Post
Splitting the pie before it is baked is one of the most awkward but necessary conversations in indie dev.
Revenue sharing is how small indie teams divide income when they cannot afford salaries. Instead of paying people upfront, team members agree to split future revenue based on their contribution. This sounds simple until you have to define what 'contribution' means -- does the programmer who wrote the engine get more than the artist who made it beautiful? What about the musician who spent 40 hours versus the designer who spent 400? Common models include equal splits, role-weighted percentages, hour-tracked proportional shares, or hybrid models with small upfront payments plus rev share. The legal side matters too -- without written agreements, friendships end and lawsuits begin.
Example
The development of Among Us by Innersloth involved a tiny team of three people using a revenue-sharing model. When the game unexpectedly exploded into a cultural phenomenon years after release, having clear agreements in place meant the windfall was distributed without drama.
Why it matters
Most indie teams are groups of friends or online collaborators without corporate structure. Revenue sharing lets talented people collaborate without startup capital, but only if the agreement is clear, written, and signed before the first line of code is written.
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