Indie Games were not available in Australia due to local classification requirements which were unable to be fulfilled, though there were workarounds which allowed Australian users to download them regardless.
[3] According to Microsoft's David Edery, portfolio planner for Xbox Live Arcade's, the company envisioned the Community Games as a way for programmers to bring niche experimental games to wider attention without justifying the cost of a full Arcade title with only a limited audience, while still potentially earning some money for the effort.
[4] Edery also cited the Community Games as a potential differentiator from either of the PlayStation Store and WiiWare services.
[4] A closed beta of Community Games was introduced on May 21, 2008, limited to Premium members of the XNA Creators' Club.
[26] Zeboyd Games, who developed Breath of Death VII and Cthulhu Saves the World for XBLIG, ported the games to Microsoft Windows about a year and a half later; within six days of their release on the Steam platform, the Windows-version sales, roughly $100,000, had surpassed the previous year-and-a-half sales from XBLIG.
[28] On September 28, 2015, the Uprising returned with a tribute page showcasing developers that got their start on XBLIG and are now working on projects for Xbox One, PlayStation 4 and Wii U thanks to the platform.
The XNA software was discontinued in 2013, and in September 2015, Microsoft emailed developers outlining the end-of-life of the Xbox Live Indie Games program.