We build Ziva, an AI agent for the Godot game engine. Last month, I wrote about why we bet on Godot's 5% market share instead of Unity's 51%.
Then Slay the Spire 2 launched. On Godot. And hit 574,638 concurrent players.
That number matters for us. Here's why.
Slay the Spire 2 was being built in Unity. Mega Crit had two years of development done. Then Unity announced its per-install runtime fee in September 2023, and Mega Crit scrapped everything and rebuilt on Godot.
Their open letter to Unity: "We have never made a public statement before. That is how badly you fucked up."
Unity reversed course. Their CEO resigned. Mega Crit switched to Godot anyway.
On March 5, 2026, Slay the Spire 2 launched into Early Access and nearly broke Steam's all-time concurrent record. 574K players, built on the "hobby engine."
When we started building Ziva, the most common pushback was: "Nobody ships serious games on Godot."
That argument is dead now. Here's what happened to Godot's commercial track record in the last 18 months:
The total estimated revenue from top Godot games now exceeds $48 million. That's not counting Slay the Spire 2, which will probably dwarf all of them combined.
Every blockbuster Godot game creates a wave of new Godot developers. Slay the Spire 2 alone drove thousands of "how do I learn Godot" searches. Those developers need tools. That's us.
The pattern we've seen:
We didn't plan this funnel. The market created it for us. Our job is to be the best tool waiting at step 6.
I talked to a founder last month who was building a code generation tool for a major framework. His market was 100x bigger than ours. His competition was also 100x bigger. He was spending $15K/month on ads just to be visible.
We spend almost nothing on paid acquisition. Our SEO blog drives 42K impressions/month. The Godot community shares our content organically because there's nothing else like it in the ecosystem.
The math is simple: in a niche market with no competition, your cost of acquisition approaches zero. In a massive market with 50 competitors, you're in a bidding war for every user.
If you're building a developer tool and wondering whether to go niche:
Find a market where the growth curve is steep, not just the total size. Godot games on Steam went from 47 in 2020 to 1,500+ in 2025. That's the kind of momentum you want to ride.
External validation is free marketing. We didn't pay for Slay the Spire 2 to launch on Godot. But every article about it validates our market thesis and sends developers our way.
Build for the next wave, not the current one. The developers installing Godot today because of Slay the Spire 2 will need tools in 3-6 months. Be ready when they arrive.
The 574K concurrent players number will fade from the news cycle. But the developers who switched to Godot because of it are permanent. And they're going to need help building their games.
That's where we come in.
Love this thesis. Betting on a platform's ecosystem before the breakout moment is the highest-leverage move in indie building.
One thing that would've signaled this early: Godot's GitHub activity has been quietly exploding for over a year. Contributor count, commit velocity, new repos being created in the ecosystem. I track engineering data across a lot of open-source projects and game engines, and Godot's growth curve started looking different from other engines well before Slay the Spire 2 shipped. The GitHub activity told this story months before the Steam charts did.
The zero-competition angle is key too. When you spot an ecosystem inflecting before the crowd notices, your CAC is basically zero because nobody's bidding on those keywords or building for that audience yet.
Curious: are you seeing the Godot community respond differently to AI tools than, say, Unity developers? My sense is that the open-source ethos of Godot users might make them more receptive to dev tools that feel like community contributions vs. commercial products.