A funny thing about indie history: once a game hits 15,000,000 or 35,000,000 owners, people start talking like success was inevitable. It almost never was. These games now look like permanent fixtures on Steam, but each one had an early identity that felt smaller, stranger, riskier, or rougher than the legend that formed around it.

Terraria

What makes this retrospective interesting is scale. I’m not mixing tiny cult curios with mega-hits here. Every game below sits in the same broad tier of mainstream indie success, from 664,180 reviews up to 1,509,391, and from 15,000,000 to 35,000,000 estimated owners. That makes the comparison fairer, and it shows how different paths can still lead to the same rare air.

The sandbox that looked small until it swallowed your life

Terraria launched on May 16, 2011, and today the numbers are absurd: 1,509,391 reviews, 97.4% positive, 35,000,000 estimated owners, and a current price of $4.99. On paper, that reads like one of the safest recommendations on Steam.

But “before it was famous,” Terraria did not have the aura it has now. It looked like a compact 2D sandbox in a market that often rewards louder spectacle. Its own store pitch was brutally simple: dig, fight, explore, build. That simplicity was the hook, but also the risk. A lot of games promise freedom; very few turn it into a long-term obsession.

The player feedback snippet tells the story better than polished marketing does. One user with 7 hours posted a negative review saying it’s “so hard not to play for 6 hours straight,” and another logged 2,491 hours to complain about “flying fish :(.” That’s the kind of early-life charm that matters: players weren’t just evaluating features, they were already living inside the game’s weird little ecosystem.

There’s also a value argument that helped it snowball. At $4.99, Terraria undercuts a lot of games with a fraction of its longevity. An 83 Metacritic score is good, not untouchable, but 97.4% positive across 1,509,391 reviews is the kind of approval rating critics almost never sustain at that scale. That gap hints at what happened in its early days: players got it faster than prestige culture did.

Stardew Valley started as a throwback, then outgrew the label

Stardew Valley

Stardew Valley released on Feb 26, 2016, and now sits at 988,726 reviews, 98.5% positive, 35,000,000 estimated owners, and $7.49. It also carries an 89 Metacritic, which is impressive, but the real headline is that 98.5% score across nearly a million user reviews. That’s not just popularity; that’s durability.

Early on, Stardew Valley could have been dismissed as a nostalgia play. Farming, small town routines, pixel art, romance options — all familiar ingredients. The obvious lazy take was “nice Harvest Moon riff.” That take aged terribly.

The reason it broke out is right there in the store page details. It wasn’t just farming. It stacked 5 different areas of progression — farming, mining, combat, fishing, and foraging — plus over 30 unique characters and co-op for up to 8 players. That breadth is why the game stopped being a throwback and became a default life sim for a huge chunk of PC players.

The review snippets capture its early pull. One player with 141 hours said they nearly refunded it before giving it an “honest, genuine try,” then spent the last real-life month binge playing. Another with 397 hours called it “actually relaxing” and praised how it works whether you’re procrastinating or just unwinding. That sounds casual, but it’s a serious design achievement: making a game deep enough for hundreds of hours while still feeling gentle in the first 30 minutes.

And the price mattered. At $7.49, Stardew Valley did not need huge commitment from new players. That low barrier plus elite word of mouth turned a solo-developed farm RPG into one of the defining indie hits of the last decade.

Rust was never lovable, but that was part of the appeal

Rust is one of the clearest examples of a game becoming famous by refusing to sand off its edges. It released on Feb 8, 2018, costs $19.99, has 1,341,550 reviews at 87.0% positive, an estimated 35,000,000 owners, and a 69 Metacritic.

That split is the story. Critics gave it a 69. Players gave it 87.0% positive over more than 1.3 million reviews. That doesn’t mean every criticism was wrong. It means Rust was always a game whose appeal was better understood from inside the chaos than from outside it.

Rust

Before Rust became a giant, it was the mean survival game people warned you about. The store description still sells that fantasy hard: you wake up naked with a rock and a torch, and everything wants you dead. Wildlife, environment, other players — no comfort, no safety, no fake politeness. For a lot of players, that brutality was the point.

Even the player reviews read like Stockholm syndrome with server wipes. One user with 47 hours called it “cancer after one hour W game.” Another with 890 hours left a negative review raging about updates, while someone else with 78 hours said it’s “Definatly not gonna make you go mental!!!!” If that sounds unstable, yes. It also sounds like a game that generated stories before it generated respectability.

The other key part of its rise is sheer persistence. The store page says 395 content updates and a guaranteed content patch every month. That kind of long-haul support helps explain how a harsh survival sandbox graduated from niche cruelty simulator to one of Steam’s biggest indie institutions. Still, the skepticism matters here: 87.0% is strong, but lower than the rest of this list for a reason. Rust is famous because it’s compelling, not because it’s universally pleasant.

Phasmophobia turned a sharp gimmick into a real phenomenon

Phasmophobia launched on Sep 18, 2020, and its trajectory still looks ridiculous: 813,987 reviews, 95.6% positive, 15,000,000 estimated owners, and a price of $13.99. For a co-op ghost-hunting horror game, those are blockbuster indie numbers.

Back when it was still proving itself, Phasmophobia looked like the kind of game people might stream for two weeks and forget. Four-player co-op horror is crowded with short-lived novelty acts. A voice-driven ghost investigation hook is memorable, but memorable isn’t the same as lasting.

Phasmophobia

What pushed it past novelty was structure. The store page lists over 20 different ghost types, over 10 different haunted locations, and 5 default difficulties, plus weekly challenges and custom difficulty settings. That’s enough variation to support a loop instead of just a gimmick.

The user reviews are simple, but revealing. “too many ghosts” from a 19-hour negative review is a joke that only works because the game’s identity is so clear. Positive reviews from 43, 53, 73, and 94 hours all circle the same point: it’s scary, it’s funny, and it’s easy to bring friends into. That combination is how a spooky co-op curiosity became one of the biggest indie horror success stories on Steam.

The Forest made survival horror feel handmade again

The Forest released on Apr 30, 2018, costs $4.39, and has built a huge audience: 664,180 reviews, 95.5% positive, 35,000,000 estimated owners, and an 83 Metacritic. Those are elite numbers for a game this nasty.

Before it became a staple recommendation, The Forest looked almost too blunt to break through. Plane crash. Cannibalistic mutants. Chop trees, build shelter, survive the night. It sounds like a survival-horror pitch written on the back of a napkin. That directness ended up being a strength.

The store description highlights what players latched onto early: every tree can be chopped down, there’s a cave network below the map, and the enemy mutants have “beliefs, families, morals” and seem “almost human.” That last bit is the real sauce. Plenty of survival games have crafting systems; fewer make the enemy behavior feel uncanny enough to stick in your head after you log off.

The player responses show both sides. A 69-hour positive review praises the story, weapons, crafting, and even the funny AI. A 53-hour negative review says they had to restart because the game “misbehaves” and found it frustrating. That tension feels honest. The Forest became famous because its atmosphere and co-op survival loop were strong enough to overpower the rough edges, not because the rough edges weren’t there.

And again, price helped. At $4.39, it asks for very little upfront and gives players a lot of room to discover whether its specific brand of stress is their thing.

Euro Truck Simulator 2 proved “boring” can be a superpower

Euro Truck Simulator 2

Euro Truck Simulator 2 might be the strangest success story here because its core fantasy sounds anti-hype by design. It launched on Oct 12, 2012, is priced at $4.99, and now holds 905,201 reviews at 97.5% positive, with 15,000,000 estimated owners and a 79 Metacritic.

In its early life, this was easy to underestimate. Truck cargo across Europe? Manage a business? Drive legally for long stretches? That pitch fights against the modern attention economy. It should have remained a niche sim for a dedicated audience.

Instead, it became one of the clearest examples of indie developers understanding satisfaction better than bigger studios. The store page promises cargo delivery across more than 60 European cities, business management, truck customization, and “thousands of miles of real road networks.” That’s not explosive, but it is incredibly legible. You know exactly what you’re getting, and the game seems determined to do that one thing well.

The player snippets are almost comically pure. One review with 293 hours just says “Very cool game.” Another with 11 hours celebrates driving 60 kmph over the speed limit in a 6 ton machine with 20 tons of petrol in the back. That’s the joke, but also the truth: Euro Truck Simulator 2 found fame by turning routine into texture.

Its 97.5% positive score is especially impressive because sim audiences can be picky. You don’t get that kind of approval by accident. You get it by delivering exactly the fantasy your players want and then supporting it long enough for word of mouth to do the rest.

The common thread: none of these felt “guaranteed”

These games now look invincible, but their early identities were all a little precarious:

  • Terraria could have stayed “that 2D building game,” yet reached 1,509,391 reviews.
  • Stardew Valley could have been trapped as a nostalgia throwback, yet hit 988,726 reviews and 98.5% positive.
  • Rust could have burned players out with hostility, yet climbed to 1,341,550 reviews.
  • Phasmophobia could have been a streaming fad, yet landed at 813,987 reviews and 15,000,000 owners.
  • The Forest could have been dragged down by its roughness, yet reached 664,180 reviews and 95.5% positive.
  • Euro Truck Simulator 2 could have been dismissed as too mundane, yet now sits at 905,201 reviews and 97.5% positive.

That’s the real lesson in “before they were famous.” Fame didn’t erase what made them odd. In most cases, the oddness was the engine.

The Verdict

The best indie giants usually don’t start by feeling inevitable. They start by being specific.

That’s what ties these six together. One offered 2D sandbox obsession for $4.99. One expanded the cozy farm sim into a near-universal comfort game for $7.49. One weaponized misery at $19.99. One made ghost hunting work as a repeatable co-op loop for $13.99. One sold mutant survival horror for $4.39. One made long-haul trucking weirdly transcendent for $4.99.

If you were around early, which of these did you spot before the numbers got ridiculous — and which one still surprises you most today?