-2
Lumo Games
Crunch Broke Me but I Would Still Recommend the Chaos
FreeLynx4919 · 21d ago · Recommends
This one's complicated so let me just tell it in order instead of trying to summarize the vibe upfront.
I joined a small indie studio, six people total when I started, as a junior programmer, mostly gameplay scripting and some UI work. I'd wanted to make games since I was a kid modding stuff on my laptop, so getting an actual paid job doing it felt unreal, like I'd cheated some system. First few months were genuinely magic. Small team means you touch everything, I went from "the UI intern" to someone who'd designed an entire boss fight mechanic within four months, because when you're six people, there's no one else to hand it to.
Then we got close to our launch date and everything I'd read about crunch, which I'd sort of assumed was exaggerated internet discourse, turned out to be extremely real. The last two months before release were rough in a way that's hard to explain to people who haven't lived it. Not just long hours, though it was that too, twelve, fourteen hour days blurring together. It was the specific stress of a build breaking at 1am the night before a scheduled trailer drop, of watching our lead artist cry at his desk from exhaustion and everyone just quietly bringing him coffee because nobody had the bandwidth to actually address it properly. I stopped sleeping well. I lost weight I didn't need to lose. There was a week I genuinely don't remember clearly, just fragments of debugging sessions and the studio's terrible instant noodles.
One night sticks out more than the others. We were three days from a submission deadline for a platform cert, and the build kept failing this one specific automated check related to save file corruption on force-quit, something we'd apparently never tested because who force-quits a game on purpose during QA. Our lead programmer, who I genuinely think hadn't slept properly in a week, started laughing at 3am in a way that wasn't really a laugh, more like a pressure valve, and just said "cool, cool, love this for us" while staring at a stack trace. We fixed it by 6am. Nobody talked about that night again, it just got absorbed into studio lore, referenced later only as "the save corruption thing," said with a specific tired half-smile that everyone on the team understood instantly and nobody outside the team ever will.
We shipped. The game did fine, not a runaway hit but respectable numbers, good reviews, the kind of launch that keeps a small studio alive for another cycle. Launch day itself was oddly anticlimactic after months of intensity, we all just sat in the office refreshing the storefront page and watching the first few reviews trickle in, cheering quietly at each new one like it was a sports match nobody else was watching. And here's the thing that makes this story weird: I don't regret it, even the bad parts, because the six of us who went through that crunch together came out the other side with something I haven't found in any job since, a specific kind of trust built from shared suffering toward something we all actually believed in.
I left about eight months after launch, once the post-launch patches settled down, because I wanted to try something with better work-life boundaries and honestly needed a break from the intensity. My founder didn't guilt trip me about it at all, just said "go recover, the door's open," and meant it, which says a lot about the kind of person he is.
Would I recommend it. Genuinely yes, with a real asterisk. If you're early in your career and want to learn fast, ship something real, and work alongside people who care as much as you do about the actual craft, it's an incredible environment. But go in knowing crunch in small studios is not a myth, it's often survival mode before a launch, and protect your health where you can, because the studio, as loving as mine was, will not always protect it for you. Nobody's malicious about it, there's just genuinely not enough people to spread the work around. Know that going in and you'll be fine, maybe even better than fine.
I joined a small indie studio, six people total when I started, as a junior programmer, mostly gameplay scripting and some UI work. I'd wanted to make games since I was a kid modding stuff on my laptop, so getting an actual paid job doing it felt unreal, like I'd cheated some system. First few months were genuinely magic. Small team means you touch everything, I went from "the UI intern" to someone who'd designed an entire boss fight mechanic within four months, because when you're six people, there's no one else to hand it to.
Then we got close to our launch date and everything I'd read about crunch, which I'd sort of assumed was exaggerated internet discourse, turned out to be extremely real. The last two months before release were rough in a way that's hard to explain to people who haven't lived it. Not just long hours, though it was that too, twelve, fourteen hour days blurring together. It was the specific stress of a build breaking at 1am the night before a scheduled trailer drop, of watching our lead artist cry at his desk from exhaustion and everyone just quietly bringing him coffee because nobody had the bandwidth to actually address it properly. I stopped sleeping well. I lost weight I didn't need to lose. There was a week I genuinely don't remember clearly, just fragments of debugging sessions and the studio's terrible instant noodles.
One night sticks out more than the others. We were three days from a submission deadline for a platform cert, and the build kept failing this one specific automated check related to save file corruption on force-quit, something we'd apparently never tested because who force-quits a game on purpose during QA. Our lead programmer, who I genuinely think hadn't slept properly in a week, started laughing at 3am in a way that wasn't really a laugh, more like a pressure valve, and just said "cool, cool, love this for us" while staring at a stack trace. We fixed it by 6am. Nobody talked about that night again, it just got absorbed into studio lore, referenced later only as "the save corruption thing," said with a specific tired half-smile that everyone on the team understood instantly and nobody outside the team ever will.
We shipped. The game did fine, not a runaway hit but respectable numbers, good reviews, the kind of launch that keeps a small studio alive for another cycle. Launch day itself was oddly anticlimactic after months of intensity, we all just sat in the office refreshing the storefront page and watching the first few reviews trickle in, cheering quietly at each new one like it was a sports match nobody else was watching. And here's the thing that makes this story weird: I don't regret it, even the bad parts, because the six of us who went through that crunch together came out the other side with something I haven't found in any job since, a specific kind of trust built from shared suffering toward something we all actually believed in.
I left about eight months after launch, once the post-launch patches settled down, because I wanted to try something with better work-life boundaries and honestly needed a break from the intensity. My founder didn't guilt trip me about it at all, just said "go recover, the door's open," and meant it, which says a lot about the kind of person he is.
Would I recommend it. Genuinely yes, with a real asterisk. If you're early in your career and want to learn fast, ship something real, and work alongside people who care as much as you do about the actual craft, it's an incredible environment. But go in knowing crunch in small studios is not a myth, it's often survival mode before a launch, and protect your health where you can, because the studio, as loving as mine was, will not always protect it for you. Nobody's malicious about it, there's just genuinely not enough people to spread the work around. Know that going in and you'll be fine, maybe even better than fine.
2 comments
DeftFalcon7251 · 4d ago
Same experience on a different team, sadly.
DeftFalcon7251 · 4d ago
The severance detail is important — few small companies do that.
Log in to comment.