
thatgamecompany Marks 20 Years of Emotional Storytelling Through Play
Studio Behind Flow, Flower, Journey and Sky: Children of the Light Celebrates Two Decades of Universally Accessible and Artistic Games
Sky: Children of the Light has Surpassed over 300M Downloads
In its 20-year history, thatgamecompany has released a series of genre-defining games:
- flOw (2007): A meditative, minimalist experience built around the psychology of flow state. It established the studio’s signature approach to emotionally intelligent, intentional and visually elegant game design.
- Flower (2009): A wordless and poetic experience. It explored the contrast and harmony between urban bustle and nature’s serenity.
- Journey (2012): A landmark title that served as an allegory of life, redefining what multiplayer storytelling could feel like through anonymous companionship and emotional connection rather than competition. It became one of the most celebrated games of its generation, earning numerous Game of the Year honors.
- Sky: Children of the Light (2019): A living social world built on compassion, connection and shared wonder. Sky has brought together millions of players across cultures and generations, and it continues to grow through the creativity, feedback and passion of its community.
Watch the thatgamecompany 20th Anniversary trailer on YouTube
“Twenty years ago, thatgamecompany started from a mission that our earliest players put into words for us: show the world that video games can be art, and that they can create a genuine, positive impact on people’s lives. That message, arriving in emails and letters from players who felt unseen by the medium, became the north star wehave followed ever since.
From those first few letters to now hundreds of millions of players, our story has really been one of gradually expanding the boundaries of what a video game can be and
who it can reach. Each of our games built on the previous one, using the medium as an artistic canvas to prove that a video game could move you to tears, that it could stand alongside any art form ever made, and ultimately that it could bring people of all ages and culture together.
And yet, even today, there is still debate about what video games are and what potential they hold. That is why our work continues, to evangelize games as an art form for people of all generations in every corner of the world.
Looking back, I feel incredibly proud of what our team and our players have built together over these past two decades. But what moves me most is where it all began: a few letters from players who simply wanted games to mean more, and the millions who have since shared that same belief in their own ways. As we look ahead, we believe the next 20 years will further broaden the definition of what interactive experiences can be: a powerful artistic medium for healing, for connection, for reminding us of our shared humanity.
We are only at the beginning of what is possible.”
thatgamecompany’s Legacy
Over its two decades, thatgamecompany has broadened the cultural perception of what video games can be and what they can make people feel. Through its four acclaimed titles, the studio has created emotionally resonant interactive experiences that have connected with players around the world while influencing conversations around games as an artistic and meaningful cultural form. The studio’s work has received numerous honors from organizations including the British Academy of Film and Television Arts and the Game Developers Choice Awards, and has been featured in the permanent collection of the Smithsonian American Art Museum.
Looking Ahead
thatgamecompany is committed to developing broadly accessible, artistic, emotional and enriching experiences, including award-winning titles Flow, Flower, Journey and Sky: Children of the Light. Its accolades include an induction into the Smithsonian’s permanent collection, as well as the Museum of Modern Art. Its hope is to expand the range of emotional experiences possible in video games, so that it can be enjoyed and loved by people of all ages, cultures and backgrounds.