| ★ | How Two Students Created Risk of Rain and Why They Sold the IP Rights | | 240.4K | Estados Unidos | |
| 1 | How One Programmer Created Gaming's Most Complex Ecosystem | | 749.9K | Estados Unidos | 90 |
| 13 | How Two People Created Gaming’s Most Complex Simulation System | | 663.4K | Estados Unidos | 87 |
| 12 | How Pokémon Red & Blue Were Made | | 641.5K | Estados Unidos | 88 |
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| 5 | How Hades Was Made and Why its Early Concept Didn’t Work | | 275.1K | Estados Unidos | 88 |
| 14 | i made a roguelike game about beavers | | 273.8K | Estados Unidos | 87 |
| 17 | How The Binding of Isaac Was Made and Designed to Fail | | 237.7K | Estados Unidos | 87 |
| 18 | How Terraria Was Made and Why Development Suddenly Stopped | | 217.5K | Estados Unidos | 87 |
| 3 | How The Forest Was Made and Why The Indie Game Looks AAA | | 178.3K | Estados Unidos | 88 |
| 20 | How Darkwood Was Made and Why The Devs Quit After Their Biggest Success | | 120.7K | Estados Unidos | 87 |
| 10 | How Slay The Spire Was Made and Why its Release Was a Failure | | 91.9K | Estados Unidos | 88 |
| 6 | The Secret Behind Designing Wonder and Mystery in Video Games | | 64.8K | Estados Unidos | 88 |
| 7 | (re)Experiencing Risk of Rain 1 | | 49.7K | Estados Unidos | 88 |
| 16 | How Disco Elysium Was Made | Documentary | | 42.8K | Estados Unidos | 87 |
| 11 | ... Led to a Video Game About Overcoming Grief | | 30.6K | Estados Unidos | 88 |
| 15 | Adding this ability to my game was a BAD idea... #gamedev | | 19.7K | Noruega | 87 |
| 4 | How Amnesia: The Dark Descent Was Made and Saved The Developer | | 13.1K | Estados Unidos | 88 |
| 19 | let's make some pixelart environments | Indie Game Clinic @indiegameclinic | 4.0K | Reino Unido | 87 |
| 9 | Risk of Rain 2 With Anime Girls | | 3.5K | Estados Unidos | 88 |