This chapter addresses the notion of the peripheral in computer game production. Peripheral contexts of cultural production and consumption may be portrayed as lagging behind the centre, less formalized, and exhibiting low production values and high degrees of piracy. I want to offer a way of de-centring the study of game production by arguing that periphery can be a thriving environment, both commercially and creatively, producing many overlooked but original, quirky, and idiosyncratic titles. The chapter discusses the promises of the periphery by analysing the output, the discourses, and the business models of 1980s and 1990s Czechoslovak games based on interview material, as well as textual analyses of games and gaming magazines of the era.