tagged : interview


Over the past year and a half, a small digital store called itch.io has grown in popularity among small game developers. It's easy-to-use, pays creators the money earned from their game sales directly and without taking a cut, and allows them to customize their own game pages.

It also supports game jam hosting, regularly features free games, and allows users to create their own collections of games on the store.

Everyone here at Warp Door visits itch.io regularly, some of us every day, in order to find the weird and unusual games that we aim to share on this website. So it seemed right to find out a little more about the store from the horse's mouth. That is, from itch.io's founder, Leaf Corcoran.

In the interview below, Leaf talks about his original vision for itch.io and what it has since become, how the website and store is operated and how much it costs to run each month, and he also picks out a few games that he thinks deserve more attention.


It's scrawled on the whiteboards of large production houses like a dry-wipe commandment. Unquestioned, omnipotent, it's treated as a precious axiom of the craft.

Its sentiment goes something like this: Software bugs are bad and should be beaten back into shape. They're mistakes to be removed, hunted like fugitives with large bounties upon their heads, ideally being condemned to an obituary.

Doug Binks and Juliette Foucaut of enkisoftware don't share this widespread attitude towards bugs prevalent among most videogame studios. Instead, they're delighted by the serendipity of bugs and treat them as if precursors guiding them down more interesting paths, straying from the beaten track. They choose to learn from their 'mistakes' rather than trying to delete all-known history of them.