The 1990s independent film wave is the right analogy here — not because it's flattering, but because it's structurally accurate. Miramax and New Line didn't just distribute quirky films; they built an alternative pipeline that could compete for attention and awards without the studio apparatus. Kinetic Publishing, Outersloth, Kepler Interactive, and the newly announced Inner Pocket are doing the same thing in games: not just funding projects, but constructing the support layer that grassroots talent has never had. The major publishers are in genuine trouble, and it's not a temporary cycle. Electronic Arts has been acquired by a Saudi-led consortium, which historically signals a shift toward safe, franchise-driven output. Microsoft bought Activision and Bethesda and then ordered waves of redundancies — the classic post-acquisition squeeze that kills experimental development. Ubisoft has cancelled multiple titles and is posting significant losses. These aren't companies taking creative risks right now; they're companies circling the wagons around Madden and Assassin's Creed. The structural conditions for an indie moment are better than they've ever been. Steam and the App Store provide global distribution without a physical retail deal. Discord and Reddit communities replace the trade-show floor for a fraction of the cost. Regional arts funding bodies and local studio hubs are filling the gap left by traditional publishing advances. At the Develop Conference in Brighton, studio collectives came together to combine forces and share expertise — a self-organization dynamic that didn't exist a decade ago. But the analogy has a hard limit: discoverability. Hundreds of titles release on Steam every week. The 1990s indie film ecosystem had a finite number of screens and a critic culture that could surface a Reservoir Dogs. Games have no equivalent filtering mechanism at scale. Kepler Interactive's success with Clair Obscur: Expedition 33 — the most critically acclaimed title of 2025 — shows it's possible, but Kepler had industry relationships and capital that most grassroots developers lack. The infrastructure is forming; the discovery layer is still broken. The Blair Witch Project question the article closes with is the right one. Blair Witch didn't just succeed — it invented a new distribution and marketing model (internet-native viral campaign, near-zero budget, enormous return) that the industry had to reckon with. The games equivalent won't just be a critically acclaimed indie; it'll be something that breaks the algorithm, sells millions without a publisher, and proves the new model at scale. PocketPair's John Buckley is probably right that we'll see hit games from publishers nobody has heard of. Whether that constitutes a genuine structural shift or just a few lucky exceptions is the open question.