DreadXP and Fireshine on balancing growth: how indie publishers avoid the layoff cycle
Two indie publishers share how they've maintained stable staff while continuing to release games regularly. Their strategy: reject infinite growth, diversify risk, and operate within their means.

The games industry has seen waves of studio closures and layoffs in recent years, but some indie publishers have managed to avoid that fate. DreadXP and Fireshine Games represent two different approaches to sustainable business, yet both prioritize care over explosive growth.
DreadXP, founded in 2019, focuses specifically on horror games. The publisher has released titles like The Mortuary Assistant, Dread Delusion, and Entropy with a relatively small team. Hunter Bond, DreadXP's director, described the core tension facing any studio: "A question every company needs to reckon with: Do they desire infinite growth? Along that path lies increasing amounts of compromise. There are compromises that can reasonably be made without sacrificing the care of what you do. But you have to be really aware of it, because it's a slippery slope."
Bond emphasized that scaling beyond a certain point risks losing what made the studio distinctive. "You think, 'We'll just hire a few more people. We'll bring on a couple more games. We'll scale up just a little bit.' Then one day you realized that the thing that made you you isn't there anymore. We can't grow beyond a certain point, as far as I'm concerned. My desire is to be in indie games, and I don't desire infinite growth."
Henry Hoare, DreadXP's head of production and operations, highlighted flexibility and talent diversity as key factors. "We can tailor-fit what we do to each dev and project. I think it makes us operate with care for sustainability." The team studied other publishers and noticed a pattern: many release one successful game among ten projects, with the rest performing adequately or poorly. Having worked on their own development projects gave Bond and Hoare shared language with their developer partners.
Fireshine Games takes a broader approach. Previously operating as Sold Out Sales and Marketing, Fireshine now employs around 40 people and has published Far Far West, Shadows of Doubt, and Denshattack!. Jasper Tanner-Barnes, Chief Profile Officer, stressed portfolio balance: "We are ambitious as a publisher, but not to the point of wanting to take risks that we don't believe we can handle. We make sure there's a good balance to what's coming through, and also ensure we're never overaligning just one single market, one single type of audience. We've got a good range to our catalog."
Like DreadXP, Fireshine avoids overextension. Tanner-Barnes explained the financial discipline: "We don't overextend ourselves. We don't stretch ourselves. We've never taken on debt as a publisher. We don't spend money we don't have. We've existed within our means. If a game falls a little bit short, it should always be recoverable by something else."
Risk management emerged as crucial in both conversations. Multiple indie studios have faced closure after projects underperformed or failed to launch. Conversely, overextended budgets create equal hardship. When selecting games, Fireshine weighs practical metrics alongside artistic merit. Tanner-Barnes noted developers sometimes spend six to eighteen months developing before securing a publishing contract, making the selection process competitive and difficult.
"It's really difficult to be on this side of the table and say, 'I've got two great teams making great games. But one launches in six months, it's got 100,000 wishlists and is three-quarters funded, with a demo that people loved.' It's the pragmatic choice," Tanner-Barnes said. With finite budgets and many options, factors like funding status and demo reception matter significantly.
Both publishers represent a shift in industry thinking: sustainable studios prioritize genuine care for their projects, maintain fiscal discipline, and reject the pressure to chase unlimited growth. That approach, while less flashy than rapid expansion, has proven more resilient during industry volatility.
Sources
- GamesBeatEstablished publication · recorded Sep 22, 2026DreadXP and Fireshine on balancing growth | Sustainability lessons for games
