feb 26, 2026
1h 11m 51s
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| Date | Episode | Description | Length | ||||||
|---|---|---|---|---|---|---|---|---|---|
| 5/1/26 | Episode 55 - Recoup is self-destructive - Tim Bender Pt. 2 | We are back with the second part of our conversation together with our good friend Tim Bender as the we dive deeper into the weeds of some of the most surprising moves in the industry lately. Why not start with the backstory of the Ubisoft partnership on Heroes of Might and Magic: Olden Era for example? Far from a simple hand-off, Tim explains how a long-term dialogue led to a specialist publisher stepping in to steward a legendary IP, and why a massive corporate player sought out a niche team to help find the right "indie" formula for a classic series. And that’s not all. Following some recent “LinkedIn shenanigans”, Tim doubles down on his advice that most indie developers are actually better off self-publishing than signing with a publisher that fails to add true value. Expect a candid look at the power dynamics between creators and financiers, concluding with an exploration of why remaining private, and avoiding “public company logic”, is the only way to keep Hooded Horse’s 100-year mission on track. Thanks again for joining us Tim! Find out more about Tim and Hooded Horse here. | 59m 24s | ||||||
| 4/16/26 | Episode 54 - 100 plus years - Tim Bender Pt. 1 | In the first part of our two-parter, Shams sits down with Tim Bender from Hooded Horse to pull back the curtain on one of the currently most talked-about trajectories in modern indie game publishing. From the logistical realities of scaling a team to the philosophical "final form" of a sustainable games business, Tim breaks down the internal logic of the Hooded Horse portfolio at the same time as he explains "why a survival horror cult classic might actually have more in common with a hardcore strategy title than a genre label suggests". Yes, you read that right the first time. As the conversation dives deeper into the financials of the industry, Tim outlines his provocative stance on "recoupment" and why he believes the traditional safety nets used by publishers might actually be a "disease" that strangles developer creativity and cash flow. And then of course, comes the question, will Hooded Horse continue on this successful path 100 years from now..? Listen and find out for yourself! Follow Tim Bender and Hooded Horse here. | 51m 46s | ||||||
| 4/2/26 | Episode 53 - "Blizzard of Oz" - Trent Kusters Pt. 2 | Sorry for being late! After a not so welcomed water leakage at our producers studios, we are back with the second part of our conversation with Trent Kusters, the visionary co-founder of League of Geeks! Shams rides this one solo since Fernando is on a trip across the pond and it's time to get into the "messy middle" of building a studio that lasts over a decade in an industry that sometimes feels like it's trying to shake you off. Trent opens up about the early days of Australian Kickstarter hurdles and the pivots required to keep a premium title sustainable when everyone else was chasing free-to-play trends. We also get a rare, candid look at the internal culture of League of Geeks, where Trent shares some reflections on the loss of co-founder Adam Duncan and how that reshaped his view on honoring talent and charting a company's future. Thanks to Trent for joining us! Please follow Trent and League of Geeks here. | 43m 11s | ||||||
| 3/15/26 | Episode 52 - Just get published - Trent Kusters Pt. 1 | Imagine what happens when a new episode of The Business of Video Games Podcast all of a sudden release on a Monday! Almost as mindwrecking as if one accidentally started a career in game development, right? Well, say no more dear listener! In this episode, Shams sits down with Trent Kusters, co-founder of League of Geeks (Armello), who did just that. In this first part of our two part interview with Trent, he unpacks the unlikely chain of events that led him into the industry. From bluffing(!) his way into covering the Halo 3 midnight launch as a journalist (...student?) to shipping 10 games in three years at Australia’s Torus Games, Trent shares how daring decisions, a good portion of curiosity and a bit of naivety shaped his early career. We dive into what it was like learning game development in a fast-moving “factory” studio, why constraints can make some designers better, and how those early lessons later affected Trent’s approach to building studios and most of all - games. BUT NOT before Shams and Fernando have talked about Steams 2025 Year Summary Blog Post. For more from Trent Kusters, please follow him on LinkedIn here and Twitter here. | 1h 01m 06s | ||||||
| 2/26/26 | Episode 51 - Vibes based publisher - Sam de Boeck and Daniel Lyozov | Time for a one off with the great folks at Oro Interactive who currently is on a real victory lap with 300k units sold of Roadside Research within two weeks(!) and 400k units sold for Super Battle Golf within it's first week! Absolutely bonkers. But not as bonkers as Shams who is once again away on a mission celebrating Swedish games at the Swedish Game Awards 2026, while Fernando sits down with our guests Sam and Daniel to chat about what it’s actually like running a tiny (but fast!) publishing label. They dive into how it all started, how they decide what feels right, and also, why Oro don’t really care for big pitch decks or drawn-out processes. Specifically, we look deeper into the topic of moving quickly when something clicks, spotting that one small detail that makes a game stand out, and most importantly - why staying small might be the whole point. Please follow Sam and Daniel at Oro Interactive here! | 1h 11m 51s | ||||||
| 2/12/26 | Episode 50 - Keeping a business alive - Agostino Simonetta Pt. 2 | 50 episodes! Imagine that! We are back again with our dear friend Agostino Simonetta in the second part of our two part interview. This time with Fernando taking the lead for a deeper one-on-one since Shams had to go and spread some democracy across the galaxy (as he should). Fernando and Ago is immediately getting in to familiar territory with conference season, industry rituals, and the strange push and pull of showing up (or not). From there, it drifts into bigger questions about the usual suspects as growth and consolidation, but more importantly - what really happened during the acquisition rush of the past few years? Expect perspective shaped by experience, a few (unexpected?) analogies, and the kind of side paths that make us rethink how stable the industry really is. Oh yeah, also expect banter. Of course. Follow Agostino on LinkedIn here as well as GSC Game World here | 42m 04s | ||||||
| 1/29/26 | Episode 49 - Ask for forgiveness, not permission - Agostino Simonetta Pt. 1 | Friends! It's 2026 and we're back! In this first part of a two-episode conversation, Shams and Fernando sit down with none other than industry veteran Agostino Simonetta. They talk through a career in games that was shaped less by master plans and more by circumstance, timing, and a fair number of hard calls. From early production work to platform-side roles at PlayStation and Xbox, to what it actually feels like to try to push new ideas inside very large organizations. Along the way, they touch on the Italian game development scene, the realities of platform strategy, and why innovation inside big companies often comes with friction, compromises, and missed chances. Follow Agostino and CSC Game World here Support our Patreon here | 46m 09s | ||||||
| 12/22/25 | Episode 48 - Shams and Fernandos Holiday Wrap Up 2025 | It's Fri... Monday! In this end-of-year episode, Shams and Fernando look back on 2025. From personal wins to the industry-wide turbulence that affects everyone. They both reflect on a surprisingly strong year for their work while acknowledging how tough it’s been for many studios, with layoffs, consolidation and cautious decision-making shaping the landscape. Topics iniclude the major deals almost known more for what they signal about power and money, than for the games themselves, as well as the ongoing conversation around the tension between creative risk and AAA budgets. How does franchises who get stuck trying to “stay fresh” without alienating fans, and why could “franchise fatigue” actually be more of a quality problem? And what would a wrap up in 2025 be without the AI conversation, the VR conversation, the new hardware (Switch 2) conversation and of course some hot 2026 industry predictions..? ;) Til next time, Happy Holidays! | 1h 05m 00s | ||||||
| 12/12/25 | Episode 47 - Let them Cook - Adam Boyes Part 2 | It's Friday! In the second half of their conversation with Adam Boyes, Shams and Fernando go far beyond career anecdotes and dig into what truly drives fulfillment in the games industry. Adam reflects on the pivotal moment he chose happiness and creative energy over traditional career momentum - an insight that later shaped Iron Galaxy’s unusually transparent, collaborative leadership structure. The discussion also widens into a sharp look at how co-development evolved from a misunderstood niche into a central force in modern game production, and how Iron Galaxy found itself years ahead of that curve. From there, the trio explores deeper industry currents: where new capital is coming from, how money from inside and outside gaming reshapes studios, and whether AAA development is drifting toward a Hollywood-like system of compact creative cores supported by waves of specialist partners. Adam’s perspective blends optimism with realism, emphasizing stamina, courage, and the willingness to keep taking risks even when big bets fail. But the episode never loses its warmth or humor - culminating in Adam revisiting the now-iconic photo of him wearing a VR headset next to a charging Tesla(!), a snapshot of tech culture at its most unselfconscious. It’s an episode that mixes heart, industry insight, and genuine silliness in equal measure. Find Vivrato here VR in the parking lot | 57m 44s | ||||||
| 11/28/25 | Episode 46 - The man from the memes - Adam Boyes Part 1 | Do we got another great conversation for you here friends? Yes we do! In this episode, Shams and Fernando sit down with industry veteran Adam Boyes to explore his remarkable journey through the industry over the last decades. Adam shares stories from his early years, continuing to look at his time at Midway and Capcom, and his transition into business development and executive leadership. The conversation leads over to Adams experience with navigating Japanese corporate culture, digital distribution with titles like Bionic Commando Rearmed and an unexpected stint consulting for major non-gaming IPs like Kraft Foods(!). But what is a conversation with Adam Boyes without diving into his years at PlayStation during the PS4 generation, including the backstory behind one of the most iconic industry memes: the legendary “How to Share a Game on PlayStation” video.. But before we jump into the interview, Shams and Fernando also sheds some light on Sweden’s outsized footprint in the global games industry, from its unusually strong export numbers to the cultural and economic aspects that have helped Swedish studios punch far above their weight for decades (and continue to do so). The "How to share your game on PlayStation"-meme VR in the parking lot Vivrato.com | 1h 02m 00s | ||||||
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| 11/14/25 | Episode 45 - The Emotional Battle - Chris Bourassa and Tyler Sigman Pt. 2 | It's time to continue our conversation with Chris and Tyler som Red Hook Studios! In this second half of our interview with Red Hook Studios founders Chris and Tyler, we focus on what happened after Darkest Dungeon 1. Wrapping up Kickstarter commitments, the surprising intensity of Early Access, and how the game’s success never really gave the team a chance to slow down. Among other things, we also touch on their DLC approach, some of the business decisions behind Darkest Dungeon 2 and why they ultimately accepted an Epic Games Store deal that fully funded the sequel despite community pushback. Beyond the interview, Shams and Fernando also get into the state of industry events like GDC, plus what they’ve been playing and thinking about lately - because even in a packed episode, there’s always room for a little extra. Find Red Hook Studios on Steam here | 1h 03m 54s | ||||||
| 10/31/25 | Episode 44 - Releasing Darkest Dungeon - Chris Bourassa and Tyler Sigman Pt. 1 | Interview Part one out of two with Chris Bourassa and Tyler Sigman from Red Hook Studios. | 1h 05m 51s | ||||||
| 7/16/25 | Episode 43 - Games industry myths - Season 3 finale | In our final episode of the season, Shams and Fernando drop the guest format to tackle a few persistent myths and misconceptions that have been quietly annoying us all year. We dig into things like: How a game can be a bestseller and still be considered a disappointment What minority investments really mean — and what they don’t No shouting, no hot takes (okay, maybe one), just two people who’ve seen a few things, trying to make sense of a business that often doesn't. Thanks for listening this season — see you soon. support us on patreon: https://www.patreon.com/BusinessOfVideoGames | 55m 51s | ||||||
| 6/30/25 | Episode 42 - Should You Be Shadow Dropping Your Games? - Rebecca Lautner and Kirsten Lee Naidoo | Should you be shadow-dropping your games? Fernando talks to the masters of the art form, Landfall Games, to learn their secrets. | 46m 14s | ||||||
| 5/16/25 | Episode 41 - Business War Stories - Jake Solomon | XCOM designer and Sid Meier protege Jake Solomon is embarking on a new mission: CEO of his own studio. Jake gives Shams and Fernando a window into his extraordinary career, telling stories from his days at Firaxis and talking about his journey to found Midsummer Studios. | 1h 14m 08s | ||||||
| 4/4/25 | Episode 40 - Forty Two immutable Laws of Games Business - Paul Kilduff Taylor | Fourty two is the answer to life - but it's also the number of points of wisdom justly dispensed by games industry veteran Paul Kilduff-Taylor - mastermind behind Developer/Publisher/Operator - Mode 7 Games. Paul wrote the list of "42 Essential Game Dev Tips That Are Immutably Correct and Must Never Be Disputed by Anyone Ever At Any Time!" and we unpack some of these and try to figure out why Paul is a very wise man. Because he is. (sorry about Shams audio - its fixed in the next episode!) Check out the original blog post here https://modecollapse.substack.com/p/42-essential-game-dev-tips-that-are And more info on Mode 7 Games: https://www.mode7.games/ | 1h 09m 19s | ||||||
| 3/10/25 | Episode 39 - The Indie Business Auteur - Xalavier Nelson Jr | Season 3 finally continues with a truly unique indie business auteur! Xalavier Nelson Jr. runs Strange Scaffold, a game studio that defies convention—achieving repeated success while staying boldly artistic. Listen in to hear Xalavier and Strange Scaffold manage what so few others do. 👉 Visit Strange Scaffold and explore their games here. https://www.strangescaffold.com/ | 1h 00m 51s | ||||||
| 12/23/24 | Episode 38 - Can a toolkit replace your Publisher? - Alexander Bergendahl | As we're in a festive mood we decided to try something new and unpack what life is like at a service provider in the games industry. Some describe it as the hardest biz dev job in the industry and they wouldn't be wrong. Serial entrepreneur Alexander Bergendahl shares how Lootlocker helps developers and publishers level up and get closer to their players. https://lootlocker.com/ | 1h 04m 41s | ||||||
| 11/29/24 | Episode 37 - Modding Madness with - Scott Reismanis | This episode, we’re diving into the wild world of user-generated content (UGC) with Scott Reismanis, CEO of Mod.io. Ever wondered WHY mods go from hobby projects to gaming game-changers such as DOTA or CS? Scott’s here to spill the beans on Mod.io’s mission, the challenges of getting studios on board, and why UGC is still the future (spoiler: it’s awesome). We’ll chat about big decisions, big trends, and big dreams for modding. Mods, memes, and major insights—don’t miss it! | 1h 09m 14s | ||||||
| 10/30/24 | Episode 36 - The Return of the Biz Dev Samurai - Uwu biz | In this episode we sit down with two true operators in the biz dev space - Callum Underwood and Alex Nicholson. By night they're up to shenanigans - by day - more shenanigans - but also they run Uwu Biz a one stop shop for your business development or really - any needs you might have as a successful developer. Callum and Alex regale us with how they operate in tough times. https://www.uwu.biz/ | 1h 12m 42s | ||||||
| 10/3/24 | Episode 35 - Deep Rock's Secrets - Soren Lundgard | Welcome to a new season of the Business of Video Games Podcast! Your host finally cut his hair, grew up and got himself a job (more on in a future episode)! Meaning that this season we'll be bringing on a new co-host - Fernando Rizo - business developer extraordinaire - familiar to regular listeners. Expect monthly episodes this season and more behind the scenes materials for patreons - otherwise our format stays the same - the hardest hitting business interviews in the games industry. In this episode we interview Soren Lundgard - CEO of Ghostship Games - developers of smash hit Deep Rock Galactic. We uncover the secrets of their success and how they are re-invest in the Danish games industry. | 55m 47s | ||||||
| 8/29/24 | Episode 34 - The Rise and Fall of an Entreprenerd | Finally we arrive at the season finale! In this episode your's truly shares the story of trying, and failing, at starting a game studio. Why start a studio in this day and age? How did Shams go about doing and why did the studio endeavour end in shambles (but with a lot of learnings)? If you want to see some screenshots of some of the prototypes have a look here: https://shorturl.at/4BWAS See you next season! | 41m 53s | ||||||
| 8/10/24 | We arrive finally in the fifth and final episode in the series where we talk to Kim Nordström - games industry meganerd, veteran and author of "Up, Down, Up - why some game companies succeed while others fail. This episode delves into the final phase that companies go through before throwing in the towel - namely the "Decline Phase". We unpack why companies end up here and how you navigate out of these dreaded waters. You can find more info about the book here: https://updownupbook.com/ | 44m 45s | |||||||
| 7/23/24 | After a short (!) hiatus we're back with Kim Nordström and "Up, Down, Up" - the ultimate book about why some game companies fail and others succeed. This time about the "Mature" phase. Sounds more risqué than it sounds - but still worth a listen - if you dare. You can find more info about the book here: https://updownupbook.com/ | 43m 38s | |||||||
| 6/5/24 | We return yet again to our home base this season - Indie publisher Hooded Horse. They recently release Manor Lords and it was a roaring success selling over 2M copies in less than 3 weeks. We talk to their CEO Tim Bender and Chief Marketing Officer Abhishek Chaudhry to understand what went right, wrong and what the team would do differently. Find Manor Lords here https://store.steampowered.com/app/1363080/Manor_Lords/ And follow Hooded Horse here: https://x.com/HoodedHorseInc | 39m 11s | |||||||
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Chart Positions
5 placements across 4 markets.
Chart Positions
5 placements across 4 markets.








