How Indie Games Turned Gambling Into the New Trend


There is something almost counterintuitive about one of indie gaming’s fastest-growing sub-genres. Although open-world games and narrative epics still hold strong, some of the most talked-about releases of the past two years have been built around basic gambling features. Call it “casino-core”, although it doesn’t yet have an official name. It’s a loose but increasingly coherent movement of indie games that simply borrow the mechanics, iconography, and psychological rhythm of gambling without any real money changing hands. Some games are more gambling-heavy than others, but the results have been, by any reasonable measure, extraordinary.

Balatro and the Proof of Concept

No single release explains the current moment better than Balatro, a roguelike deckbuilder developed by the solo developer LocalThunk and released in February 2024. It has won 18+ awards, including titles such as “Best Debut Game” and “Game of the Year”, to name a few. It sold over a million copies within its first week and earned near-universal critical acclaim, including a spot among the most-reviewed games of 2024 on Steam. It’s a success story most game developers dream of.

On paper, the game sounds almost uncommercially niche: you play poker hands, assign point multipliers to them, and try to hit escalating score thresholds across a run. In practice, it’s a game with endless possibilities where every card (discard or pick-up) can drastically change the outcome.

What Balatro understood, perhaps better than any of its predecessors, is that the appeal of poker was never really about the cards. It was about the moment a plan comes together and the cognitive satisfaction of recognising a pattern before anyone else does. Then, watching the numbers cascade upward. 

The joker cards that modify your scoring rules, the ability to “build” a specific hand type into a weapon, the creeping dread of a run that could collapse at any moment: these are all borrowed directly from the casino floor, but filtered through the logic of games like Slay the Spire. You cannot lose money. You can only lose a run, which costs you nothing but time and ego.

The broader game industry quickly took note. Balatro’s success demonstrated that the “gambling-adjacent”  games that simulate the emotional arc of gambling rather than the transaction had a substantial, underserved audience.

Horror Enters the Casino

Buckshot Roulette arrived from a completely different direction. Developed by Mike Klubnika and initially released for a few euros, it strips gambling down to the basics.  If you’re used to playing real casino games with high-quality graphics in a new Irish online casino, using quality-assuring websites like CasiMonka, this game will give you a completely different feeling. It’s Russian Roulette, played against a masked dealer in a grimy basement, with a shotgun on the table between you.

The game is short, and a full run takes well under an hour. But it weaponises uncertainty in a way that few longer games manage. Each round, the player and dealer take turns deciding whether to shoot themselves or their opponent. The shell count is known; which chambers are loaded is not. Items complicate the calculation: a magnifying glass reveals the next shell, handcuffs skip the dealer’s turn, and a cigarette restores a hit point. The game is, beneath its horror aesthetic, a logic puzzle about probability and incomplete information.

Its success on Twitch and YouTube was almost overdetermined. Watching someone reason through a life-or-death decision in real time, then either succeed brilliantly or fail catastrophically, is some of the most compelling streaming content in recent memory. The game sold millions of copies, which is a staggering figure for something priced at roughly two euros, and spawned a small wave of imitators along the way. 

The Slot Machine as Roguelike Engine

Luck Be a Landlord, developed by TrampolineTales, represents a third strand of the genre. It’s less concerned with danger and more interested in the slot machine as a combinatorial toy. 

The premise is deliberately mundane: you are a tenant who must pay rent, and your only income source is a slot machine you apparently own. If you’ve ever heard about responsible gambling, this game is anything but that. Each spin populates a grid of symbols; those symbols interact with each other according to rules that become steadily more elaborate as the game progresses.

The genius of the design is treating the reel as a build, not a gamble. Players choose which symbols to add to their pool after each round, gradually engineering a machine where a single spin triggers a chain of interactions across dozens of symbols. 

The financial pressure of the rent mechanic keeps every decision consequential. Luck matters at the margins; over the course of a run, systems thinking matters far more.

Clover Pit is another similar game built around slot machines and shares many of the same concepts as Luck Be a Landlord. However, it has the same dark horror feeling as Buckshot Roulette, with the same “gamble or die” tension. It has sort of taken the best of both games to create a brand new one. You can purchase items that will “improve your luck” and multipliers to increase the wins. However, when your luck runs out, so will your life.

Why This is Casino-Inspired Games Trending Now

There are many reasons for this new trend in gambling-related video games. Frankly, it’s not the first time gambling games have inspired video games, just look at SimCasino or Governor of Poker. However, it’s safe to say there’s a slight surge in the number of related games launched.

Three factors have converged to make this moment possible.

  • Familiarity as a design asset. Gambling elements like poker hands, the roulette wheel, a slot machine spin or a blackjack hand are among the most universally recognisable interfaces in the world. A new player picks up Balatro already knowing what a flush beats. That shared vocabulary means developers can skip the long tutorial, and players can get into it straight away. It simply compresses the distance between “started playing” and “deeply hooked.”
  • The psychological loop without the financial damage. Gambling’s core appeal, like the unpredictable wins and the near-misses, is well-understood neurologically. Casino-core games isolate that loop and deliver it without the debt spiral. This isn’t a cynical observation; it’s what makes the genre genuinely interesting from a design standpoint. The emotions are real; the consequences are not. It’s just a game.
  • Streaming as a distribution engine. High-variance gameplay is extraordinarily watchable. A streamer going all-in on a ten-per-cent chance and hitting it produces a moment of shared tension and release that is difficult to manufacture deliberately. The genre generates these moments constantly and organically, which means some of its biggest marketing has been free.

What Comes Next?

The space is already diversifying. Dungeons & Degenerate Gamblers fuses Blackjack with RPG combat, and every hand you play doubles as an attack, and enemies have their own card strategies to counter. Liar’s Bar brings bluffing and social deduction into the same aesthetic neighbourhood as Buckshot Roulette, although you’re essentially playing poker with “friends”.

The more interesting question is whether the genre can sustain quality as it scales. The early wave succeeded because each one had something genuinely distinctive to say about its source material. The inevitable rush of imitators will test whether casino mechanics are a foundation or a coat of paint.