{"id":1172742,"date":"2026-02-13T09:11:07","date_gmt":"2026-02-13T09:11:07","guid":{"rendered":"http:\/\/iEeAtp3RbD7YfrFTJE24E6"},"modified":"2026-02-13T09:11:07","modified_gmt":"2026-02-13T09:11:07","slug":"lets-just-fail-quickly-this-time-semiwork-took-a-big-risk-on-repo-after-its-first-game-took-6-years-to-make-and-didnt-sell-very-well","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/lets-just-fail-quickly-this-time-semiwork-took-a-big-risk-on-repo-after-its-first-game-took-6-years-to-make-and-didnt-sell-very-well\/","title":{"rendered":"&#8216;Let&#8217;s just fail quickly this time&#8217;: Semiwork took a &#8216;big risk&#8217; on REPO after its first game took 6 years to make and didn&#8217;t sell very well"},"content":{"rendered":"<article>\n<p>The co-op horror game <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/repo\/\">REPO<\/a> is, like Schedule I, a surprise indie hit. Released in February, it&#8217;s got an &#8220;overwhelmingly positive&#8221; rating across more than 91,000 user reviews on <a data-analytics-id=\"inline-link\" href=\"https:\/\/store.steampowered.com\/app\/3241660\/REPO\/\" target=\"_blank\">Steam<\/a> and remains near the top of its most-played chart: As I write this, nearly 170,000 people are playing.<\/p>\n<p>In a new developer video diving into REPO&#8217;s creation, semiwork&#8217;s Pontus Sundstr\u00f6m explains how it all came about, and the circumstances surrounding its creation were not particular fortuitous: Semiwork had spent six years working on its previous game, Voidigo, and while it also has an &#8220;overwhelmingly positive&#8221; rating on Steam, it wasn&#8217;t a big seller. That left the studio in a spot where its future wasn&#8217;t assured, and so its approach to REPO was a little bit different.<\/p>\n<p>&#8220;Okay, we can&#8217;t take this next step,&#8221; semiwork co-founder Walter Tischkewitz says in the video. &#8220;We did it anyway. &#8216;Let&#8217;s just fail quickly this time.&#8217; And we took all the money from Voidigo and we put it all in this game, REPO.&#8221;<\/p>\n<p>While REPO is similar in some ways to <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/lethal-company\/\">Lethal Company<\/a>, another big indie success, semiwork has previously said it wasn&#8217;t actually inspired by that game but instead emerged from an idea for a <a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/horror\/repo-dev-says-it-wasnt-actually-inspired-by-lethal-company-and-started-as-a-singleplayer-cleaning-game-it-was-nice-but-far-from-what-repo-is-now\/\">singleplayer horror game<\/a> about cleaning a haunted mansion while hiding from a creature called the Headman. Today&#8217;s video dives deeper into that evolution, revealing that the decision to ditch cleaning came after it was decided to make REPO a multiplayer game: &#8220;Co-op cleaning in real life, it&#8217;s not that fun.&#8221;<\/p>\n<p>&#8220;Yeah, think about cleaning in real life,&#8221; Tischkewitz says. &#8220;You never go like, &#8216;Hey friend, let&#8217;s help each other clean here, let&#8217;s grab the broom together and clean co-op and have a fun time.&#8217; It&#8217;s always like, &#8216;You take bathroom one, I take bathroom two.&#8217; So there wasn&#8217;t really anything in the gameplay loop that kept the players together, and that&#8217;s when we realized, okay, maybe we&#8217;re not doing a cleaning game.&#8221;<\/p>\n<div class=\"youtube-video\" data-nosnippet >\n<div class=\"video-aspect-box\"><iframe data-lazy-priority=\"low\" data-lazy-src=\"https:\/\/www.youtube.com\/embed\/Gy1yGBron6A\" allowfullscreen><\/iframe><\/div>\n<\/div>\n<p>The idea for what REPO would become grew &#8220;organically&#8221; from there, while the team took sort of a learn-as-you-go approach to actually making the game because it was their first project made with Unity. That&#8217;s also why the first content update, promised in March, is taking a little longer to arrive.<\/p>\n<p>&#8220;We are still learning things as we go, and we want to make sure that we learn stuff the right way,&#8221; Sundstr\u00f6m says. &#8220;Which means that future updates after the first update will probably be released a little bit faster because we have a little more knowledge on things and how to do it.&#8221;<\/p>\n<p>Plans for that update, whenever it arrives, include various quality of life features, a new map, and a &#8220;<a data-analytics-id=\"inline-link\" href=\"https:\/\/www.pcgamer.com\/games\/survival-crafting\/repos-first-update-will-add-a-new-map-and-a-duck-bucket-so-we-can-finally-give-that-pesky-quacker-a-time-out\/\">duck bucket<\/a>,&#8221; a bucket you can put over the duck. Trust me, it&#8217;s important.<\/p>\n<div class=\"product\"><a data-dimension112=\"b4a36531-2666-464f-9d42-8f77f135bf83\" data-action=\"Deal Block\" data-label=\"Best MMOs\" data-dimension48=\"Best MMOs\" target=\"_blank\" rel=\"nofollow\"><\/p>\n<figure class=\"van-image-figure \" >\n<div class='image-full-width-wrapper'>\n<div class='image-widthsetter' style=\"max-width:316px;\">\n<p class=\"vanilla-image-block\" style=\"padding-top:100.00%;\"><img loading=\"lazy\" decoding=\"async\" id=\"UjCJY9gjRfatHZjCuGMrhR\" name=\"elden ring square cheer.jpg\" caption=\"\" alt=\"\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/04\/lets-just-fail-quickly-this-time-semiwork-took-a-big-risk-on-repo-after-its-first-game-took-6-years-to-make-and-didnt-sell-very-well.jpg\" mos=\"\" align=\"middle\" fullscreen=\"\" width=\"316\" height=\"316\" attribution=\"\" endorsement=\"\" credit=\"\" class=\"\"><\/p>\n<\/div>\n<\/div>\n<\/figure>\n<p><\/a><\/p>\n<p><a href=\"https:\/\/www.pcgamer.com\/the-best-mmos\/\" target=\"_blank\" data-dimension112=\"b4a36531-2666-464f-9d42-8f77f135bf83\" data-action=\"Deal Block\" data-label=\"Best MMOs\" data-dimension48=\"Best MMOs\" data-dimension25=\"\"><strong>Best MMOs<\/strong><\/a>: Most massive<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-strategy-games\/\" target=\"_blank\"><strong>Best strategy games<\/strong><\/a>: Number crunching<br \/><a href=\"https:\/\/www.pcgamer.com\/best-open-world-games\/\" target=\"_blank\"><strong>Best open world games<\/strong><\/a>: Unlimited exploration<br \/><a href=\"https:\/\/www.pcgamer.com\/the-best-survival-games-on-pc\/\" target=\"_blank\"><strong>Best survival games<\/strong><\/a>: Live craft love<br \/><a href=\"https:\/\/www.pcgamer.com\/best-horror-games\/\" target=\"_blank\"><strong>Best horror games<\/strong><\/a>: Fight or flight<\/p>\n<\/div>\n<\/article>\n<p><a href=\"https:\/\/www.pcgamer.com\/games\/horror\/lets-just-fail-quickly-this-time-semiwork-took-a-big-risk-on-repo-after-its-first-game-took-6-years-to-make-and-didnt-sell-very-well\/\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The co-op horror game REPO is, like Schedule I, a surprise indie hit. Released in February, it&#8217;s got an &#8220;overwhelmingly positive&#8221; rating across more than 91,000 user reviews on Steam and remains near the top of its most-played chart: As I write this, nearly 170,000 people are playing. In a new developer video diving into REPO&#8217;s creation, semiwork&#8217;s Pontus Sundstr\u00f6m explains how it all came about, and the circumstances surrounding its creation were not particular fortuitous: Semiwork had spent six years working on its previous game, Voidigo, and while it also has an &#8220;overwhelmingly positive&#8221; rating on Steam, it wasn&#8217;t a big seller. That left the studio in a spot where its future wasn&#8217;t assured, and so its approach to REPO was a little bit&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/lets-just-fail-quickly-this-time-semiwork-took-a-big-risk-on-repo-after-its-first-game-took-6-years-to-make-and-didnt-sell-very-well\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1172743,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[336],"tags":[748,1192],"class_list":["post-1172742","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-pc-gamer","tag-games","tag-horror"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>&#039;Let&#039;s just fail quickly this time&#039;: Semiwork took a &#039;big risk&#039; on REPO after its first game took 6 years to make and didn&#039;t sell very well | Arcader News<\/title>\n<meta name=\"description\" content=\"The co-op horror game REPO is, like Schedule I, a surprise indie hit. 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