What it's actually like to release a game in 2025 (Joel Burgess)
10 November 2025

What it's actually like to release a game in 2025 (Joel Burgess)

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This episode is a bit unusual. I’m chatting with a talented game developer who also happens to be a friend. I’ve known Joel Burgess for many years, dating back to his time helping to design open-world RPGs for AAA studios.

He currently serves as the Studio Head of the indie studio Soft Rains, which has been busy preparing the debut of its first game. Ambrosia Sky is a sci-fi immersive sim in which you play as a death cleaner. Picture Powerwash Simulator spliced with BioShock, and then add the NYTimes obituaries, and you’re not far off. This week, Ambrosia Sky: Act 1 hits Steam.

What does it feel like to launch a video game, particularly as the head of a studio, responsible for not just the success of the game but the business? The stress. The joy. The mixed sense of finishing one race, and in the current age of DLC, updates, and additional acts, starting another marathon.

This week on Post Games: what it’s actually like to release a video game in 2025.

    Act 1: The chaos of making a video game in the 2020sAct 2: The moments before pressing publishPatreon bonus: How Joel’s dog inspired the look and soul of Dogmeat in Fallout 4Act 3: News of the week





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