Itâs weird to think about, but there was a time less than a year ago when Among Us wasnât a household name. When it first launched in 2018, it wasnât a failure, exactly, but it seemed destined to live out its days as quietly as a good imposterâexcept without the killing. Then, last summer, it blew up thanks to a small handful of popular Twitch streamers, who then spread it to every other popular Twitch streamer. Suddenly, all eyes were on Among Usâ then-three-person development team.
This, the developers told YouTube interviewer Anthony Padilla, was no walk in the park. Even as Innersloth expandedâalbeit slightly and slowlyâteam members suffered from burnout born of the immense expectations suddenly thrust upon them.
âAmong Us going viral, it was just like, âOK, this is my life,ââ Innersloth artist and doer of many additional things Amy Liu said. âThe pressure to get things done quickly was really high. September to December, weâre talking to Xbox, PlayStation. They were gonna try to get Among Us on these platforms, which usually takes many monthsâlike, half a year to a year. We were like, âThree months! Weâre gonna try that.ââ
The weight of expectation also came bearing down on Liu and the rest of the team at the height of a global pandemic.
âI definitely burnt out,â said a teary-eyed Liu. âIt was tough because during all of this, we werenât able to see friends and family. Being so tired from working, I couldnât even go visit my family during covid and had to spend holidays alone…That was definitely the hardest time.â
Of course, the original members of Innersloth achieved incredible success, so itâs not like they were isolated and penniless. Artist and game designer Marcus Bromander acknowledged that thereâs âan elementâ of having all your dreams come true that accompanies Among Usâ ascension to gaming royalty, and he said newfound money and resources certainly helped with âother stresses.â But it also upped the pressure.
âThe amount of attention that we had on us, and like, every little thing we do is gonna get looked at and criticized,â Bromander said. âWe changed the font at one point because it needed to be changed, and people were like âBring back the old font! I donât like this new font.ââ
All the while, people would constantly declare Among Usâwhose updates were born of a scrapped attempt at Among Us 2âa âdead game.â The developers learned how to ignore these sorts of comments, but they still had to sift through them in order to find constructive feedback. This took a toll.
âThere was a while at the beginning of the year,â said Bromander, âwhen a lot of the negative comments were really starting to get to me, andâcombined with the overwhelmed feelingsâI was just like, âI donât even want to work on this anymore. Iâm done.ââ
In general, Innersloth found it difficult to bring player expectations in line with reality. One contributing factor, explained programmer Forest Willard, was the gameâs simple art style. Fans saw how basic the game looked and assumed that creating new content would be a cakewalkâeven though the reason the developers wanted to make Among Us 2 in the first place was because the first game was prone to breaking when updated.
âTrying to one-up yourself while catching up, these things all take time,â said Willard. âAnd when youâre under hundreds of millions of [peoplesâ worth] of pressure, they donât understand that it takes months. The server issues should be fixed tomorrow, adding new stuff should be next weekâitâs so easy [to them]. Itâs a lot of pressure. Itâs overwhelming.â
Among Us remains massively popular, but its time as a Twitch-topping sensation is over. While the developers at Innersloth feel a pressure to keep reaching for new heights, they no longer need to rush or try to keep their numbers up. They can afford to take their timeâa luxury many less successful game developers do not have.
âYou always want to be going up,â said Bromander. âYou canât go up forever. Peaking isnât a bad thing. There can be pressure to [be] like, âWeâve gotta squeeze everything we can out of this game,â but I donât think weâll do that. Weâll do what we can with the game. Once thereâs no more ideas, weâre not gonna force it.â
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