A video about copying, sort of

How two devs make the same game without knowing

Tiny Brutalism, twice

Two games, one name
My title screen
Mine. Aug 2026, Godot
Tiny Brutalism by Placeholders
Placeholders. Released late Sept, Unity
Right: placeholders.itch.io/tiny-brutalism (shown as commentary)
What happened

Timeline

AUG 17
First commit, 1:32am
AUG 21
Last commit of the vertical slice
AUG 23–30
Brackeys Game Jam (a different game)
SEPT
Post-jam work, then a new project
LATE SEPT
Placeholders' Tiny Brutalism goes up on itch
Repo: ~/tiny-brutalism, 7 commits. Brackeys Game Jam 2026.2: itch.io/jam/brackeys-16
To be clear

No cross-
pollination

  • I'd never heard of Placeholders
  • They'd never heard of me
  • I told maybe two people, at a show
The pitch

Tiny Glade, but brutalism.

Tiny Glade
Tiny Glade
My version
My version
How I pitched mine

“Goal: pretty looking post-modernism Tiny Glade — darker, colder geometric monumental version of Tiny Glade.”

How the idea showed up

Following a process

Research cozy + wholesomea couple of days
Cozy Cloudsgap found, couldn't crack it
Still want a wholesome gameso look at Tiny Glade
Tiny Brutalismand I already love brutalism
Cozy Clouds
Cozy Clouds
Is there a market? Look at Tiny Glade
Tiny Glade
2
People on the team
616K
Copies, first month
1.3M
Wishlists at launch
~$12M
Est. gross, lifetime *
GameDiscoverCo (Oct 2024). * Third-party estimate from SteamData.AI, gross revenue, not what the devs kept.
Is there an audience for brutalism?

Yeah, it looks like it

3
Oscars for “The Brutalist”, 2025
1.5M
Members in r/EvilBuildings, where brutalism often tops the list
Last and First Men poster
Last and First Men (2020). My favourite brutalist-adjacent movie

It's visual, so it posts anywhere. The soundtrack writes itself. It's already a complete look.

Archinect (Mar 2025). The Conversation, “Brutalism: Oscar-nominated film has revived interest…”. Berlinale on Last and First Men.
Brutalism as an art style

Already defined. Nothing to invent.

Control
Control

Raw concrete, big shapes, fog, hard light.

People already know what it looks like.

Film and game stills shown as commentary. Control (Remedy).
And people were already trying it inside Tiny Glade

Players want this

Brutalist/Cyberpunk mashup in Tiny Glade
r/TinyGlade: “Brutalist/Cyberpunk Mashup”
Tiny Glade Soviet Panel Building
YouTube: “Tiny Glade — Soviet Panel Building”
Reddit and YouTube posts, shown as commentary.
Why the style works over Tiny Glade

Detail vs. light

Tiny Glade screenshot
  • Gothic, fairy-tale
  • Detail everywhere
  • Fidelity is the product
Features of brutalist architecture
  • Big shapes, rough surfaces, mass
  • Lighting, dark, contrast
  • My assumption. Placeholders' game confirms it.
Steam: everyone checks the market now
20,282
Games released on Steam in 2025
~55
Per day
608
Reached 1,000 reviews

Same data, same gaps, same conclusions.

Chris Zukowski's tally via GamesRadar (Jan 2026); howtomarketagame.com
And the shell is fast now

5 days, 7 commits

Aug 17Initial Tiny Brutalism vertical slice
Aug 17Stroke-drawn terrain, building gizmos, sandbox assets
Aug 18Parametric meshes replace CSG buildings
Aug 19Stairs and placed lights
Aug 20Windows tool
Aug 21Gizmo fixes, live remesh
My repo history. The Placeholders itch page also lists “AI Assisted, Code”.
Put it together

Same inputs, same output

Same market data
+
Same reference game
+
Same tools
=
Same game

It would be weirder if it didn't happen.

This isn't new

Calculus

Newton and Leibniz, independently

Natural selection

Darwin and Wallace, presented together in 1858

Oxygen

Scheele, Priestley and Lavoisier, 1770s

Discoveries become “virtually inevitable when prerequisite kinds of knowledge and tools accumulate”Robert K. Merton, on “multiples”
Merton, “Singletons and Multiples in Scientific Discovery” (1961). Wikipedia: List of multiple discoveries
Why it happens

Four ingredients, shared by everyone

IngredientIn scienceFor Tiny Brutalism
Shared knowledgeThe next step becomes visible to everyone at onceTiny Glade's results are public. So is the Steam data
Shared toolsNew instruments, new methodsGodot, Unity, and AI for the first working version
Shared problemA question everyone is circling“Where's the next cozy builder?”
Lots of people lookingMany labs, same field~20,000 Steam releases a year, plus everyone who never ships
148independent, near-simultaneous discoveries listed by Ogburn and Thomas in 1922, mostly within the same decade

Merton: multiples are the dominant pattern, not the exception. A “singleton” is the odd one.

Ogburn and Thomas, “Are Inventions Inevitable?” (1922). Merton (1961). Kauffman's “adjacent possible”, as applied by Steven Johnson.
Same thing, in games and movies

Independent twins

Games

  • Probability 0 (2010) and Downwell (2015): procedural descend-the-well platformers. Neither dev knew the other's game
  • Scoundrel (2011) and Donsol (2015): near-identical card-dungeon games. Both creators said they'd never seen Scoundrel
  • Overland and The Last Seed: isometric, turn-based road-trip survival

Movies

  • Dante's Peak and Volcano (1997)
  • Deep Impact and Armageddon (1998)
  • The Prestige and The Illusionist (2006)

Studios call them “twin films”. Some are coincidence, some are a race to release first.

Offworld via Game Developer (2015). Medium interview with droqen and moppin. Wikipedia: Twin films. BBC, “The strange phenomenon of ‘twin films’”.
Even Minecraft

Copy of a copy

Dwarf Fortressthe original base-builder idea
RubyDungNotch's first attempt
Infiniminer“the game I wanted to do”
Minecraftcredited Infiniminer publicly
Notch, “The origins of Minecraft” and “Credits due” (2009). PC Gamer, “The Making of Minecraft”.
Needle in a Haystack

A week before it blew up, I joked with a friend at a show that it was a game that should exist.

Needle In A Haystack Simulator Steam art with Original badge
50M
Views on X
~12
Clones by late Sept
LinkedIn post about Needle in a Haystack clones
Kotaku, GamesRadar, Dexerto. LinkedIn post by Kirill Oreshkin (Polden Publishing), Sept 29. Original: Studio Bitdot (Nas Nakarus).
Two different things
CoincidenceClone
What happensTwo people reach the same idea without knowingSomeone sees it and copies it, fast
ExampleTiny Brutalism, twiceThe Needle in a Haystack lookalikes
My takeThat's just how ideas workFair to be annoyed
My version
Fair is fair

What Placeholders did better

Placeholders

  • An 8×8 plot
  • Photo mode
  • Really good lighting

Me

  • Stairs
  • Trying to replicate Tiny Glade exactly
  • Details that didn't matter yet

I started too big.

What shipping gets you

A feedback loop

Players, within days:

“Please make the plot bigger.”

Placeholders, about a day later:

Resizable plots, shipped.

Comments on placeholders.itch.io/tiny-brutalism. Paraphrased.
The part I haven't figured out

Share early, or not?

The worry

  • Someone makes a slick tech demo of it
  • You lose the momentum
  • Unless you have a Steam page

The other side

  • Tiny Glade shared WIP for ages: 257K wishlists in 3 months, no paid marketing
  • Needle's dev shared, got 50M views and also got cloned

What I'm doing

  • In-person shows
  • Steam page, finally approved
Ana Opara's thread on Tiny Glade's wishlists (Mar 2023). Dexerto and Kotaku on Needle.
Ideas vs. execution
Ideas are worth nothing unless executed. They are just a multiplier.Derek Sivers, 2005

Brilliant idea, no execution: $20. Same idea, great execution: $20M.

sive.rs/multiply
What I'm taking from this

Four things

Last thing

Just make the best one you can.

Go play Placeholders' Tiny Brutalism:
placeholders.itch.io/tiny-brutalism

Tiny Brutalism by Placeholders
Sources

Games
placeholders.itch.io/tiny-brutalism
Needle: kotaku.com, gamesradar.com, dexerto.com
Brackeys Game Jam 2026.2: itch.io/jam/brackeys-16


Tiny Glade
newsletter.gamediscover.co (616K sold)
steamdata.ai/en-US/game/2198150
Ana Opara's wishlist thread (pingthread.com)


Market + brutalism
GamesRadar on Steam 2025 releases
howtomarketagame.com (Zukowski)
Archinect and The Conversation on The Brutalist
Berlinale: Last and First Men


Multiples + Minecraft
Merton (1961), stafforini.com
Ogburn and Thomas (1922), “Are Inventions Inevitable?”
Wikipedia: List of multiple discoveries
Notch: “The origins of Minecraft”, “Credits due”
zachtronics.com/infiniminer


Games and movies, in a vacuum
Game Developer: “The confusing difference between a clone and a coincidence”
Game Developer: “When 2 indie devs come up with very similar concepts”
Medium: Probability 0 / Downwell interview
Wikipedia: Twin films. BBC: “The strange phenomenon of ‘twin films’”


Ideas vs. execution
sive.rs/multiply