How One Developer Beat the Viral Game Hype Cycle

How One Developer Beat the Viral Game Hype Cycle - Professional coverage

According to Eurogamer.net, Falconeer developer Tomas Sala is completely overhauling his 2020 aerial combat game with The Falconeer: Revolution Remaster, launching this week as a free update alongside a free-play weekend. This comes after his sea-town builder Bulwark divided audiences last year, with some players loving its unique approach while others “fucking hated” it. Meanwhile, viral hits like Escape from Duckov sold 2 million copies in under two weeks, and games like Megabonk and Peak demonstrate the power of Steam’s algorithmic “flywheel” where successful games get exponentially more visibility. Sala describes 2025 as “mean-gaming” dominated by titles designed specifically for viral success, creating an environment where thousands of games get “next to nothing” while a few go “stratospheric.”

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The viral trap versus sustainable development

Here’s the thing about today’s gaming landscape: it’s basically become a casino. You’ve got these massive viral sensations appearing out of nowhere, burning bright for a moment, then often disappearing just as quickly. Escape from Duckov pulling in 2 million sales in two weeks? That’s insane. And it creates this pressure where everyone’s trying to catch that lightning in a bottle.

But Sala’s making a conscious choice to run in the opposite direction. He looked at games like Dwarf Fortress and Brigador – titles that built sustainable businesses around dedicated communities rather than chasing hit singles. Those developers, he noticed, were having the most fun and were the least stressed. They’re not playing the algorithmic lottery with every release. Instead, they’re building something that lasts.

Building community instead of playing the casino

Sala’s pivot is fascinating because it’s fundamentally about changing the relationship between developer and player. Instead of the traditional “make game, release game, hope for best” model, he’s embracing ongoing development and community interaction. He’s literally telling players “this fucking sucks” feedback is essential because it gives him the motivation to fix things.

And he’s putting his money where his mouth is. The Falconeer Revolution Remaster is a top-to-bottom rework – new models, condensed world, proper mouse and keyboard controls – and he’s giving it away for free. That’s wild when you think about it. But the payoff isn’t immediate revenue. It’s building trust and creating that stable base of players who will support his work long-term.

Playing the long game with franchises

What’s really smart about this approach is how it sets up his entire Ursee trilogy for success. By keeping both The Falconeer and Bulwark actively developed and improved, he’s creating an up-to-date body of work rather than abandoned projects. That matters when you’ve got a third game, Ancient Waves, coming down the pipeline.

He’s even planning to openly test ideas for the new ship-based game within Bulwark. That’s a brilliant move – it involves the community directly in the development process while building anticipation organically. Basically, he’s treating his games as living platforms rather than one-and-done releases.

A better way to work in a brutal industry

The most telling part? Sala says he’s the most relaxed he’s been in years. He’s lost his appetite for launching games but gained an appetite for working with players to make games better. In an industry where burnout is rampant and the pressure to go viral is intense, that’s a pretty radical shift.

And honestly, it makes you wonder if this could be a template for other developers struggling with the same pressures. Instead of chasing the next Balatro or Megabonk, what if more studios focused on building sustainable communities around their work? The Falconeer Revolution Remaster and ongoing Bulwark updates show it’s possible to thrive without playing the viral lottery. Maybe the real winning strategy isn’t going viral – it’s building something that lasts.

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