
The launch was in fact so poor, the company was able to tell in the first 10 minutes that it would not make enough money to save the company. We missed the entire audience, I think", director Mark Morris said. After spending over a year porting Darwinia+ to the Xbox 360, the game was not successful at launch. īy early 2010 the company was back in financial trouble. Seemingly financially secure, the company place their eventual success largely at Valve's feet: "Steam has made Introversion a commercial success", Tom Arundel is quoted saying. Fortuitously, the game "did much much better than ever imagined" and funds for at least the forthcoming twelve months quickly rolled in to replace it. On 15 September 2006, the day DEFCON pre-orders were made available, Introversion spent their last £1500. Valve responded enthusiastically and, following a 14 December 2005 online launch, digital sales, which exposed the game to a new, global audience, kept the company going through to the release of their third game, DEFCON. Within six months, the developers were back on UK government benefits until November, when they contacted Valve "on a whim" to try to set up a digital distribution deal on their Steam platform.

ĭarwinia was eventually released in March 2005, but despite a strong opening weekend, sales soon slipped too low to sustain the company. The company hovered on the edge of bankruptcy, with the team selling most of their worldly goods, as their second project and only hope for funds - Darwinia - "slipped relentlessly". Even with the cash flow from direct sales, Introversion ran out of money in the middle of 2003. By December 2002, then-publisher Strategy First had stopped paying royalties for Uplink they would later file a Consumer Proposal, but were acquired by Silverstar Holdings in early 2005. A visit to E3 2002 saw the team "rinse £10k in a week on speedboats and fast cars", but regret soon set in as they watched their income steadily decline, since "in the games industry, you make 75% of your total revenue for the product in the first 6 months". Financial history and independence Īfter a low-key launch, Uplink was a critical and commercial success for Introversion. Their new game was announced as Prison Architect during the Humble Indie Bundle release of Introversion games and tech demos of Subversion material, along with a treasure hunt of information on the new game hidden within the tech demos. In October 2011, after three years in development, Subversion was announced as delayed.
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This was followed by a series of blog-posts about the development of the game and its procedurally generated urban areas and the game was shown at the World of Love event in 2010. Subversion delay and Prison Architect Īfter the release of Multiwinia in 2008, Introversion announced the commencement of working on a game called Subversion in December of that year. This resulted in the eventual release of Darwinia+, which included both games, to the Xbox Live Arcade on 10 February 2010. Their next game, however, was Multiwinia, a multiplayer follow-up to Darwinia, and was released on 19 September 2008.ĭarwinia and Multiwinia were ported for the Xbox 360. After the release of DEFCON, Introversion began work on a game called Subversion. Shortly after, Introversion had measured their bandwidth in terabytes for the first time.
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A large community formed and the team, along with a new programmer Andy Bainbridge, started work on two new games.ĭarwinia was released to much critical acclaim and was eventually re-released via Steam on 14 July 2005 On 29 September 2006, Introversion Software launched its third game, DEFCON. The company was able to fully make back their investment within a few hours of accepting orders. Their small initial investment enabled them to buy CD-Rs and printer cartridges. Their first released video game, Uplink, was programmed and designed almost exclusively by Chris, while Mark and Tom handled marketing, materials and the other business elements. The company originally labelled itself "the last of the bedroom programmers" due to the trio working out of their homes - they moved into an office when working on their fourth game, Multiwinia.

The company was founded in 2001 by three friends, Chris Delay, Mark Morris, and Thomas Arundel, who met as undergraduates at Imperial College London.

1.1 Subversion delay and Prison Architect.
