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A Game Dev Podcast With Jonas Tyroller

Tiny Team, Huge Sales (Dorfromantik & Star Birds)

16 Oct 2025

Description

This is a conversation with Timo Falcke and Zwi Zausch, two of the devs at Toukana Interactive, the developers of Dorfromantik and Star Birds. This is a game dev success story with some theory crafting about how to potentially reproduce an outcome like this. Links to my Guests ➤ Star Birds on Steam: https://store.steampowered.com/app/2719750/Star_Birds/ ➤ Dorfromantik on Steam: https://store.steampowered.com/app/1455840/Dorfromantik/ Listen to the podcast on the go (Spotify, Apple Podcasts, etc.): ➤ https://tyrollerjonas.podbean.com/ 0:00 - Intro 0:35 - Meet Toukana Interactive & Dorfromantik 1:28 - Founding the studio and shipping Dorfromantik in a year 4:17 - Early Access launch: Next Fest momentum, streamers, and the Steam algorithm 7:46 - The itch prototype and Ludum Dare origins 8:27 - Expectations vs reality on launch day 11:45 - Prototyping many ideas and choosing Dorfromantik 16:49 - Building a unique look: trees, outlines, and shader tricks 18:44 - Visual inspirations and tips for finding your art style 21:31 - Iterating the rules: rotation, edges, lakes, and quests 27:15 - Performance war stories: PC instancing to Switch optimization 38:07 - Early Access strategy, 1.0 launch, and getting featured 41:50 - How Steam featuring works (Steam reps and slots) 43:15 - Hiring after success and staying small by design 45:52 - Turning Dorfromantik into an award-winning board game 53:37 - Why the board game works (campaign, accessibility, depth) 57:48 - Partnering with Kurzgesagt and choosing Star Birds 01:06:20 - Who did what: Toukana vs Kurzgesagt on Star Birds 01:09:41 - Tech art & pipeline: 3D that looks like 2D, procedural asteroids 01:14:13 - Designing systems: logistics across asteroids and big economies 01:16:07 - No fail-state: keeping it chill and puzzle-like 01:19:13 - Scoring without time pressure (and the most hated achievement) 01:23:39 - Why Early Access again and the plan for Star Birds 01:26:44 - Community feedback, roadmap, and lots more content 01:29:53 - Moving launch for Silksong and the pricing debate 01:34:10 - Can success be reproduced? Sequel vs new IP 01:36:55 - What gets attention now: polish vs recognizable "trash" 01:39:00 - Two big levers: Steam visibility vs content creators 01:40:56 - Familiarity vs originality and making it readable at a glance 01:45:40 - Marketing realities, scope choice, and staying a lean team 01:49:49 - Our workflow: prototype, evaluate, refine, decide 01:54:04 - Appeal prototyping vs gameplay prototyping 01:55:54 - Appeal, player fantasy, define intrigue early 01:58:03 - Star Birds' appeal vs Kurzgesagt's high-tension vibe 02:01:03 - Narrative vs systems, constraints, and "polish what matters" 02:04:40 - Wrap-up My game "Thronefall": ➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/ ➤ Discord: https://discord.gg/gVYctptyg8 ➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview My game "Will You Snail": ➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/ ➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK For the game developers among you: ➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

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