{"id":78585,"date":"2025-01-28T22:16:02","date_gmt":"2025-01-28T22:16:02","guid":{"rendered":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/among-us-devs-open-up-on-burn-out-after-twitch-popularity-sent-game-viral-dexerto\/"},"modified":"2025-01-28T22:16:02","modified_gmt":"2025-01-28T22:16:02","slug":"among-us-devs-open-up-on-burn-out-after-twitch-popularity-sent-game-viral-dexerto","status":"publish","type":"post","link":"https:\/\/dejan.au\/index.php\/2025\/01\/28\/among-us-devs-open-up-on-burn-out-after-twitch-popularity-sent-game-viral-dexerto\/","title":{"rendered":"Among Us devs open up on \u201cburn out\u201d after Twitch popularity sent game viral &#8211; Dexerto"},"content":{"rendered":"<p>Among Us devs open up on \u201cburn out\u201d after Twitch popularity sent game viral InnerslothAmong Us became one of the biggest video games of all time practically overnight in 2020, going viral across Twitch and other streaming platforms. The devs at Innersloth, however, struggled to deal with the unprecedented success. Believe it or not, Among Us launched in 2018 to a relatively tame reception. As a spacefaring take on the age-old \u2018Mafia\u2019 party game genre, it wasn\u2019t until 2020 that the title truly broke through the stratosphere. The world\u2019s most popular streamers discovered the game and quickly launched it into one of the biggest hits that year. From historic broadcasts to mainstream success on both PC and mobile, Among Us reached more than half a billion gamers during its peak. Reflecting on such an unpredictable rise to the top, three Innersloth devs revealed how they coped with the stress in a June 16 interview with YouTuber Anthony Padilla. \u201cAmong Us going viral\u2026 It just became, ok, this is my life,\u201d Innersloth Artist Amy Liu explained. Having gone from a smaller indie title to now having a global spotlight on the game, \u201cthe pressure to get things done quickly was really high,\u201d she added. \u201cSeptember to December, we\u2019re talking to Xbox, PlayStation. They\u2019re trying to get Among Us on these platforms. Usually, that takes many months, half a year to a year. We were like, three months, we\u2019re gonna try that.\u201d With just a small handful of employees at Innersloth, this responsibility definitely caused burn out, Liu admitted. \u201cDuring all this time, we weren\u2019t able to see friends or family as well.\u201d \u201cWhen you\u2019re under hundreds of millions of people worth of pressure, they don\u2019t understand that it takes months,\u201d Among Us Programmer Forest Willard chimed in. \u201cThe server issues should be fixed tomorrow. Adding new stuff should be next week. It\u2019s a lot of pressure, it\u2019s overwhelming. These things all take time.\u201d While the game\u2019s viral success certainly came with its upsides, it also put the entire studio under a unique microscope, according to co-founder Marcus Bromander. \u201cThe amount of attention we had on us, every little thing we do is gonna get looked at and criticized.\u201d In a specific example, Bromander outlined how even just a simple font change was met with extremely harsh backlash early on. With tens of thousands continuing to log in daily, and thousands more tuning into livestreams and watching videos, there\u2019s no denying the impact Among Us has had on the gaming industry. With that in mind, Innersloth has no plans of abandoning it anytime soon. However, the devs are slowly starting to map out the next release. Amusingly enough, it may have something to do with \u201ctoilet wizards,\u201d Bromander teased.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Among Us devs open up on \u201cburn out\u201d after Twitch popularity sent game viral InnerslothAmong Us became one of the biggest video games of all time practically overnight in 2020, going viral across Twitch and other streaming platforms. The devs at Innersloth, however, struggled to deal with the unprecedented success. Believe it or not, Among [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[],"class_list":["post-78585","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/78585","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/comments?post=78585"}],"version-history":[{"count":0,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/posts\/78585\/revisions"}],"wp:attachment":[{"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/media?parent=78585"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/categories?post=78585"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/dejan.au\/index.php\/wp-json\/wp\/v2\/tags?post=78585"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}