Pocketpair is the Tokyo studio behind Palworld, and its chief executive says the company still thinks of itself as indie. In remarks reported on October 28, 2026 by Video Games Chronicle, Insider Gaming, IGN, My Nintendo News and Nintendo Wire, Pocketpair CEO Takuro Mizobe said the team wants to keep making games “in that indie way” even as its size and numbers begin to look like those of a mid-tier studio.
The comments land in a month when the games industry is watching what happens to studios once they grow. Our own coverage of the reported Sucker Punch layoffs and the BioWare closure shows how fast fortunes can turn for developers that sit under larger corporate umbrellas. Pocketpair is arguing for a different path, one built around freedom from constant oversight.
This analysis separates what Mizobe actually confirmed from what the internet will inevitably add. It also looks at why the “indie” label matters commercially, how it compares with the way other studios handle growth, and what to watch next. For wider context, browse our gaming coverage hub.
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What the Pocketpair CEO Actually Said
The core message is short. Mizobe confirmed that Pocketpair intends to keep developing Palworld. He also said the company does not want to pour 100% of its resources into that one title. Instead, Pocketpair plans to pursue new challenges and experimental games alongside it.
A fourth point deserves equal weight. According to the reports, Pocketpair runs a publishing business meant to help independent developers, and the company does not treat that arm purely as a way to generate revenue. That framing turns the CEO’s comments from a defensive statement about identity into a description of how the company plans to spend its attention.
Five outlets carried the story, which tells you something about the scale of interest in Palworld and its maker. Gaming-news desks that rarely overlap on studio profiles all picked this one up on the same day. The outlets agree on the substance, and none of them attached a headcount, a budget or a revenue figure to it. We follow the same discipline here.
The Three Quotes That Frame the Story
Three direct statements from Mizobe anchor the coverage. We reproduce them word for word, as the outlets above reported them.
“In our minds, we’re still indie, and we want to keep making games in that indie way.”
Takuro Mizobe, CEO of Pocketpair
“If you look purely at our size and numbers, perhaps we’re approaching the AA level now.”
Takuro Mizobe, CEO of Pocketpair
“But we still want to preserve that indie freedom, where we can develop games without people constantly looking over our shoulders.”
Takuro Mizobe, CEO of Pocketpair
Read together, the quotes build a small argument. The first states an identity. The second concedes the numbers point somewhere else. The third explains why the identity still matters: the value Mizobe protects is autonomy, not a marketing label. “Indie” here means nobody hovering over the shoulder of the people making the game.
The middle quote is the most revealing. CEOs rarely volunteer that their company might be outgrowing its self-image. Mizobe hedges with “perhaps,” which keeps the claim soft, but the admission still signals that Pocketpair knows outsiders no longer see it as a small team.
Why Palworld’s Success Creates an Identity Problem
Palworld turned Pocketpair from a name known to hardcore fans into one that mainstream gaming media tracks daily. That is a gift and a trap. A hit gives a studio money, leverage and attention. It also gives investors, platform holders and players a fixed picture of what the studio is “for.”
The risk is familiar from other industries. A company that makes one enormous product tends to reorganize around it, because every hour moved to the hit looks rational in a spreadsheet. Over a few years, the experimental side withers, the culture hardens, and the studio that once surprised people starts shipping updates on a schedule.
Mizobe’s statement reads as a refusal of that drift. By saying out loud that Pocketpair will not commit all of its resources to Palworld, he sets a public expectation that the company can be held to. Whether it holds is a different question, and we return to it in the predictions below.
The 100% Rule: Why Pocketpair Won’t Bet Everything on One Game
The 100% line is the most concrete commitment in the reporting. It does not say how many people work on Palworld, and nobody should infer a split from it. What it does establish is a principle: some share of the company’s resources stays reserved for something other than the flagship.
That principle has a practical logic. Live-service and ongoing-update games demand constant attention, and they can swallow a studio whole. Splitting attention protects the company in two ways. It reduces dependence on a single revenue stream, and it keeps a pipeline of people practicing the skill of starting new projects, which is a different muscle from maintaining an existing one.
Pocketpair has not published the ratio, and the fact sheet behind this story does not include one. Any figure you see online attributing a percentage split to the company beyond Mizobe’s 100% comment is, at this point, unconfirmed.
Experimental Games as a Strategy, Not a Side Project
Mizobe described plans to pursue new challenges and experimental games. The reports do not name titles, genres, platforms or dates, so there is nothing to confirm or debunk on that front. What we can analyze is the logic of the statement.
Experimentation is the one asset a studio of this size can still hold over larger rivals. Big publishers carry approval chains, quarterly targets and marketing calendars. A studio that keeps its decision loop short can try an odd idea, ship it, and learn from the response. Palworld itself arrived as the kind of mashup that a committee-driven process might have trimmed into something safer.
The counterpoint is that experiments are cheap to announce and expensive to execute. Readers should treat the experimental-games line as a statement of direction. The proof will be a game announcement, and none has been confirmed in this reporting.
Publishing for Independent Developers: Mission or Brand Move?
The publishing detail may matter most for the wider industry. Pocketpair runs a publishing business meant to support independent developers, and the reports say it is not there solely to generate revenue. For small teams, publishers are often the difference between a game that ships and one that stalls in a prototype folder.
A publisher that explicitly cares about more than the revenue line can be a good partner, because it may tolerate slower returns and unusual pitches. It also raises questions. Which games does it back, on what terms, and how much creative control do the developers keep? Mizobe’s own phrase about not having people constantly looking over shoulders suggests the answer is “as much as possible,” but the reports do not spell out contract terms, and we will not guess at them.
The positioning also helps Pocketpair. A studio that publishes other indies stays close to the scene it came from, and it builds goodwill with a community that tends to reward creators who share success. Both can be true at once: the mission is real, and the reputation benefit is a bonus.
What Is Confirmed and What Is Not
Several details are circulating around this story that the sources do not support. The table below sorts the claims we can stand behind from the ones we cannot.
| Claim | Status | Basis |
|---|---|---|
| Pocketpair will keep developing Palworld | Confirmed | Mizobe, as reported by five outlets |
| Company will not commit 100% of resources to Palworld | Confirmed | Mizobe statement |
| Pocketpair plans new challenges and experimental games | Confirmed | Mizobe statement |
| Publishing arm exists to help independent developers | Confirmed | Reports of Mizobe’s remarks |
| Employee count, revenue, valuation or budget | Unconfirmed | No figure in the reporting |
| Names, genres or release dates of new games | Unconfirmed | None announced |
| Exact resource split between Palworld and other projects | Unconfirmed | Only the 100% comment exists |
The pattern is clear. Everything about intent is confirmed, and everything about scale or schedule is missing. That gap is normal for an interview-driven news cycle, but it leaves plenty of room for rumor.
Indie, AA or Something Between: Where the Line Sits
Mizobe’s AA remark invites a definitional question. The industry has no formal standard for “indie,” “AA” and “AAA.” The labels describe a mix of budget, team size, funding source and creative independence, and different people weight those factors differently. Our table is an editorial framing, not an official taxonomy.
| Model | Typical funding | Decision-making | Main risk |
|---|---|---|---|
| Small indie | Self-funded or small grants | Founders decide quickly | One missed launch can end the studio |
| Funded indie | Publisher deal or crowdfunding | Founders, with milestone checks | Milestone pressure |
| AA studio | Revenue from prior hits, mid-size deals | Leadership, some external input | Costs outgrow revenue |
| AAA studio | Large publisher budgets | Layers of executives and marketing | Cancellations and layoffs |
| Platform-owned studio | Parent company capital | Parent strategy dictates | Corporate restructuring |
On this reading, Mizobe describes a studio whose size may place it in the AA row while its decision-making still resembles the indie rows. That hybrid is exactly what he is trying to protect. The key variable is the third column, not the first. Pocketpair is betting that autonomy can survive growth.
Historical Context: What Happens After a Breakout Hit
Game history offers plenty of examples of small studios that scored a runaway success and then faced the same fork. Some doubled down on a single franchise. Some sold to a larger company. Some expanded fast, took on more projects than they could finish, and contracted painfully. A few managed to stay small on purpose.
The pattern is not a law, and every case has its own details. Still, the shared lesson is that the first two years after a hit determine the studio’s long-term character. Decisions about hiring, about which projects to greenlight, and about how much to reinvest in the existing game create habits that are hard to reverse.
Mizobe’s comments arrive in that window. Making the indie commitment public now, rather than after the first strain appears, gives Pocketpair a reference point. It also gives critics a yardstick if the company later drifts.
Competitive Comparison: How Other Studios Handle Scale
The contrast with larger studios is stark. Our reporting on the Xbox voluntary exit offer tied to Microsoft’s 60,000-staff buyout shows how a parent company’s priorities can reshape a gaming division. Staff at platform-owned studios live with decisions made far above their heads.
Labor relations show another side of scale. The Rockstar union deal covering five issues, including pay, overtime and AI policy, reflects how large teams formalize protections when informal trust stops being enough. Pocketpair’s pitch is that a smaller, freer structure can keep that trust informal for longer, though it has not announced anything on labor terms.
Voices inside the industry are also debating how to work with new tools. Our piece on three Square Enix veterans on mastering AI while keeping the human touch shows veterans weighing craft against efficiency. Pocketpair did not address AI in the reporting we reviewed, so we draw no conclusion about its stance.
Finally, distribution politics shape what independence means. Tim Sweeney’s criticism of Valve covered in our Steamworks and 30% versus 12% revenue-share analysis reminds us that even a free-spirited studio depends on storefronts. Independence in creative terms does not erase dependence on platform economics.
Market Impact: What Players, Partners and Rivals Should Watch
For players, the practical outcome is straightforward. Palworld will keep receiving development, and Pocketpair will try to ship something different next. No dates exist for either beyond the general commitment, so expect news to arrive through developer posts and trade interviews rather than a scheduled showcase.
For independent developers, the publishing arm is the line to watch. Small teams hunting for backers will pay attention to any open call, terms or showcase Pocketpair announces. A publisher that frames its work as help rather than pure revenue extraction could draw pitches that rivals do not see.
For rival studios, the signal is competitive. A company with a hit and a stated desire to experiment can poach attention, talent and creative territory. Larger firms have more capital, but Pocketpair has demonstrated that a quick, odd idea can outrun a polished, expensive one. We cannot size any of that in dollars because the reporting offers no financial figures.
Pressure Points: Live Updates, Expectations and Staffing
The live-game treadmill
Continuing to develop Palworld means feeding a community that expects regular content. That workload competes directly with the experimental projects Mizobe wants to protect. The 100% rule is only as strong as the company’s ability to say no to requests that would pull people back to the hit.
Outside oversight
The “looking over our shoulders” line suggests Pocketpair wants to avoid external control. Any future investment, acquisition or large publishing deal would test that. We have no report of such a move, and nothing in the fact sheet suggests one is coming. It is simply the obvious stress test for the claim.
Growth without a headcount
Mizobe’s AA remark implies growth, yet no employee numbers have been confirmed. Hiring more people is usually the quickest way a studio loses its informal culture. How Pocketpair onboards new staff while keeping the “indie way” intact will say more than any interview does.
Five Predictions for Pocketpair
These are our editorial forecasts. They are not reported facts, and none comes from Pocketpair.
- An experimental title gets revealed within the next year or so. A public commitment to experiments creates pressure to show one, and small announcements cost little.
- The publishing arm becomes the more visible story. Backing other developers produces a steady stream of announcements without distracting the main team.
- The “indie” label gets challenged by commentators. Any large Palworld update or big deal will prompt debate about whether the term still fits.
- Pocketpair avoids a full acquisition. Mizobe’s language on oversight makes a sale to a larger firm hard to square with his stated goals.
- Resource-split questions return. Journalists will keep asking how much of the company actually works on the flagship, and the answer will become a recurring talking point.
The common thread is accountability. By describing intentions in public, Pocketpair has handed the press a checklist.
The Takeaway
The takeaway: Pocketpair’s CEO wants growth without giving up the freedom that produced the growth. He admits the numbers lean toward AA, keeps Palworld in active development, promises not to stake the whole company on it, and points to a publishing business that supports other independent developers. None of this includes dates, headcounts or dollar figures, so the substance is intent, not delivery.
That makes this a story to revisit. The first announced experimental game, the first publishing signing and the next major Palworld update will each show how much of the stated philosophy survives contact with real schedules. For now, the best-supported reading is that Pocketpair knows what it wants to protect and has said so on the record.
FAQ: Pocketpair, Palworld and the Indie Question
Who is the Pocketpair CEO?
Takuro Mizobe is the CEO of Pocketpair, the studio that developed Palworld. His comments about staying indie were reported on October 28, 2026 by Video Games Chronicle, Insider Gaming, IGN, My Nintendo News and Nintendo Wire.
Is Pocketpair still an indie studio?
Mizobe says it is in spirit. He also acknowledged that, judged purely by size and numbers, the company is perhaps approaching AA level. No official definition settles the question, so the label depends on whether you weight size or creative independence more heavily.
Will Pocketpair keep working on Palworld?
Yes. The reports confirm Pocketpair intends to continue developing the game. They give no roadmap, update dates or staffing details.
What does the 100% comment mean?
Mizobe said Pocketpair does not want to devote 100% of its resources to Palworld. In plain terms, the company wants to keep capacity free for other work. The actual split has not been disclosed.
Has Pocketpair announced a new game?
Not in this reporting. Mizobe spoke about new challenges and experimental games in general terms. No title, genre, platform or release date has been confirmed.
What is Pocketpair’s publishing business?
According to the reports, it is a publishing operation intended to help independent developers, and the company says it is not there solely to make money. Terms, titles and selection criteria were not detailed.
How big is Pocketpair now?
Unconfirmed. No employee count, revenue, valuation or budget appears in the coverage. Treat any specific figure circulating online as unverified until Pocketpair publishes it.
Where can I follow related gaming industry news?
Our gaming section tracks studio news, layoffs, labor deals and platform economics throughout the week.





