Connect with us

Lifestyle

Entrepreneur Johannes Larsson says slow and steady wins the race

mm

Published

on

Entrepreneur Johannes Larsson built his success step by step.

As the founder and CEO of Financer.com, a comparison engine for personal finance that is operating in 26 markets, Larsson said being successful isn’t about how much money you can make overnight or how fast you can grow your business, but rather how strong of a foundation you can build in a methodical, sustainable way.

“It has always been very gradual for me. When I opened Financer.com, things were going very slowly for the first three years. We stuck with it anyway,” he said. “Then, we had our breakthrough and were able to increase our revenue tenfold. And that momentum kept with us, so much so, that we were able to increase our revenue another 10 times the next year.”

That commitment has always been a part of Larsson, who was born in Sweden and moved to Malta at the age of 19. Having lived abroad the majority of his adult life, he currently spends most of his time in Cyprus, where his company is headquartered.

“I’ve always been a fan of being location independent, and because of that, I have built my business on the remote model, which allowed me to travel across 60 countries while building my business,” he said. “Our team consists of 54 intrapreneurs, who all have complete location independence and work from every corner of the world.”

Understanding the needs of his employees is an important aspect of his business, Larsson said, noting that his team consistently ranks work satisfaction as a nine out of 10.

“I really value having great people, but more so, that those people love working in our company,” he said. “Our average work satisfaction is almost at an all-time high, which has been one of the company’s milestone achievements.”

Perhaps the biggest tell-tale sign of employee dedication at Financer.com came during one of the most turbulent times in global history, the COVID-19 pandemic. Faced with an 80% drop in revenue, Larsson said the company was hit from many different angles and left him with some big decisions to make.

“We were bleeding money and the ‘right’ business decision would have been to let go of people,” he said. “Instead, we innovated ourselves out of it.”

Larsson said in addition to pivoting to new verticals that would prove more lucrative for the business during the global pandemic, he also asked his employees to take a temporary pay cut so that the company could keep everyone employed.

“They were all willing to do so, and we lowered our costs significantly for a period of time when we were really down,” he said. “We did not have to fire a single person.”

Larsson said the ability to count on his team he believes stems from the company culture he fosters to enable employees to live a life they genuinely love.

“I have always wanted to make work not feel like work, but rather, see it as living out a purpose. This is something I have already achieved personally. I love working, and I have no schedule whatsoever,” he said. “Not many people have the opportunity to create the exact job they want for themselves or live every day on their own terms. I don’t take that for granted. I want my team to have the same set up and feel like they’re doing something meaningful.”

Connect with Johannes Larsson on Instagram or at his website: www.johanneslarsson.com.

Michelle has been a part of the journey ever since Bigtime Daily started. As a strong learner and passionate writer, she contributes her editing skills for the news agency. She also jots down intellectual pieces from categories such as science and health.

Continue Reading
Advertisement
Click to comment

Leave a Reply

Your email address will not be published. Required fields are marked *

Lifestyle

The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes

mm

Published

on

Credit: Lonely Rabbit

Empty hallways echo with footsteps that aren’t yours. The carnival rides spin without passengers. Familiar spaces, the ones etched into childhood memory, twist into something menacing, something that watches. Lonely Rabbit’s Midnight Strikes arrives eight months before its completion, targeting a youth horror genre that is hungry for experiences that feel personal rather than purely fantastical. The indie studio searches for a publisher while building momentum for a game that weaponizes nostalgia, turning high schools and carnivals into theaters of psychological dread. As franchises age and audiences demand fresh scares, this PC title tests whether memory-based terror represents the next chapter in youth horror.​

Maturing Past Jump Scares

Youth horror gaming shed its training wheels. Little Nightmares and Bendy and the Ink Machine proved that younger players crave atmospheric storytelling over cheap shocks, puzzle-solving over gore, and visual distinctiveness over recycled formulas. Bendy’s ink-soaked corridors attracted a massive audience, including children drawn to the characters despite the T-rating, because the experience felt emotionally authentic rather than condescending. Players now expect psychological tension woven through environmental details, stories told through decaying spaces, and cryptic objects scattered across levels.​

The genre’s maturation reflects audiences who grew up solving Portal’s test chambers and exploring Limbo’s monochrome nightmares. Among the Sleep demonstrated the potency of perspective: experiencing horror through a toddler’s eyes made familiar domestic spaces feel uncanny and threatening. Fran Bow plunged players into hand-drawn asylum corridors where perception itself became unreliable, where puzzles demanded engagement with trauma and grief rather than simple pattern recognition. Modern youth horror respects its audience enough to disturb them thoughtfully, creating experiences that linger days after the screen goes dark.​

Corrupted Childhood as New Territory

Midnight Strikes drags players through levels “reminiscent of their childhood memories”: the high school, the carnival, spaces universal enough to feel personal. Lonely Rabbit constructs what they describe as a “menacingly beautiful atmosphere filled with bizarre and terrifying creatures,” pairing monster survival with puzzle challenges that prioritize mood over mechanics. The game adopts a “cinematic and otherworldly feel” while grounding its terror in locations players actually inhabited, making fear feel intimate rather than abstract.​

This memory-based direction distinguishes Midnight Strikes from fantasy settings that dominate youth horror. Deserted carnival rides and empty school corridors carry weight because players recognize them as such. Maybe the locker rows feel too narrow, maybe the Ferris wheel groans with a voice that shouldn’t exist, maybe the cafeteria smells wrong. The game challenges players to “survive their fear of the unknown” while navigating spaces that should feel known, creating cognitive dissonance that amplifies dread. Other developers exploring similar territory, such as Subliminal, which utilizes “nostalgic spaces” and “a rotting feeling that something is not quite right,” suggest that childhood corruption represents an emerging subgenre.​​

Lonely Rabbit’s approach weaponizes personal history. Every player attended school, visited carnivals, and formed memories in spaces designed for safety and joy. Corrupting those spaces turns nostalgia into a threat, asking audiences to confront distorted versions of their own experiences. The monsters inhabiting these environments become more than obstacles; they represent the fear that familiar places might betray us, that memory itself becomes unreliable when shadows move in the wrong direction.​

Smaller Teams, Bigger Risks

Indie studios like Lonely Rabbit maneuver where larger publishers hesitate. Their two-month publisher search and pre-launch community building reflect changing pathways for games that defy established franchise formulas. Building a follower base before release creates market validation, proving that audiences want what you’re making before significant capital is committed. Transparency about development timelines and production milestones generates audience investment, turning potential players into advocates during the publisher search.​

Midnight Strikes represents creative gambles major studios avoid when quarterly earnings loom. Smaller teams experiment with concepts, corrupted childhood spaces, memory-based horror, pand sychological tension prioritized over action mechanics, that might fracture focus groups but resonate with underserved audiences. Lonely Rabbit’s global distribution ambitions demonstrate indie confidence: build something distinctive enough, and geography becomes irrelevant when digital storefronts erase borders.​

The next eight months determine whether Midnight Strikes defines a subgenre or remains an interesting experiment. If players respond to horror that mines personal history, if corrupted nostalgia proves more terrifying than fantasy monsters, other developers will follow this path. Lonely Rabbit’s gamble, that childhood spaces make better horror stages than alien planets or demon dimensions, could redefine what scares young players next. The studio’s publisher search tests whether the industry views memory-based terror as the future of youth horror or a niche curiosity. Either outcome writes the next page in a genre still learning what it can become.

Continue Reading

Trending