06 November 2026
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THIS WEEK

Winds Of Arcana: Ruination (2025), Brewed Games | 1312 Interactive

This week, we speak to Raviteja Mantena and Deepak Gurijala, the founders of Indian indie publisher 1312 Interactive, on the changing market for PC and console titles in the region, and how games from emerging nations are suffering from lack of visibility.

Next, Annabel Ashalley-Anthony, founder of Melanin Gamers, and Adam Campbell, co-founder of POC In Play, talk to Knowledge about the damage done to diversity in the game industry by ongoing layoffs, and how companies can simply look to past initiatives to get back on a path to positive action.

Then we have lamentation over endless job losses in Social Commentary, and the release of the Ocarina Of Time remake in Extra. And don't forget it's the Golden Joysticks in London next week, the first to include a new Developers' Choice Award (see News).

NEWS
The game industry stories of the week

(Unity)

  • Unity is in talks to be acquired by Silver Lake and the Saudi PIF, according to a Reuters report. A $25 billion price-tag has been discussed, said sources. The investment funds were those, alongside Affinity Partners, that bought EA this year for $55 billion. Unity is the most popular engine on Steam, accounting for the creation of around 50 per cent of the platform's lineup.

  • Steam and Itch.io are being flooded with AI-created games, with Steam releases hitting a record of 1,656 last week and Itch.io confirming that the amount of game pages being created on the platform on a daily basis has doubled in the past two months.

    • Itch.io: Despite calls to ban AI content altogether, Itch has reiterated its policy of banning "excessive amounts of automatically generated or AI-generated content" in response, while deleting "terabytes of AI slop".

    • Steam: Almost half of all games released on Steam last month declared AI usage. Steam's review process, which normally takes between three and five working days, is experiencing significant delays, most likely as a result of the explosion of new submissions.

  • Sony said in a financial call this week that work on PlayStation 6 is "progressing as scheduled", and that it intends to make "solid progress" on developing the hardware in its next business year. The company has never given a firm release date for the machine, which is widely expected to appear in 2028 thanks to AI-related turmoil in the component sector. In addition, Sony said PS5 sales are now approaching 100 million units. See VGC for more.

  • The winners in the 44th Golden Joystick Awards will be revealed in London next week. This year's event will be the first to include the Developers' Choice Award, to be presented by Edge In Person's Jörg Tittel. The ceremony, which will take place at The Troxy at 10am PT/1pm ET/6pm GMT/7pm CEST on Wednesday, November 11, will be streamed on Twitch, GamesRadar+. PC Gamer and elsewhere.

  • Ubisoft is reportedly bidding to buy Arkane, the Lyon, France-based developer of Dishonored and Deathloop. According to Bloomberg (paywall), the French publisher and at least two other parties have made offers for the studio, which is currently owned by Microsoft. Staff were told in July that Xbox intended to close the studio; French consultation rules forced a search for a buyer, which was first reported last month.

  • Additionally, the French STJV union has accused Microsoft of "sabotaging" Arkane's Blade in order to justify closure. A 19-month hiring freeze, said the union, has resulted in cost increases and delays used as reasons to shut the studio. It's demanding €200,000 redundancy per worker if Arkane closes. See PC Gamer.

  • Anthropic has confirmed that Claude is now being prevented from recreating existing games. A spokesperson confirmed that the company has "added two sentences to Claude Code's prompt on Opus 5.5 to steer it away from recreating someone else's specific game because using Claude to infringe IP is against our usage policy." The move follows weeks of panic among indie developers due to games being quickly cloned by AI for release on Steam and other platforms. There's more on Game Developer.

  • The Future Games Show will go live for the first time at Gamescom in Cologne, Germany, in 2027. The move beyond a digital format follows the event's biggest iteration to date this summer, which generated more than 50 million total live views. There's a press release on Variety.

  • Eve developer and publisher Fenris Creations has laid off an undisclosed number of staff related to Eve Frontier. The game, according to a statement from the Icelandic company, "remains in active development". Frontier is a blockchain-integrated, survival-based take on the Eve universe. More on Vertical Slice.

INTERVIEW
Insight and advice from industry leaders

"If players don't know the game exists, they never buy it": How 1312 Interactive is bringing India's indie games to the world

1312 Interactive founders Raviteja Mantena (L) and Deepak Gurijala

By Patrick Garratt

India's relationship with videogames differs greatly from countries in the west. Its mobile game consumption is enormous, with roughly eight billion downloads in 2025 making it one of the world's largest markets for phone play, while PC and console game creation and consumption is still largely undeveloped. Ravi Mantena and Deepak Gurijala, the founders of 1312 Interactive, purportedly the first indie publisher in India, are leading a market of one. 1312 was founded in 2024, launched in February 2025, and announced a $1 million seed round in September.

While grants have been offered to encourage Indian development – including the PlayStation India Hero Project and the Krafton India Gaming Incubator, both of which launched in 2023 – "all of them were development funds and development grants, primarily without support in publishing," says Mantena.

Looking back further into the history of India's development industry, Gurijala says that "back in 2005, 2010, there were distributors, but there were no publishers. People used to come to companies to sell the games into India and Southeast Asia, but there were no dedicated global publishing firms."

When funding started to flow towards development, though, the industry started to change.

"There was a huge shift in the Indian development space, with more young people setting up studios and a lot of startups coming in," says Mantena of the moment the pair spotted the obvious gap, founding 1312 Interactive in Hyderabad in 2024 and launching publicly in February 2025. Gurijala, a long-time mobile game developer, provided the Indian ecosystem knowledge and Mantena the western experience, having spent around five years as VP of products at Pole To Win, the Japanese game services group. Gurijala is a founder of Street Lamp Games, the Hyderabad studio where he made more than 150 games, almost all hyper-casual mobile titles. Having worked with more than 35 publishers, in 2021 he co-founded the CrazyHubs accelerator with CrazyLabs, partly to learn how publishing works.

1312's mission is simple: profit by disrupting the global game industry's focus on the west.

"There are so many great games coming from emerging markets," says Gurijala, that are "dying" because of "zero discoverability". By "emerging markets," he means India, Southeast Asia, the LatAm region and parts of Eastern Europe: "If the player doesn't know the game exists, that means they never buy the game. That's what's happening with every indie studio in emerging markets."

Mantena and Gurijala are aiming to change that, at least in India, by offering deals for those making PC and console games that include both development and publishing support. 1312 can also help with art, audio, and even design play systems, not just marketing and promotion.

"If it's required, we make sure the game gets fine-tuned," says Mantena, "because for most of the folks we're working with, it's probably the first time they're building a PC or console game… We help them with all aspects of the game development journey wherever they need it."

When it comes to marketing, they "try to make sure the game gets visibility at a global scale," Mantena adds, noting that 1312 offers "PR, building communities on Reddit, Discord, other social channels, or [creating] long- or short-form content." 

1312 was responsible for publishing Bangalore-based Brewed Games' Wings Of Arcana: Ruination at the end of 2025, which was signed by Microsoft for distribution via Game Pass. A later release was Mono Tusk Studios' Palm Sugar: A Village Story, developed in Visakhapatnam in Andhra Pradesh by a tiny team led by Kartheek Raj.

"He was running the studio with zero budget and we loved the game," says Gurijala. "So we signed it."

1312's involvement allowed the title, a pixel-art action RPG set in an Indian village under threat from a drug cartel, to become "important" enough to be released for the global market. The publisher's localisation efforts put it into 16 different languages, making it, according to Gurijala, the world's first PC game in Tamil and Telugu.

"It's not only the game that has to become big," he says. "We also want the studio to become big."

Min-max investment

While the services 1312 offers to developers may seem normal to western publishers and developers, the fact that Mantena and Gurijala are currently the only team offering them in India makes them people to watch. There is, of course, another factor that could mean the founders are already on the path to serious success: game development in India, at least by western standards, is inexpensive.

"Their core team is four or five people, but they're contracting six or seven people… paying $200,000–300,000 to them over a span of a year," says Mantena, speaking of a hypothetical western indie developer.

"We can do all of that in India for $30,000-40,000, to the exact same level or better."

Palm Sugar: A Village Story, a narrative title created by small Indian developer MonoTusk Studios, launched this year with "very minimal" funding from 1312

The range of funding 1312 offers goes up to around $150,000 for an exceptional title, but for the publisher to spend in that range would require a strong indication, such as a high level of wishlists, that the final product is going to perform well. 

Speaking of Palm Sugar, Gurijala says that 1312's outlay has been "very, very minimal… I’m not giving the numbers because of confidentiality, but it’s very minimal." 

The key to 1312's continued growth is selling outside of India, whose PC game consumer space has yet to develop. India itself accounts for only between five and ten per cent of the publisher's sales. Breakout hits in the wider global market are real possibilities given the low costs, "but everything has to click," says Mantena. 

1312 appears to be in the right place at the right time. Of the next three years, Mantena hopes "we'll have 15 to 18 games launched in our portfolio," which currently contains five. "Hopefully at least three to five of those games perform well for us from an economic perspective." 

Because in reality that's all that's needed, and the company fits easily into the currently favoured model of keeping costs to a minimum while carefully eyeing low-spend titles that could achieve virality. The next release is We Are So Cooked, for example, scheduled for the first quarter of next year and already sitting at over 600,000 wishlists on Steam. The four-player game, developed in Tenkasi, a small town in southern Tamil Nadu, is based on the idea that you and your friends have accidentally killed someone and need to dispose of the body.

It's the sort of game that could easily go viral, and from the maths offered by Mantena and Gurijala, any kind of hit will ensure these are two names you're going to be hearing for a long time to come. If 1312's about making sure Indian indie developers get seen, then there's every chance Mantena and Gurijala will succeed. 

A final note on the name of the publisher, 1312. Mantena and Gurijala laugh when asked if they know what it means in the west. 

"It was basically our kids' birthdays," says Gurijala. "Ravi's daughter was born on 13th of June, and my son was born on 12th of November. It's as simple as that. 

"1312 rhymed really well for us. It was a no-brainer. We went with it. We didn't do any history check."

FEATURE
Opinions, testimonies, advice and more

"We know what the solution is already, so just start doing it": Reversing the damage done to diversity in the game industry

Annabel Ashalley-Anthony, founder of Melanin Gamers, and Adam Campbell, co-founder of POC In Play, at a recent meet-up at UKIE’s London HQ

While the full impact that multiple years of mass layoffs have had on the videogame industry won't be clear for some time, it's obvious much of previous work aimed at diversifying the game industry workforce has been undone. James Batchelor visited a recent POC In Play event at UKIE's headquarters in London to speak to Adam Campbell, founder of the initiative, and Annabel Ashalley-Anthony, founder of Melanin Gamers, on how to put development and publishing back on a path to increased inclusivity.

Read the article on Knowledge's website.

SOCIAL COMMENTARY

Highlights from industry chat channels

Ghost Of Yōtei (2025), Sucker Punch Productions | Sony Interactive Entertainment

  • "Enough is never enough. The people who make the money are asked to sacrifice for more of it. That’s not a business strategy, it’s a choice."

    • Producer Andrea Massie notes that Sucker Puncher laying off dozens of staff, even after "Ghost Of Yōtei sold over five million copies and became one of PlayStation’s biggest games," is yet another manifestation of a pattern that may well spell the eventual end of triple-A development: "Talent leaves, and knowledge leaves with it. People walk away from games for stability, and I can't blame them. Newcomers can't get in because entry-level roles ask for years of experience, which we all know is ridiculous. Mid-level roles, the ones I'm looking for myself, are vanishing in favor of seniors. In 5, 10, 15 years, who is going to be ready to lead? Nobody is being trained right now. It feels like politics. Short-term fixes that create long-term problems, and nobody's looking past the next quarter."  

  • "A Discord with 50,000 fans is the best defense against clones."

    • Polden Publishing co-founder Yaroslav Shalashov appears to side with Valve on its response to developer panic related to AI cloning of games, saying the best defense against is to build a strong brand that can't be stolen: "Try cloning GTA, or Stardew Valley, or Don't Starve, or Slay The Spire… Let them clone all they want. Neural nets can make products, but they don’t create a strong brand or community. That's how it is."

  • "Is GTAVI the most expensive game there will ever be?"

    • UK Video Games Council chair Nick Button-Brown ponders the likelihood that a forever-fractured audience space may mean that a re-run of GTAVI's scale may not be possible in the future: "The player's time is already taken. The biggest games are places people live in: Fortnite, Roblox, Minecraft, and GTA Online itself. Discovery has split up. Players find games through a streamer they trust, a clip on TikTok, or a Discord their mates are in. Each of those is an audience with its own taste, and none of them is 'everyone'."

EXTRA
More to read, watch, play and discover

The Legend of Zelda: Ocarina of Time (2026), Nintendo; World of Warcraft: Forever (2026), Blizzard Entertainment

  • As we enter the GTAVI launch window, only the biggest, baddest and oldest franchises are daring a full release. This week sees Nintendo's The Legend Of Zelda: Ocarina Of Time remake and Blizzard's World Of Warcraft: Forever go live, targeting invested audiences before players head to Vice City en bloc.

  • If you haven't read it already, the GTAVI cover story from the current issue of Edge is now on GamesRadar+ in its entirety.  

  • Got an idea to pitch? Polden's looking for friendslop, "automation games," viral incrementals and PvP titles capable of getting noticed on social networks. You don't need a build, just a gameplay cut. If it passes an influencer test you could get up to $300,000 to finish the game. See here.

THIS MONTH IN EDGE

Edge 430

For Edge's new edition, the team travelled to Rockstar’s Edinburgh development HQ to talk to the leadership team behind the most keenly anticipated game of the year, Grand Theft Auto VI. 

This issue's 16-page cover story features exclusive interviews and imagery detailing the most ambitious project in Rockstar’s history, wrapped up with a special gatefold cover showcasing artwork of lead characters Jason and Lucia. 

Buy Edge 430 here. To take advantage of the current subscription offer, you can also get your first three issues for just £5. 

Read a full breakdown of the new issue's contents on the Knowledge website.

FINAL WORDS
See you next Friday

We'll be back next week. In the meantime, don't forget to share your feedback with us by email ([email protected]), and follow us via Bluesky and LinkedIn.

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