Xbox Live Indie Games

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.