| ★ | How a Free Browser Game Turned Into Dead Cells | | 235.9K | Estados Unidos | |
| 13 | How Balatro Was Made and Why The Creator Expected to Sell Only 6 Copies | | 1.1M | Estados Unidos | 88 |
| 17 | How Death Stranding Was Made and Why Hideo Kojima’s Team Disliked it | | 721.2K | Estados Unidos | 88 |
| 18 | How OMORI Was Made and Why People Thought it Was a Scam | | 718.6K | Estados Unidos | 88 |
| 4 | How Two People Created Gaming’s Most Complex Simulation System | | 663.4K | Estados Unidos | 89 |
| 10 | How Cuphead Was Made and Struggled Finding The Right Protagonist | | 594.5K | Estados Unidos | 89 |
| 19 | How Elden Ring Was Made and Why The Director Feels Apologetic | | 419.2K | Estados Unidos | 88 |
| 1 | How Enter The Gungeon Was Made by Waiting in a Parking Lot For 6 Hours | | 349.0K | Estados Unidos | 90 |
| 3 | How Hades Was Made and Why its Early Concept Didn’t Work | | 275.1K | Estados Unidos | 89 |
| 20 | How The Binding of Isaac Was Made and Designed to Fail | | 237.7K | Estados Unidos | 88 |
| 14 | How Terraria Was Made and Why Development Suddenly Stopped | | 217.5K | Estados Unidos | 88 |
| 12 | From Browser Games to Facing Bankruptcy: How Cult of The Lamb Was Made | | 199.9K | Estados Unidos | 88 |
| 6 | How The Forest Was Made and Why The Indie Game Looks AAA | | 178.3K | Estados Unidos | 89 |
| 2 | How Don’t Starve Was Made and Why The Devs Had Many Heated Discussion | | 133.8K | Estados Unidos | 89 |
| 9 | How RimWorld Was Made and Why it’s Not a Video Game | | 132.6K | Estados Unidos | 89 |
| 5 | How Darkwood Was Made and Why The Devs Quit After Their Biggest Success | | 120.7K | Estados Unidos | 89 |
| 11 | How Slay The Spire Was Made and Why its Release Was a Failure | | 91.9K | Estados Unidos | 89 |
| 8 | ... Led to a Video Game About Overcoming Grief | | 30.6K | Estados Unidos | 89 |
| 7 | How One Person Changed Indie Games Forever | | 27.8K | Estados Unidos | 89 |
| 15 | How Amnesia: The Dark Descent Was Made and Saved The Developer | | 13.1K | Estados Unidos | 88 |
| 16 | Sébastien "deepnight" Benard - Mixing hand-crafted content with procgen to achieve quality | Roguelike Celebration @roguelikecelebration | 287 | Estados Unidos | 88 |