2011 - Multiple award winner Minecraft has now sold almost 2 million copies and spawned a worldwide cult around its charming open-world game design.
2010 - Playdead's stark monochromatic platform title Limbo is a smash hit on Xbox Live Arcade, following its summer 2010 release, picking up a 2011 Game Developers Choice Award for Best Visual Arts.
2010 - The team behind 2009 Student Showcase finalist Tag: The Power of Paint are hired by Valve to implement new paint gun mechanics into Portal 2.
2009 - The Behemoth's follow-up to Alien Hominid, the IGF-winning Castle Crashers, tops XBLA charts to critical acclaim.
2009 - IGF multi-award winner World Of Goo launches as one of the best-selling, best-reviewed WiiWare titles of all time, alongside a popular PC version.
2009 - Petri Purho's Crayon Physics Deluxe spawns an iPhone version courtesy of Hudson, plus a popular PC downloadable version.
2008 - The team behind IGF Student Showcase finalist Narbacular Drop is hired by Valve. The game is reworked into Portal and goes on to win the coveted Game Developer's Choice "Best Game" award for 2008, as well as numerous game of the year accolades.
2008 - Design Innovation winner Braid debuts on Xbox Live Arcade to significant success.
2008 - Excellence in Audio winner Audiosurf launches on Valve's Steam distribution service and goes on to become the highest selling game of February, outselling even Valve's own Orange box (including Team Fortress 2 and Game Developer's Choice "Best Game" winner Portal.)
2007 - Design Innovation winner Everyday Shooter is signed by Sony for distribution on the PlayStation 3's PlayStation Network, after Sony's John Hight plays the game at the IGF Pavilion during GDC 2007 - Everyday Shooter's Jon Mak also appears at the inaugural Independent Games Summit.
2006 - Grand prize winner Darwinia gets both digital distribution via Valve's Steam system and U.S. retail distribution from new indie label Cinemaware Marquee.
2005 - Multi award-winner Alien Hominid receives publishing deals in the U.S. (via O3 Publishing) and Europe(via Zoo Digital), much critical acclaim, and even spawns a mobile version.
2005 - Fan favorite N wins the audience award, and, as N+, releases as a hit XBLA title, as well as notable Nintendo DS and Sony PSP versions.
2004 - Innovative casual strategy game Oasis wins the web/downloadable grand prize, going on to launch on major online portals the following year.
2003 - Super X Studios' Wild Earth, a photographic game based around a worldwide safari, takes multiple prizes and subsequently becomes a motion simulator ride and eventually (in adapted form) a Wii title.
2000 - Tread Marks, created by the late Seumas McNally, which the IGF's grand prize is now named after, wins 3 major awards.
1999 - Vicarious Visions, now a major handheld / console developer, honored for Terminus.
Description: "Dark Descent took you on a steady journey into an ocean of madness. A Machine for Pigs will hold your head underwater until you're about to drown and then bring you back up for air, again and again." PC Gamer
Wealthy industrialist Oswald Mandus awakes in his bed, wracked with fever and haunted by dreams of a dark and hellish engine. Tortured by visions of a disastrous expedition to Mexico, broken on the failing dreams of an industrial utopia, wracked with guilt and tropical disease, he wakes into a nightmare. The house is silent, the ground beneath him shaking at the will of some infernal machine: all he knows is that his children are in grave peril, and it is up to him to save them.
Amnesia: A Machine for Pigs pushes gaming horror into a new direction, trading in jump-scares and gore for an intensely psychological descent into the darkest reaches of the human psyche. It has already established itself as an innovative and powerful title that extends The Chinese Room's reputation as masters of atmosphere and narrative. Polygon described it as "a terrifying journey into madness, industrialisation and the darkest secrets of the soul"; Rock, Paper, Shotgun called it "tense, and disturbing? a marvelous, revolting, disturbing sequel to Dark Descent." and Edge warned, "It will test your nerves to breaking point."
Amnesia: A Machine for Pigs sees The Chinese Room mature from indie start-up to established UK studio. Uncompromising in their vision, unapologetically innovative in approach, the studio have once again produced a work of haunting beauty.
Unashamedly literary, immersed in the language, music and art of Victoriana and lush with both period detail and the stunningly realised architecture of The Machine and the protagonist's insanity, the world of Amnesia: A Machine for Pigs is core to the player's experience. This is driven by world-class audio design and a hugely praised soundtrack by renowned game composer Jessica Curry, who fuses beauty and terror into a macabre mix of industrial noise and orchestral splendor. The audio design of the game has been praised by critics across the board as one of the stand-out works of game audio this year: technically outstanding, hugely imaginative and with a scope and breadth that puts other titles to shame.
Stripped-back mechanics focus all of the player's attention on immersion and emotion, offering the most complex, nuanced and intimate portrayal of fear and madness since Silent Hill 2.