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Balatro beats Elden Ring: first indie GOTY in DICE's 28-year history

David BrooksDavid Brooks-February 12, 2026-8 min read
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Balatro Game of the Year DICE Awards 2025 trophy with poker cards and Jokers

Photo by Florian Olivo on Unsplash

Key takeaways

On February 12, 14,000 game developers voted for a poker roguelike made by one person over FromSoftware's Shadow of the Erdtree. Balatro became the first indie to win DICE Game of the Year in nearly three decades. But the real story isn't just the upset—it's the widening gap between what developers value and what the media rewards.

Why Industry Professionals Voted Against the Hype Machine

Here's my take: The 2025 DICE Awards exposed something the gaming industry has been avoiding for years.

Who votes at DICE? 14,000 industry professionals—developers, designers, creative directors, studio executives. All members of the Academy of Interactive Arts & Sciences (AIAS). To vote, you need verified credentials: shipped commercial games, active studio employment, documented production experience.

Journalists don't vote. Influencers don't vote. Streamers don't vote.

Now compare that to The Game Awards 2024, where Astro Bot won GOTY. Who votes there? A jury composed of 90% media outlets (over 100 publications: IGN, GameSpot, Polygon, etc.) and 10% fan vote. Balatro wasn't even nominated for GOTY at TGA—it only appeared in indie categories (where it won Best Independent Game and Best Debut Indie).

The split is stark:

  • Developers (DICE): Balatro GOTY
  • Media + fans (TGA): Astro Bot GOTY

This reveals a fracture in how we value games. Developers voted for design innovation: Balatro takes familiar mechanics (poker, roguelikes) and fuses them into an addictive loop that defies expectations. Each run generates complex strategic decisions (do I sacrifice this Joker to unlock a stronger deck? Do I bet on suit multipliers or face cards?).

Media and players voted for AAA production: Astro Bot is technically flawless, visually spectacular, designed to showcase DualSense capabilities. It's a game that feels like GOTY in the traditional sense—polished, accessible, backed by Sony.

Neither is wrong. But the gap exposes something uncomfortable: when your peers vote, design wins. When media votes, spectacle wins.

(I prefer letting the people who make games decide what makes a good game. But I understand why TGA generates more media noise: Astro Bot sells consoles, Balatro sells on Steam for $15.)

The elephant in the room is this: DICE's voting body represents the craft. These are the people who understand the hundreds of micro-decisions that go into making a game mechanic feel right. When they collectively choose a solo dev's poker roguelike over FromSoftware's 300-person team, that's not a fluke—it's a statement about what the industry respects at the design level.

One Developer. One Tool. $15. Game of the Year.

One person. GameMaker Studio 2. $15 on Steam.

Versus FromSoftware, 300 employees, $50M+ budget.

On February 12, that one person won.

At the 28th DICE Awards, a roguelike deck-builder created by a single developer defeated Elden Ring: Shadow of the Erdtree, Astro Bot, Metaphor: ReFantazio, and Final Fantasy VII Rebirth. LocalThunk, the Canadian developer behind Balatro, became the first indie creator to win Game of the Year in DICE history.

The scale of this upset requires context:

Nominated Game Team Size Estimated Budget Development Time
Elden Ring: Shadow of the Erdtree 300+ (FromSoftware) $50M+ 2 years (DLC)
Astro Bot 60+ (Team Asobi, Sony) $30M+ 3 years
Balatro 1 (LocalThunk) <$100K 2.5 years

In 28 years, DICE had nominated indies like Journey (2013), Inside (2017), Celeste (2019), and Hades (2021). All lost to AAA heavyweights: BioShock Infinite, The Legend of Zelda: Breath of the Wild, God of War, It Takes Two. The pattern was clear: indies could aspire, but never win.

Balatro shattered that ceiling.

And it did so by taking home three awards total: GOTY, Outstanding Achievement in Game Design, and Outstanding Achievement in Independent Game Development. LocalThunk used GameMaker Studio 2, worked from home, and built a game whose core mechanic is playing poker hands with absurd modifiers (Joker cards that multiply scoring, unlock special decks, transform suits). No cinematics. No open world. Just pure design.

Let's be real: this wasn't supposed to happen. DICE has historically rewarded technical excellence and narrative ambition. Balatro has neither. What it has is a gameplay loop so tightly designed that 14,000 professionals looked at FromSoftware's DLC expansion—built on one of the most acclaimed action RPGs ever made—and said "the poker game is better."

The Revenue Story No One's Telling

Balatro sold over 2 million copies on Steam since its February 20, 2024 launch. It has more than 50,000 reviews with an "Overwhelmingly Positive" rating (96% positive). Its concurrent player peak hit 28,000+ in March 2024—an absurd figure for a singleplayer card game.

The detail everyone's missing: Balatro costs $15. Most indie roguelikes (Slay the Spire, Vampire Survivors, Brotato) sell between $5 and $10. LocalThunk and publisher Playstack set a premium price because they trusted the content depth.

It worked.

Quick math (approximate, since neither LocalThunk nor Playstack publish exact revenue):

Item Calculation Result
Gross sales 2M copies Ă— $15 $30M
After Steam cut (30%) $30M Ă— 0.70 ~$21M
After publisher cut (20-30%) $21M Ă— 0.70-0.80 $14M-$16M to LocalThunk

For a solo developer who worked 2.5 years on this project, that's life-changing money.

Compare with Elden Ring: Shadow of the Erdtree. FromSoftware doesn't publish DLC sales figures, but analysts estimate 5-8 million units sold at $40. That's between $200M and $320M gross, split among a 300+ person team, Bandai Namco (publisher), massive marketing costs. Each individual FromSoftware developer doesn't see anywhere near the proportional return LocalThunk saw.

The DICE award doesn't come with a check. But historically, winning GOTY at any major ceremony generates a 20-40% sales spike in the following weeks (happened with It Takes Two post-TGA 2021, with Hades post-BAFTA 2021). Balatro just secured another strong sales cycle at a time when its playerbase was already stable. A symbolic victory that's also economically transformative for indie development.

If you ask me directly: this is the kind of ROI that makes the "sustainable indie dev" dream actually viable. Not lottery-ticket viral TikTok success, but a well-executed niche game finding its market and being rewarded by the people who understand game design best.

DICE vs The Game Awards: When Developers Disagree With Media

Award Show GOTY Winner Voters Date
The Game Awards 2024 Astro Bot 90% media, 10% fans Dec 12, 2024
DICE Awards 2025 Balatro 100% industry (devs) Feb 12, 2025

The 2024-2025 awards season left us with two incompatible GOTY winners. This isn't the first time it's happened, but it's the most pronounced.

In 2020, The Last of Us Part II won TGA but Hades won BAFTA (voted by UK developers). In 2017, The Legend of Zelda: Breath of the Wild swept everything, but that was the exception that proves the rule.

The reality is that "Game of the Year" ceased being a singular title. It's a fragmented term across ceremonies with different agendas:

  • TGA prioritizes cultural impact, mainstream hype, production value. It's a show for casual gamers and the marketing industry.
  • DICE prioritizes design innovation, peer respect, contribution to the medium as interactive art.
  • BAFTA (not relevant this year for Balatro) prioritizes narrative, performance, cultural significance in UK/Europe.

Balatro was never going to win TGA. It has no narrative, no graphics that impress in a 30-second trailer, no celebrities doing voice acting. It's a game for people who make games, not for people who consume games casually. But that also means its DICE victory is the most legitimate measure of design excellence. When FromSoftware, Team Asobi, Atlus, and Square Enix lose to one guy with GameMaker, it's because that one guy made something 14,000 professionals consider superior in pure design terms.

I've seen this movie before: the LA-based TGA ceremony reflects the entertainment industry's bias toward spectacle and brand recognition (Sony-backed Astro Bot fits that profile perfectly). DICE, held in Las Vegas but voted on remotely by a geographically diverse developer base, doesn't care about brand. It cares about craft. The divergence isn't a bug—it's a feature of two fundamentally different value systems.

What This Win Actually Means for Indie Devs in 2026

I met an indie developer at a Boston game jam two years ago. He told me: "The dream isn't selling millions. The dream is other devs respecting your game."

Balatro just turned that dream into quantifiable reality.

For indie developers in 2026, this award sends three signals:

  1. Design wins: You don't need AAA graphics, symphony orchestra, or mocap cinematics. If your gameplay loop is solid enough, the industry recognizes it. (GTA 6 proved that massive hype still dominates YouTube, but DICE rewards something else entirely.)

  2. Indie publishers matter: Playstack isn't Devolver Digital or Annapurna, but they did their job—ported Balatro to consoles day one (Switch, PS4/5, Xbox), handled QA, coordinated organic marketing. LocalThunk retained full creative control. That balance is the model other indies should seek.

  3. GameMaker remains viable: While Unity collapses under pricing changes and Unreal demands royalties, GameMaker 2 (now GameMaker Studio) stays accessible for solo devs. Balatro joins Undertale, Hotline Miami, and Katana ZERO as success stories from the engine.

But let's be honest about limitations. Balatro had timing luck: it launched in February 2024, right when the roguelike deck-builder genre saturated by Slay the Spire clones was begging for innovation. The poker mechanic was familiar enough not to intimidate, fresh enough to hook. If LocalThunk had launched in 2022, it probably drowns in the noise.

And DICE doesn't pay the bills. TGA generates more sales because it has 100M+ streaming viewers. DICE has a niche audience (the ceremony isn't even publicly broadcast, only for attendees and accredited press). The post-DICE sales spike will be smaller than if it had won TGA.

But for an indie developer who already sold 2M+ copies, DICE is worth more than money. It's worth legitimacy. It's worth having Hidetaka Miyazaki (Elden Ring director) and Cory Barlog (God of War director) see your name on the winners list and think: "That guy did something special."

Should you try to replicate Balatro? Only if you understand the formula isn't "make a card game." The formula is: find a mechanic you love, iterate obsessively for 2+ years, and get lucky that your timing coincides with a market gap.

Balatro isn't a blueprint. It's a reminder that design still matters more than budget—at least to the 14,000 developers who voted on February 12.

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Frequently Asked Questions

Why did Balatro win DICE but not The Game Awards?

DICE Awards is voted on 100% by developers (14,000 AIAS professionals), while The Game Awards has 90% media vote and 10% fan vote. Developers prioritized design innovation (poker mechanics fused with roguelike), while TGA rewarded AAA production (Astro Bot won for technical polish and Sony production value).

Is Balatro the first indie to win a major GOTY award?

No, but it's the first to win DICE GOTY in 28 years of history. Other indies won GOTY at different ceremonies: Hades (BAFTA 2021, GDC 2021), Journey (various awards 2013), Inside (indie awards 2017). DICE had nominated indies before but never gave them GOTY until Balatro.

How much money did LocalThunk make from Balatro?

Balatro sold 2M+ copies at $15 each, generating ~$30M gross. After Steam's cut (30%) and publisher Playstack's agreement (estimated 20-30%), LocalThunk likely received $14M-$16M. Unofficial figures—neither LocalThunk nor Playstack publish exact revenue.

What engine did LocalThunk use to make Balatro?

GameMaker Studio 2, the same engine as Undertale, Hotline Miami, and Katana ZERO. It's popular with solo indie developers for its accessibility and stable licensing model (no royalties like Unreal, no pricing crisis like Unity).

Is Balatro available on consoles or only PC?

Balatro launched simultaneously on PC (Steam), Nintendo Switch, PlayStation 4/5, and Xbox One/Series X|S on February 20, 2024. Publisher Playstack handled console ports while LocalThunk retained full creative control.

Sources & References (6)

The sources used to write this article

  1. 1

    Balatro Wins Game of the Year at DICE Awards 2025

    IGN•Feb 12, 2025
  2. 2

    Balatro Beats Elden Ring Shadow of the Erdtree for Game of the Year at DICE Awards

    GameSpot•Feb 12, 2025
  3. 3

    DICE Awards 2025: All the winners

    Eurogamer•Feb 13, 2025

All sources were verified at the time of article publication.

David Brooks
Written by

David Brooks

Enterprise tech analyst covering SaaS platforms, digital transformation, and the business of software.

#Balatro#DICE Awards 2025#indie games#LocalThunk#roguelike deck-builder#GOTY#Elden Ring#indie development

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