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It really drove the point to me that if I wanted to really have a career in video games, I would have to make something that was sold. And after that game, he continued to make a lot of freeware games, and they also didn’t get much attention. Cavanagh had a very similar situation to me – before that he made a bunch of freeware games, and they didn’t get anywhere near the same attention as VVVVVV.
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“I had seen Terry Cavanagh’s game, VVVVVV come out and it made me realise that everyone really cares about a game when it’s being sold. While Stander had received praise for his work, he realised that to really break into game development he’d have to move out of the freeware space. Prior to Katana Zero, Stander had mostly worked on smaller, freeware titles, such as Pause Ahead and the critically acclaimed Tower of Heaven, both still available to be played via the Askiisoft website. Stander’s Cuphead rivalry aside, it’s an excellent result for his first commercially-released game. I mean, I definitely can’t complain, but it was a little bit annoying looking at the Switch store everyday to see where it’s at and it was always number two after Cuphead,” he told MCV/DEVELOP.
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This remarkable success saw the indie title jump to second place for the Switch store’s top sellers – beaten only by Cuphead’s Switch release on the same day, much to Stander’s (good natured) irritation: “It actually would have been the top seller on Switch for that entire month but Cuphead coming out stopped that. Coming from developer Askiisoft, Justin Stander’s one-man team, the game surged to prominence, selling 100,000 copies on Switch alone in its first week of release. Katana Zero felt like it burst suddenly from the shadows with its launch in April last year.