Hell is Us Director Calls Silksong's Surprise Launch "A Bit Heartless"

Hell is Us Director Calls Silksong's Surprise Launch

Hell is Us Director Expresses Frustration Over Silksong's Release Clash


Launching a new video game is always a high-stakes venture, especially for independent studios. Competition for player attention and media coverage is fierce, and timing can make all the difference. This reality was acutely felt by Jonathan Jacques-Belletête, the creative director behind the recently released dark adventure game Hell is Us. He voiced his thoughts on Team Cherry's surprise announcement of Hollow Knight: Silksong's release date, which unfortunately coincided with his own game's launch, calling the decision "a bit heartless."


A Surprise Announcement Rocks the Indie Scene


Earlier this month, Team Cherry unexpectedly revealed the release date for their highly anticipated sequel, Hollow Knight: Silksong, just two weeks before it arrived. This sudden announcement sent ripples of panic through the indie development community. Many smaller studios, fearing direct competition with such a massive title, quickly decided to delay their own games to avoid being overshadowed. However, not every studio had the flexibility to make such a last-minute change.


One of the studios caught in this difficult situation was Rogue Factor, the team behind Hell is Us. Speaking to Eurogamer, Jacques-Belletête, known for his previous work as art director on Deus Ex: Human Revolution and Deus Ex: Mankind Divided, described Silksong as the "GTA VI of the indie world." While Hell is Us has received "very positive" reviews from over two thousand players on Steam, its peak concurrent player count barely exceeded four thousand users. Jacques-Belletête believes that Silksong's simultaneous launch significantly impacted his game's potential sales.


"When you realize how much your project is anticipated, a sudden release can really create a 'Wow!' effect. It's like the GTA VI of the indie world… However, such a shadow drop feels a bit cruel [towards other teams]. I don't have exact figures, but [Silksong's impact] is undeniable."


"Honestly, nowadays it's practically impossible to find a free release window where you'll be completely alone. 15 years ago, mid-summer was always a dead season, but now that's gone. It's just constant madness."

— Jonathan Jacques-Belletête

Why Rogue Factor Couldn't Delay


So, why couldn't Rogue Factor simply postpone Hell is Us like other indie developers? The issue stemmed from distribution logistics. The game had already "gone gold" – meaning its development was complete and the master version sent for manufacturing – before Team Cherry made their announcement. Publisher Nacon had already finalized all necessary pre-launch procedures. Delaying the release at that point would have meant refunding pre-orders and a host of other complex, costly logistical hurdles. Consequently, the studio had no choice but to proceed with the planned launch, hoping to "weather the storm."


Hell is Us officially launched on September 4th for PC (Steam), PlayStation 5, and Xbox Series, with Deluxe Edition owners receiving early access three days prior. This situation highlights the intense pressures and unpredictable nature of the modern game release landscape, where even well-received titles can struggle for visibility against industry giants or highly anticipated indie blockbusters.

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