
Game intel
Rise of Industry
Rise of Industry is a strategic tycoon game that puts you in the shoes of an early 20th-century industrialist. Build and manage your growing empire in a living…
I remember the buzz around Rise of Industry back in Early Access-spreadsheet-brain catnip for tycoon fans who wanted logistics puzzles without the stress of Factorio. So when Alex Mochi (the dev behind it) posted a brutally honest breakdown of the game’s finances-how early success gave way to debt, studio strain, and ultimately selling the IP for just €5,000-that got my full attention. Indie dev postmortems are rare; ones that pull no punches are even rarer. If you care about management sims or you’re cooking up your own indie, this is essential viewing.
According to Mochi, Rise of Industry hit that indie dream curve: solid Early Access traction, a passionate community, and a clear niche. Then reality showed up. The studio scaled, deadlines tightened, and payments tied to milestones got increasingly stressful. Revenue came in, but not fast enough to offset a growing burn rate plus costs that were technically “covered” by the publisher—QA, localization, marketing—only to be recouped later before the developer saw a cent. When the runway ran out, leverage disappeared. That’s how you end up selling a recognizable IP for €5,000: not because the game had zero value, but because distressed studios don’t get to negotiate from strength.
That number sounds shocking, and it should. But it’s also a reminder that value in games is partly about momentum. Once updates slow, roadmaps wobble, or teams disperse, an IP’s valuation can fall off a cliff. You’re not selling what a game once earned—you’re selling the chance it might earn again, and under pressure, buyers price in maximum risk.
Mochi’s bigger point isn’t “never sign with a publisher.” It’s “know exactly what you’re signing.” Here’s the stuff that bites devs:

None of this is theoretical. Mochi frames it with first-hand scars, which is why it lands. Get a lawyer, budget for delays, and treat advances like a bank loan, not free money. If a publisher is offended you want proper counsel, that’s your red flag.
For sim and tycoon fans, this explains why some promising games slow down after launch or fade despite a strong core. It’s rarely laziness; it’s money and momentum. If you loved Rise of Industry’s early vision and wondered why updates didn’t keep scaling, this is your answer. It also highlights why some studios now self-publish: titles like Dyson Sphere Program or Factorio keep control, avoid recoup traps, and move at their own pace—but they carry all the risk. There’s no perfect route, just different trade-offs.

On the community side: wishlist, review honestly, and don’t dogpile when plans change. The difference between a studio surviving and folding can literally be a few thousand sales timed around a big update. The romantic idea of “support the devs” only helps if we understand how fragile the business really is.
It’s consistent with Mochi’s broader approach, from his work on management sims to building the open-source Spartan Engine: deliberate planning, modular tech, and an eye on sustainability over flash-in-the-pan hype.

I’m glad Mochi said the quiet part out loud. It’s a sobering postmortem, sure, but it’s also a roadmap for doing better—both for devs flirting with their first publishing deal and for players who want more honest, resilient sim games. If more creators shared this level of detail, we’d all make smarter choices.
Rise of Industry had real traction, but publisher recoup, milestone risk, and burn rate turned momentum into a money trap. Mochi sold the IP for €5,000 and came away with hard lessons: protect your IP, read the contract like a cynic, and plan for the worst. For players, this is why some indies stall—and why empathy (and timing your support) matters.
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