Developer Information

Little Indie is based on Jade:DS, a backend and toolset for online distribution. Jade:DS is all about flexibility and so is Little Indie. Bringing a game to Little Indie provides a lot of options and you'll find the core information here! Little Indie is not the right solution for you? Check back to Jade:DS for more solutions!

Submission

Your game on Little Indie! No problem, just tell us about it! See our submission page for contact and more details!

Submitting a title to Little Indie is very easy, simply mail us about your project. Please ensure, this mail contains at least the following information:

  • Your company name, address and a valid representativ
  • The games name and genre
  • A short description about your game and your plans and expectations with it
  • The engine/technology used to develop the game
  • Requested release date/periode
  • Expected sales price of the game
  • If available, a link to trailers and gameplay videos
  • If available, a link to a playable demo or full game
We'll contact you as soon as possible, usually within one work day. From there, you'll receive support and consulting from us by email or Skype, if available.

SDK and optional DRM

If your choice goes for cloud services or the optional DRM, you'll need our SDK. Powerful in its result, it is easy to use.

To access the cloud based features, like rankings, achievements or the online storage, you need to use the SDK. Further, the SDK provides full access to the local cache files of the client, allowing your game to read all of its assets directly from there. Finally, you can query the license status of the game through the API, e.g. to provide the demo and the full version within one binary.
Using the SDK is extremly simple, basically you only need to add a connect, an update and a disconnect call to your game. Everything else is handles by a user declared callback, where you can react optionally on every event.
The SDK is available as a C++ library, but there are wrappers available for several existing engines and tools. This includes:

  • XNA 3.1 and 4.0
  • OGRE
  • GameMaker
Beside these, wrappers for Unity and the Torque-engines are under development. Ask us about more technologies!
Hover over the topic you want to learn more about.

Developer Support

We care about the developers! You'll receive personal support and consulting about the system and your game.

At Little Indie, a developer and his game aren't anonymous IDs in the system, we care about our developers! By choosing Little Indie as your distribution platform, you'll receive extensive support and consulting from our side - either by email or by skype, if available.

Customer Support

We want to work with you to satisfy the player! This includes access to our internal system for customer support.

Little Indie provides a complete support system through its web interface. This allows us to accept support tickets and assign them to the developer, if necessary. You as the developer receive an email, notifying about every change within this ticket, so you don't have to watch the support system regulary by yourself! Support tickets can be reassigned between several administrators. This allows you to assign the ticket to different editors within your team or even reassign it to us. Finally, simply close the ticket, if the issue is solved. No other platform gives you this direct access to your customer!

Cloud Services

Make more of your game! Rankings, achievments and cloud storage can extend the product value of your title.

Little Indie provides full support of all Jade:DS cloud features. Jade:DS provides an extremly versatile cloud system. Using the API, you can send and query data to and from the servers. Derieved from these data slots, online rankings are managed, achievements are unlocked or the data is processed on a web page to track game progress or similar. You can even implement game diagnostics to optimize the gaming experience for your players!
With our cloud API is the sky the limit - be sure to contact us for more fantastic ideas and consulting about the implementation. The API is easy to use, only three calls and an implemented listener are needed to get things running!

PR and Marketing

We do constant pr work for the platform and selected titles. Learn about the wide range of activities you can benefit of!

Being present on Little Indie does not only benefit you for the sales, but for extending your PR range as well! With its release, a game receives coverage by our Facebook and Twitter lists. Around the release, each game is part of our regular press releases and at least one of your gameplay videos or trailers becomes part of our featured playlist on YouTube. We arrange interviews and specials with our blog partners and additional coverage is available on demand.
But even after the release, there are more ways to bring your game into public attention by joining special sales and temporary or permanent bundles. You want to roll your own raffle? No problem, benefit from our powerful coupon system, which not only includes discounts, but upgrade bonuses as well.

Pre-Release and Funding

You're game is not finished yet? This is the best moment to get in touch with us! Learn more about our Pre-Release offers.

To get the biggest attention for your game, it is never too early to spread the word about it. Take the chance to build your product page on Little Indie already in an early development stage. You'll receive a spot in the coming soon section, can start a presale plan or you can even do alpha funding with different perks. Take part with developer diaries or free alpha versions distributed with our system!

Deployment

Jade:DS provides a sophisticated deployment mechanism. All data is revision based and optimized for transfer size.

The central part of our system is the data deployment. All data is held in revision based archives, which are synchronized against our servers. This guarantees the latest version on the players computer and minimizes transfer sizes. The local client can manage several revision states at once, which allows to precache bigger updates without the need to do an instant update.
After being synchronized, the game is installed with a custom script into the file system. If the game supports direct cache access, this can be a small chunk of data, while the rest remains in the local caches. The system provides default archives for the common dependencies, like DirectX, XNA or OpenAL. These default archives can be linked against your games archives and don't need any special treatment or redundant download by the player.

Revenue Share

The revenue share is subject to negotiation, but the highest cut is 20% - a minimum payout of 80% after payment costs!

We calculate our share based on the sales price reduced by taxes (if applicable) and the costs of payment. Our general cut is 20%, which means a worry-free payout of 80%. Other plans with a lower rate are available under special circumstances or by cooperative programs. Please ask us for more details, if you are interested in this direction.