Stardew Valley developer made a $125k donation to the FOSS C# framework MonoGame
Scale and Motivation of the Donation
- Many commenters praise the donation as unusually large for an individual dev and argue it “puts AAA studios to shame,” given how heavily the game depends on MonoGame.
- Others push back, noting large studios have far higher fixed costs, investors, and staff; a solo developer with a massive hit can more easily give a “developer-year” worth of money.
- Strong debate over whether this is “charity” vs “strategic sponsorship”:
- One side: he’s securing his own supply chain at a bargain; that’s a rational business expense, not pure altruism.
- Other side: self-interest and generosity can coexist; demanding moral purity around donations is counterproductive.
Corporate Support for Open Source
- Some initial claims that AAA studios don’t meaningfully fund OSS are challenged:
- Examples cited: Valve (Wine/Proton, Steam Audio), EA (EASTL), Epic’s MegaGrants (e.g., large grants to Godot and Blender), corporate funding via Igalia.
- Skeptics argue corporate giving is mainly self-serving “empire expansion” or PR, especially in Epic’s case; defenders say motives don’t matter if the money sustains useful tools.
FOSS, Gifts, and Moral Obligation
- Long subthread on whether profiting from FOSS creates a duty to “give back”:
- One camp: free software is an explicit no-strings gift; licenses imply no legal or moral obligation.
- Others: while not legally required, social reciprocity and sustaining public goods create a moral expectation, especially for top beneficiaries.
- Several distinguish between legal obligations (licenses) and social norms (“you should,” not “you must”).
Stardew’s Economics and Indie Risk
- Rough figures discussed: tens of millions of copies sold, hundreds of millions in revenue; store cuts (~30%) and taxes reduce personal take, but it’s still a huge success.
- Multiple comments stress survivorship bias: thousands of indie games release yearly; only a tiny fraction reach even 10k sales. Stardew-type outcomes are “incredibly rare.”
- Some compare success odds to a lottery; others argue focused effort and years of sacrifice (often supported by a partner) differentiate it from pure luck.
MonoGame, C#, and Engine Choices
- MonoGame is described as a C# framework, not a full engine: you get an Update/Draw loop and low-level building blocks, not a Unity/Unreal-style editor.
- This favors “code-first” projects; most modern studios are “art-first” and prefer full engines where designers and artists can work in parallel.
- C# is defended as a strong choice: open-source .NET, good tooling, widely used in Unity/Godot/XNA successors, higher-level than C++ but statically typed and performant.
- Console support for MonoGame must be distributed in private repos due to platform NDAs, similar to other engines; the core remains open source.
Indie vs AAA Culture and Design
- Commenters argue indie games can focus on gameplay and emotional impact without huge budgets or management anxiety, while AAA tends toward risk aversion, tech-driven graphics, and heavy monetization.
- Others caution against romanticizing indies: there is also “a ton of low-effort garbage,” and many polished titles still fail commercially.
Broader Ecosystem and “Giving Back”
- The donation is compared to other notable indie/OSS contributions (e.g., to Godot, FNA, Ruby ecosystem), seen as “thank you” gestures that also help keep key tools alive for future projects.