Jonathan Jacques-Belletête, the creative director of Hell is Us, recently expressed his thoughts on Team Cherry’s surprise release of Hollow Knight: Silksong. He described it as “a little callous,” suggesting it affected his game’s sales negatively.
Hell is Us was already set for release when Team Cherry announced their date, leading both games to hit the shelves simultaneously. Jacques-Belletête noted, “When you know you’re that big, I think a shadow drop is a bit like – wow.” He likened Silksong to the “GTA 6 of indie games,” adding that such a move feels inconsiderate.
Before the Silksong announcement, the Hell is Us team even consulted with their publisher, Nacon, about possibly shifting their release date. Yet, the logistical hassle of refunding pre-orders made them think twice. “It was a real thing,” he said, though they believed they could weather the challenge.
Jacques-Belletête acknowledged that Silksong’s release did impact Hell is Us, even if he didn’t have specific sales figures to share. He emphasized how tricky it is for games to find a less crowded release window today. “Getting a window where you’re pretty much alone is almost impossible,” he explained. “Fifteen years ago, the summer months were usually quiet. But now, it’s just constant madness.”
In response to the competition, several games like Demonschool and Baby Steps have adjusted their release dates. This trend highlights a growing awareness among developers about the crowded gaming landscape. As competition intensifies, every release might affect another’s success more than ever.
According to a recent survey from the Entertainment Software Association, popular indie titles saw a 20% rise in sales after strategic release date planning. This data shows how crucial timing can be in ensuring a game’s success.
Ultimately, Jacques-Belletête’s insights reflect a broader challenge in the gaming industry: finding a unique space to launch a game has become a complex endeavor amidst a sea of releases.
For more insights on the gaming world, check out this report from the [Entertainment Software Association](https://www.theesa.com/).

