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Square Enix Collective

Square Enix Collective is a division of Ltd. based in , , dedicated to supporting independent game developers worldwide through , , mentoring, , and services. Launched in 2014 following an announcement in 2013, the initiative aims to help indie teams distribute their games digitally to broad audiences while fostering creative innovation in the gaming industry. The program operates as a curated platform where developers can pitch project ideas, receive community feedback, and secure support to bring their visions to life, including assistance with crowdfunding campaigns that have collectively raised over $1.2 million. By 2020, Square Enix Collective had published 12 titles, such as The Turing Test by Bulkhead Interactive, Battalion 1944 by Bulkhead Interactive, and Forgotton Anne by ThroughLine Games, spanning genres from puzzle adventures to multiplayer shooters. Its portfolio has since expanded to include additional indie hits like Little Goody Two Shoes by AstralShift and Children of Zodiarcs by Cardboard Utopia, emphasizing narrative-driven and innovative gameplay experiences. In recent years, the team has grown with key hires in 2024, including marketing specialist Carys Gaskin and producer Csilla Budai, to enhance its global outreach and support for emerging creators. As of 2025, Square Enix Collective continues to release content updates, such as the Wallace & Gromit Special Pack for on March 4, 2025, demonstrating ongoing partnerships with acclaimed studios like . This evolution reflects its role in bridging indie development with major publishing resources amid broader industry shifts at .

Overview

Establishment and purpose

Square Enix Collective was established in 2014 by Phil Elliott as a specialized division of Square Enix Limited, based in , , with a focus on supporting independent game development. The initiative was first announced on October 8, 2013, in partnership with , introducing it as a curated platform for indie developers to pitch projects and gather community feedback. Further details were presented by Elliott at the Game Developers Conference Next in November 2013, emphasizing its role in fostering innovation through accessible publishing support. The core purpose of Square Enix Collective is to act as a service provider for studios, handling key logistics such as , community , legal guidance, and console certification submissions. Unlike traditional models, it ensures developers maintain full creative control and retain ownership of their , allowing them to prioritize artistic vision while benefiting from Square Enix's resources and audience reach. This structure aims to help teams build sustainable businesses by reinvesting all profits from published titles back into further independent development. Initially operating from its UK base, Square Enix Collective positioned itself as a bridge between indie creators and global markets, evolving over time to adapt to changing industry needs without altering its foundational commitment to developer autonomy.

Role in the industry

Square Enix Collective distinguishes itself from Square Enix's traditional AAA publishing arm by focusing exclusively on indie developers and titles, providing publishing support without acquiring intellectual property rights or exerting creative control over game development. This approach targets innovative indie games across diverse genres, such as puzzle titles like The Turing Test, narrative-driven adventures like Forgotton Anne, and relaxing simulations like PowerWash Simulator, enabling smaller studios to retain full autonomy while accessing professional resources. The initiative emphasizes a global reach, facilitating multi-platform releases on PC via , consoles including and , and mobile devices, with assistance in navigating international legal and submission processes. Marketing support is provided through Square Enix's expertise in communications and promotion, but it operates on an advisory basis with developer approval, ensuring no interference in artistic decisions except for mandatory legal compliance. By leveraging the established Square Enix brand, Collective enhances visibility in a saturated market, securing prominent placements in digital storefronts like and console eShops to broaden audience exposure. This branding advantage helps titles stand out, drawing on Square Enix's reputation to amplify discoverability without diluting the developers' unique visions. In 2025, Square Enix Collective continues its active role by supporting post-launch content for existing titles, including the release of the & Gromit Special Pack for on March 4 and the free Muckingham Files 6 update on May 29, which added new jobs and referencing the upcoming sequel. These efforts demonstrate ongoing commitment to sustaining and expanding through updates and expansions.

History

Inception and early operations (2013–2017)

Square Enix announced the formation of Collective in October 2013 as a platform to support independent game developers by facilitating community feedback and crowdfunding opportunities. The initiative launched in pilot phase on January 27, 2014, featuring initial game pitches, and fully opened to developer submissions on April 4, 2014, allowing teams to showcase concepts directly to audiences. This early structure emphasized building awareness for indie projects through public engagement before advancing to funding stages. A key component of Collective's operations was its partnership with for initial campaigns, which enabled selected projects to solicit pledges after community review. The program later transitioned to supporting campaigns, through which it facilitated raising approximately $1.2 million across 12 projects by 2017. Complementing this was a public polling system where developers submitted pitches for a 28-day period, allowing community members to provide and indicate interest, with high-support projects advancing to and potential publishing support. Collective's first publications emerged in 2016, marking the initiative's shift toward active game distribution. Goetia, a point-and-click adventure developed by Sushee, released on April 14, 2016, initially for Windows, macOS, and . This was followed by , a first-person sci-fi puzzler from Bulkhead Interactive, which launched on August 30, 2016, for Windows and , with a version in January 2017. In 2017, Tokyo Dark, an anime-style psychological adventure by Cherrymochi, debuted on September 7 for Windows, later expanding to , , , and mobile platforms. That same year, , a tactical crafted by Cardboard Utopia, arrived on July 18 for Windows, , and , with a port in 2019. These releases, primarily targeting PC and console audiences, demonstrated Collective's focus on diverse genres during its formative period.

Strategic shifts and leadership changes (2018–2023)

In October 2018, Square Enix Collective discontinued its public polling and campaign curation platform, transitioning to a more selective, curated model for project selection that emphasized hand-picked titles with greater potential for support. This strategic allowed the division to concentrate resources on established partnerships and direct investments rather than community-driven voting, aligning with the evolving landscape where targeted marketing and became paramount. During this period, the division published several notable titles that exemplified its refined curation process. , developed by Sushee, was released in March 2018 as an reviving the classic series with tactical elements and a fear-based mechanics system. Later that year, by ThroughLine Games launched in May, a hand-animated cinematic adventure-platformer exploring themes of forgotten objects in a hidden world, blending puzzle-solving with narrative depth. In 2019, from Bulkhead Interactive entered , delivering a multiplayer inspired by II-era gameplay with faction-based combat and objective modes. By 2021, Circuit Superstars by Original Fire Games arrived in , a top-down racing title featuring arcade physics, pit stops, and multi-disciplinary vehicle categories across diverse tracks. These releases highlighted Collective's role in nurturing diverse genres while providing comprehensive publishing services. Amid these operational changes, leadership underwent a significant transition in early 2023 when founder Phil Elliott departed on January 31, handing over responsibilities to Tímea Edvi, who had joined the team in 2018 as a producer. Elliott subsequently became CEO of indie publisher Modern Wolf in March 2023, marking the end of his decade-long tenure at where he had shaped the division since its inception. Under the broader oversight of Limited, this handover ensured continuity while integrating more closely with the parent company's European operations. Throughout 2018–2023, Square Enix Collective maintained a strong emphasis on multi-platform releases to broaden accessibility in the expanding indie market, with titles like those mentioned deploying across PC, , , and to maximize reach and player engagement. This approach supported developers in navigating fragmented distribution channels, contributing to over a dozen publications by 2020 and fostering sustained growth despite leadership flux.

Recent developments (2024–present)

In 2024, the team expanded with key hires including Carys Gaskin as Brand Specialist and Csilla Budai as Brand Coordinator, enhancing support for projects. In 2025, underwent a significant global restructuring of its overseas operations, including layoffs affecting up to 137 employees in the UK and broader cuts across and , as part of consolidating its HD Games publishing organization from 11 divisions to four to strengthen development efficiency and global integration. Despite these changes impacting Western studios, Collective continued its operations without any announced shutdown, maintaining its role in supporting developers through publishing and post-release activities. Square Enix Collective provided ongoing support for existing titles amid the restructuring, including the release of free seasonal content such as the map for in December 2024, which tasked players with restoring an ice rink ahead of the holidays. In January 2025, the initiative announced the Wallace & Gromit Special Pack DLC for , featuring new cleaning jobs inspired by , set for launch on March 4, 2025, across PC, , Series X/S, and . These updates underscored Collective's commitment to enhancing player engagement for published indie titles. For titles like Little Goody Two Shoes—published in 2023 by developer AstralShift—post-release support extended into 2024 with promotional efforts, including a interview highlighting its LGBTQ+ representation in June and participation in Square Enix's sale in February, available on , Series X/S, , and PC. This adaptation to the broader consolidation allowed Collective to sustain its indie-focused publishing model by prioritizing efficient support for select projects rather than expansive new expansions.

Business model

Publishing services and developer support

Square Enix Collective provides a range of non-financial operational services to developers, including marketing, (QA) testing, and platform certification, all while ensuring developers retain full ownership of their (). Unlike traditional publishers, Collective does not claim IP rights, allowing studios to maintain complete creative and business autonomy throughout the development and release process. This approach positions Collective as a supportive partner rather than a controlling , offering guidance on project and legal submissions without overriding developer decisions. In terms of technical and distribution support, Collective assists with porting games to multiple platforms, such as from PC to consoles, and handles integration with major digital storefronts including and the . This includes managing platform-specific certifications and submissions to ensure smooth releases across ecosystems. Additionally, services encompass comprehensive testing to identify and resolve issues, broadening their accessibility without imposing financial burdens on developers. To foster , equips developers with tools like dedicated posts and dev blogs on its , enabling early feedback from and peers to refine projects. It also facilitates participation in key events such as and GDC, where developers can showcase their work and connect with audiences, leveraging 's contacts for media exposure and influencer outreach—all subject to developer approval to preserve creative control. This mentoring role extends to go-to-market strategies, helping teams build sustainable communities around their titles while operating under a share model that aligns incentives without demands.

Revenue structure and crowdfunding integration

Square Enix Collective operates on a revenue-sharing model designed to minimize for developers while ensuring the publisher recoups its investments. Developers face no upfront fees for participation in the program, with all associated costs—such as , , and platform submissions—covered by post-release and deducted from sales proceeds. Once platform fees are accounted for and costs are recouped, Collective takes a share of the net on a case-by-case basis, allowing developers to retain the majority of profits from their titles. The program's early integration of emphasized community-driven funding to build visibility and validate projects without direct financial commitment from . Launched in with a to Indiegogo for initial pitches and awareness campaigns, Collective soon shifted to supporting drives for selected games, providing promotional backing that helped raise over $1.2 million through supported campaigns by around 2018. This approach leveraged public contributions to fund development while fostering early fan engagement. Following the discontinuation of community polling in 2017, Collective reduced its reliance on public by 2018, transitioning toward self-funded deals and selective investments in developer teams. This strategic pivot enabled greater focus on post-funding support, such as global , while projects increasingly drew from internal resources or external grants rather than widespread public campaigns.

Published games

Early publications (2016–2018)

Square Enix Collective's early publications from 2016 to 2018 marked the label's initial foray into publishing, focusing on a diverse array of titles that spanned genres such as point-and-click adventures, sci-fi puzzles, horror experiences, and tactical RPGs. Many of these games originated from campaigns supported by the Collective, which provided funding, , and assistance to emerging developers. This period established the label's commitment to nurturing innovative projects through polling and direct investment, resulting in a portfolio that highlighted narrative-driven and mechanically unique indie titles. The inaugural release, Goetia, developed by Sushee, launched on April 14, 2016, for Windows, OS X, and Linux as a point-and-click adventure game where players control a ghostly protagonist exploring a haunted manor to uncover the mysteries of 33 demons. Backed by a successful Kickstarter campaign in 2015, the game exemplified the Collective's crowdfunding integration, raising funds while leveraging Square Enix's endorsement for broader visibility. Later that year, The Turing Test, created by Bulkhead Interactive, debuted on August 30, 2016, initially for Windows and , with subsequent ports to PS4 and . This first-person sci-fi puzzle game follows an engineer investigating a space station on , challenging players with logic-based environmental puzzles inspired by philosophical themes of . Funded through the Collective's initiative, it represented an early success in blending narrative depth with puzzle mechanics across multiple platforms. In 2017, the lineup expanded with Tokyo Dark, a horror adventure from Cherrymochi, released on September 7 for Windows. Combining point-and-click exploration with elements, the game follows a navigating 's underbelly, featuring branching narratives and multiple endings influenced by player choices on sanity and morality. Originating from a 2015 campaign approved by the , it fused Eastern and Western adventure traditions to create a tense, atmospheric experience. Children of Zodiarcs, developed by Cardboard Utopia, arrived on July 18, 2017, for Windows, PS4, Mac, with later releases on and . This tactical innovated on the genre by incorporating dice-rolling mechanics alongside deck-building and card-based combat, set in a divided by class struggles. Supported by a 2016 campaign under the Collective's umbrella, it drew inspiration from classics like while introducing customizable dice for strategic depth. In 2018, Square Enix Collective published Battalion 1944, a multiplayer developed by Bulkhead Interactive, which entered Steam on February 1 for Windows, with a full release on May 23, 2019. The game emphasized visceral combat mechanics, drawing inspiration from classic titles like early and , with players selecting from American, German, or Soviet factions in objective-based modes. Although console versions were initially planned through a 2016 campaign, they were ultimately canceled following the developer's split from Square Enix in 2022, leaving the title PC-exclusive. The period also saw the publication of several additional titles that further diversified the Collective's offerings. Black the Fall (2017, Sand Sailor Studio), a dystopian puzzle-platformer released on July 11 for PC, PS4, and , emerged from a Kickstarter-backed project emphasizing atmospheric storytelling in a post-communist setting. Deadbeat Heroes (2017, Deadbeat Productions), a movement-based brawler launched on October 10 for PC and , featured superhero antics in a 1970s overrun by villains, highlighting fast-paced co-op gameplay. Oh My Godheads (2017, Titutitech), a frenetic multiplayer capture-the-flag game out on December 5 for PC, PS4, and , involved battling with mythical godheads in chaotic arena matches. (Demimonde), a psychedelic action-platformer released on March 19 for PC, PS4, and , allowed players to generate platforms in a gravity-defying underground world. Fear Effect Sedna (2018, Sushee), an isometric action-adventure sequel to the classic series, debuted on March 6 for PC, PS4, and , blending , puzzles, and tactical combat in a narrative. Forgotton Anne (2018, ThroughLine Games), a cinematic adventure-platformer launched on May 15 for PC, PS4, and (with a later Switch port), immersed players in a hand-drawn world of forgotten objects, focusing on emotional storytelling and light puzzles. Finally, Boundless (2018, Wonderstruck Games), a community-driven voxel-based released on September 11 for PC and PS4, emphasized open-world building, exploration, and trading without traditional NPCs. These releases underscored the Collective's role in amplifying voices across genres, many rooted in origins that aligned with its community-focused model.

Later publications (2019–present)

The label expanded its portfolio in 2021 with Circuit Superstars, a top-down racing simulation developed by Original Fire Games for , , Windows, and . This arcade-style racer featured tactile physics, pit stops, and multi-disciplinary motorsport elements across various vehicle classes, celebrating generations of racing history while prioritizing accessible yet challenging driving dynamics. Launched on October 12, 2021, it marked an early step in broadening Collective's multi-platform releases beyond PC. PowerWash Simulator, released in 2022 by British studio FuturLab for Windows, /Series X|S, , , and , represented a shift toward relaxing experiences. Players build a power-washing , using high-pressure tools to clean diverse environments in a satisfying, low-stakes loop that emphasizes progression through upgrades and job unlocks. The title's appeal as a "cozy" game led to sustained post-launch support, including free holiday-themed updates like the 2024 map and the job, which enhanced seasonal engagement. In 2025, this continued with paid such as the & Gromit Special Pack, launched on March 4, featuring jobs inspired by ' iconic locales like Wallace's workshop. By 2023, Square Enix Collective ventured into narrative-driven with Little Goody Two Shoes, an developed by AstralShift for Windows, Xbox Series X|S, PlayStation 5, and . Set in a hand-painted world, the game follows Elise as she uncovers dark secrets through choice-based , survival mechanics, and multiple endings—up to 10 possible outcomes—blending elements with progression. Released on October 31, 2023, it highlighted the label's support for genre-fusing indies with atmospheric depth. From 2019 onward, Collective's publications demonstrated a maturation in scope, increasingly favoring and genres while achieving greater console penetration across , , and platforms. This evolution reflected a focus on diverse, player-centric experiences with long-term viability through updates and , expanding beyond initial PC launches to foster broader accessibility. As of 2025, no additional full titles have been released beyond those listed, with support shifting toward and updates for existing games like .

Reception and legacy

Critical and commercial reception

Square Enix Collective's published titles have generally received positive critical reception, particularly for their innovative gameplay and narrative depth. For instance, earned a Metacritic score of 74 out of 100 on PC, with critics praising its engaging puzzle mechanics despite some narrative shortcomings. Similarly, achieved a Metacritic score of 76 out of 100 on PC, lauded for its masterful storytelling in a fantastical world of forgotten objects, blending cinematic adventure with moral choices. Commercially, standout successes include , which has amassed over 17 million players as of March 2025 and earned "Overwhelmingly Positive" reviews from more than 48,000 users for its relaxing simulation gameplay. This title's popularity has driven additional revenue through expansions, such as the Tomb Raider crossover pack developed in collaboration with . Earlier releases like , however, faced mixed reception due to server overloads and technical issues at launch, though post-launch updates improved player sentiment over time. Overall, Square Enix Collective has boosted visibility by leveraging the publisher's branding, contributing to raises exceeding $1.2 million across supported campaigns and enhancing sales within Square Enix's portfolio. This approach has provided developers with and support, leading to sustained commercial viability for select titles despite varied critical responses.

Impact on indie gaming

Square Enix Collective introduced a developer-friendly model in that emphasized minimal interference and low revenue shares, setting it apart from traditional arrangements where publishers often take 30-50% of net revenues. Under this approach, developers retain full rights and creative control, with Collective taking only 10% of net revenue for publishing services and 5% of funds raised through partnered platforms like . This low-revenue-share structure, combined with no upfront fees and optional support for budgeting, , and , provided indie teams with greater financial autonomy and reduced risk, enabling them to focus on innovation without ceding ownership. The model's low-impact vetting process, involving public feedback periods without binding commitments, further empowered developers to shop pitches elsewhere if needed, fostering a collaborative rather than controlling dynamic. By facilitating to broad audiences across multiple platforms, Square Enix Collective helped smaller studios reach console, PC, and mobile markets simultaneously, allowing titles to compete more effectively against larger s. For instance, games like Children of Zodiarcs launched on Windows, , , , and OS, leveraging Collective's resources for QA, submission, and go-to-market strategies to ensure wider accessibility. This cross-platform emphasis democratized release opportunities for resource-limited teams, enabling them to tap into diverse player bases without the prohibitive costs of individual porting efforts. Collective's support extended to mentoring on and , which amplified visibility for indies in a crowded market. The initiative contributed to greater genre diversity within indie gaming by backing projects across varied styles, from horror adventures like Tokyo Dark—which blended point-and-click mechanics with psychological themes—to relaxing simulations such as PowerWash Simulator and racing titles like Circuit Superstars. These publications showcased unconventional narratives and gameplay, enriching the indie ecosystem with experiences that ranged from narrative-driven explorations of urban folklore to satisfying, low-stakes cleaning mechanics, thus broadening player expectations beyond mainstream action or RPG formulas. In 2025, amid industry-wide challenges including widespread layoffs and economic pressures on studios, Collective continued providing investment and publishing aid to indie developers, as evidenced by Square Enix's funding for Danish studio BetaDwarf's Vault Breakers and ongoing acceptance of submissions for high-potential projects. However, in November 2025, Square Enix announced mass layoffs across its Western publishing operations as part of a restructuring effort, potentially affecting Collective's London team and future support capacity. Over the long term, Collective's hybrid model of community-driven discovery and targeted support raised awareness among major publishers of indies' commercial viability, influencing post-2023 partnerships that prioritized creative freedom and scalable financing. By helping raise over $1.2 million through campaigns and publishing titles that achieved mainstream success, such as PowerWash Simulator's crossover integrations, Collective demonstrated how big publishers could nurture indie talent without overshadowing it, paving the way for similar "triple-i" initiatives that blend independent creativity with enhanced resources. This legacy has encouraged a shift toward more equitable terms in the industry, promoting sustainable growth for smaller teams.

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