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Blog: Making our first indie game

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Lorcan here – the 50% of Birdmask that is programming and 3D art. Having just launched our first game Wats! Vr Pest Control onto the store, there is finally a bit of time, so I thought I would do a write-up to share our experience, as a 2 person startup, of getting a game developed, published and on the Gear marketplace.


Wats began development about ten months ago. I had just completed a BA in Computer Games Arts at UCA, Farnham, and been offered a place on an incubator program that supports post- grads releasing their first game, in exchange for some hours each week as a teaching assistant

Jo had completed a fine art degree at CSM, and having used game engine technology as part of her degree-show, she was keen to collaborate on a project. Initially her involvement was as a casual consultant, but as I hit problems with design and scope, she stepped in to a full designer role, as well as handling all the online and launching stuff.


It’s funny, Mac was all the way there back in stress testing, not in the final game though.

As a student I had worked with the HTC Vive and, by chance, around this time mobile VR, like the Gear and Daydream, were just getting motion controller support. I was interested in the possibilities of mobile VR, plus being lower in price and more convenient to use I thought they had the potential for a bigger audience than their PC counterparts.

As I had to replace my very tired iPhone anyway, I decided to invest in a Gear VR headset and a Samsung phone. While I knew developing a game for relatively new tech would involve some extra difficulty in development, I had high hopes it would payoff as being a good way to get some extra visibility for a new studio in a emerging marketplace.

Room Attack

After some initial stress testing to see what the Gear could handle I started developing the first iteration of Wats, then called Room Attack.

It was a month or two into this when we faced our first roadblock as a new developer team. The idea seemed simple enough – a kind of Home Alone style game. You had your room and got points for breaking things and scoring combos. Each time you break stuff, you make noise. Too much noise and the owner runs in – game over! Like I said – sounds simple!

But it wasn’t long before problems began to appear. While I could code each individual system for the game, actually putting all those systems into one functioning and publishable package, that worked together, was just too much for a first release (with one multitasking programmer). You really can’t go too simple for your first game, and even if you can code something, doesn’t mean you’ll be able to make it work in the wild.

Rats?

So Jo and I had to go back to basics to figure out the essentials of what we wanted to do. Enthusiasm for the project was at a low, so we needed to find a way to use what we had so far, but adapt it into something more manageable for the Gear.

We tried to figure out what we wanted for a Gear VR ‘experience’ that we didn’t see in other games? The main thing I wanted was for as many objects as possible to be interactive and for them to have a straightforward tactile quality – even if it was just throwing and breaking them. I did not want glass bottles glued to the table. This is Vr you want to pick things up and throw them! With that in mind we decided the main elements our Vr games should have to offer are:

1- Exploring and searching an environment.

2 Aiming / scoring with precision.

After a bit more brainstorming Jo combined these elements together by adding a ‘target’ – rats – into the mix, and we had a new concept. Search/trash the room, find the rats and catch them before they disappear – and if possible add some humor and charm to the mix by adding the colourful character of Mac Kennedy – and make some special interactable objects like the dart board and turntable to give clues to his backstory.

This revised concept worked much better, no conflicting or overly complex scripting systems, just a room full of fun toys, text and a clear objective that worked with the controls.

Development For The Gear

There were some unique quirks to developing for mobile VR compared with PC. Debugging was near impossible on the phone, and testing any changes on the Gear itself was a major time commitment – each test required a new build and upload to the phone. To get around this I would only ever test on the phone after a lot of experimenting on the PC, which required developing some extra PC side inputs to let me test things in the editor, where I could see the error logs.

From this point, development went pretty smoothly. Unity seems to have integrated VR development a bit more than when I started a year ago, but getting the inputs to work was simple enough. With a simple goal in mind I took the rough controls from Room Attack and remade them in a fresh project, with some extra visual flare (the grabbing glove), and then brought over the old assets to work in the new scene.

Publishing

Since we only had a Gear, the Oculus store was our only option for release, and unlike some other stores, it has curation that we had to pass to get through. This was a risk, but something we had considered and set as a goal when we started development. If we wanted to make games properly we needed to be able to make them well, and getting through Oculus quality control would be a good marker and confidence boost for us, as a studio going onward.

Before submitting our game, we had a good look at all of Oculus requirements – no visual glitches, control standards and so on – and made sure to test for these as best we could on our side. It’s nerve racking putting your first game out there. Going from unfinished prototypes to actually putting something up for sale, wondering if the second it goes on the store everything breaks, someone finds some game breaking bug you never discovered, or someone has some problem you can’t reproduce.

Fortunately we got through the review process with near to no hiccups, and as a note on Oculus they were very thorough with their testing and feedback which put our mind to ease. Within a month of submitting Wats to Oculus, it was ready for release well before our target time and it was out there!

Post Release:

Which brings us up to date. Since its release we’ve managed to shift a few copies through the store, and have been sending out review codes to as many outlets that cover VR games and titles as we can find. Jo and I keep an eye out for any feedback, and for potential errors anyone finds in our game, so we can work on them as soon as possible (So far so good on the error front).



We are both very happy with our release. The feedback we’ve gotten has been mostly positive and the community around the Gear has been fair and constructive. We’ve learnt a lot during Wats development. There are things we are very proud of, things we know to work on, and things we look forward to advancing in our next game. We hope we will be able to start development of our second title before too long and release on the store in the future, once Wats is safe in the water.

For anyone interested in this, and future developments, check out our twitter https://twitter.com/BirdmaskStudio. I try to post images and videos on development and production frequently, so hopefully you will find some interesting insight there.

Thank you for reading and have a good day,

For those that found this interesting and would like to try our game out here’s a link to it in the store; https://www.oculus.com/experiences/gear-vr/2789140004436902/

Thank you to anyone that gives it a look and if you buy it please leave it a review since everyone helps our game get out there.

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Fortnite has attracted 125M players in under a year

Newsbrief: Fortnite has grown to 125 million registered players since launching less than a year ago on July 25, 2017. 

Publisher Epic Games broke the news in a blog post, where the main focus was the game’s $100 million push into esports.

While the popular multiplayer shooter did indeed hit shelves in July last year, the stand out battle royale game mode was only added in September.

Since then, the title has gone from strength to strength, and is now available on most major platforms including PS4, Xbox One, PC, MacOS, mobile, and Nintendo Switch.

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Free for a limited time: Layers of Fear

For a limited time, get Layers of Fear free!*

Add the game to your Steam account now, and keep it forever.

Layers of Fear is a first-person psychedelic horror game with a heavy focus on story and exploration. Players take control of a painter whose sole purpose is to finish his Magnum Opus. The player must navigate through both a constantly changing Victorian-era mansion and ghastly visions of the painter’s fragile and crumbling psyche.

*Offer ends June 15 at 8am Pacific Time

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E3 2018: Will streaming to mobile become the new battleground?

By Joe Robinson 13 Jun 2018

Premium mobile games have always struggled in the face of an endless tide of cheap, often throw-away Free-to-Play releases. Pocket Tactics was founded on the desire to seek out quality premium experiences on mobile and celebrate them however we can, but as time moves on that’s proving harder and harder by the day.

Big publishers have always known the potential of mobile thanks to how embedded phones and tablets are in everyday life, but so far, we’re just as likely to get a cheap, cynical tie-in as a genuinely well-done port or adaptation. Two bits of news have emerged from E3 2018 that suggests the big gaming companies may be trying to approach the mobile userbase from a different angle.

EA Streaming 2018

Firstly, EA announced that they’re working on a streaming service – it doesn’t have a name and there weren’t any concrete details, but there was a tech demo available at EA Play this year. During the conference itself a demo video showed a segment where a gamer was playing on what looks like an Android phone hooked up to MOGA-like controller.

EA’s plans for mobile remain unproven this point, especially in the face of the also-announced C&C Rivals which is more par the course. We’re still willing to give that game the benefit of the doubt, but it’s a real shame to see the franchise reduced to this. Ultimately, its approach to the F2P model will determine its worth.

In contrast, Microsoft planted their own flag loud and clear. During their own press conference, they announced they’re also working on a streaming service:

“Our Cloud engineers are building a game-streaming network to unlock console-quality gaming on any device. Not only that, we’re dedicated to perfecting your experience everywhere you want to play – on your Xbox, your PC, or your phone.”

No more details beyond that were revealed; it was more of a statement of intent or declaration as opposed to a manifesto. It’s possible a new battleground is emerging on mobile, and it’s one that side-steps the need to deal with the app stores entirely. That’s not to say any of this is new – PlayStation Now, while not on mobile, has been around for a number of years. There are utility apps that let you stream from your PC to your tablet… not even Valve’s new Steam Link app is doing any particularly novel, but Microsoft and EA’s announcements suggest that the mainstream is waking up to the potential of streaming to mobile.

ea cloud gaming

We’ve stated before that we’re genuinely quite excited by the prospect of full-blooded console & PC games coming to mobile intact. Fortnite, PUBG and ARK suggest that Free-to-Play is still going to be king as far as porting/bespoke apps goes, but perhaps streaming to mobile will allow us to get that premium experience we crave.

Of course, if this really IS the future, I’m not sure what we’re going to do as a games outlet. Start covering Halo, I guess?

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Dota 2 Update – June 12th, 2018

* Added new post-game screen which shows progress made in your battle pass.
* Dota Plus, Cavern Crawl and Battle Pass post-game screens can be skipped by clicking anywhere on the screen
* Added section on the home page battle pass cell showing available Battle Pass activities
* Added an indicator on the home page Dota Plus cell if you have rewards available to claim
* Fixed a bug which allowed alt-clicking on items in an enemy inventory to reveal the current number of charges, through fog of war.
* Fixed a bug which caused in-game tipping particles to reveal which illusion was the real hero.
* Helm of the Dominator converted neutrals now have the same hotkey
* Fixed the gold hover tooltip displaying inaccurate buyback surplus
* Fixed a bug that would cause players to be stuck in Battle Cup
* Added Compute Shaders option to the Video Settings for DirectX 11 and Vulkan. Compute shaders improve performance under most configurations.
* Networking for locally-hosted private lobbies always routes through new SDR relay network
* Improved ping estimates and host selection for custom game lobbies without dedicated servers

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Midweek Madness – Surviving Mars, 30% Off

7.17:
==

* Eul’s Scepter of Divinity: Bonus movement speed reduced from +40 to +30
* Moon Shard: Night vision increased from 300/150 (base/consumed) to 400/200
* Refresher: Recipe cost reduced from 1800 to 1700
* Talisman of Evasion: Evasion reduced from 20% to 15%
* Talisman of Evasion: Cost reduced from 1450 to 1400
* Solar Crest: Base evasion reduced from 20% to 15% (active application is still 20%)

* Abaddon: Level 10 Talent increased from +20% XP to +25%
* Abaddon: Level 15 Talent increased from +60 Mist Coil Heal/Damage to +75
* Abaddon: Level 15 Talent increased from +6 Armor to +8

* Alchemist: Chemical Rage now applies a basic dispel on cast

* Ancient Apparition: Level 10 Talent increased from +60 Gold/Min to +90

* Anti-Mage: Base damage increased by 2

* Bane: Base damage reduced by 2
* Bane: Brain Sap manacost increased from 70/100/130/160 to 90/115/140/165

* Beastmaster: Base armor reduced by 2

* Bristleback: Viscous Nasal Goo now has a -2 base armor reduction

* Clinkz: Base armor increased by 1
* Clinkz: Strafe dodge now works against non-player units
* Clinkz: Strafe attack speed increased from 80/140/200/260 to 110/160/210/260

* Clockwerk: Base damage reduced by 4

* Crystal Maiden: Crystal Nova cooldown reduced from 12/11/10/9 to 11/10/9/8
* Crystal Maiden: Level 15 Talent increased from +120 Gold/Min to +150

* Dark Willow: Bramble Maze cooldown reduced from 40/35/30/25 to 34/31/28/25
* Dark Willow: Level 10 Talent increased from +20 Damage to +30

* Death Prophet: Exorcism spirit spawn interval increased from 0.3 to 0.35

* Disruptor: Thunder Strike cooldown increased from 15/13/11/9 to 18/15/12/9

* Earthshaker: Echo Slam now has 100 Initial Damage

* Enchantress: Nature’s Attendants cooldown reduced from 45 to 35
* Enchantress: Enchant slow rescaled from 3/4/5/6 to 3.75/4.5/5.25/6

* Enigma: Demonic Conversion manacost reduced from 170 to 140/150/160/170
* Enigma: Demonic Conversion Eidolon HP regen increased from 0.25 to 4

* Gyrocopter: Level 15 Talent changed from +3 Flak Cannon Attacks to +0.5s Homing Missile Stun Duration
* Gyrocopter: Level 20 Talent reduced from +45 Movement Speed to +40

* Huskar: Level 25 Talent changed from 0 Inner Vitality Cooldown to Burning Spears Pure and Pierces Immunity
* Huskar: Level 25 Talent increased from +125 Attack Range to +150

* Invoker: Catacylsm max spread distance reduced from 220 to 200

* Io: Spirits damage reduced from 25/50/75/100 to 20/40/60/80
* Io: Tether movement speed reduced from 7/10/13/16 to 5/8/11/14%
* Io: Level 10 Talent reduced from +60 Damage to +45
* Io: Level 20 Talent reduced from +20 Health Regen to +15

* Juggernaut: Base armor increased by 1

* Keeper of the Light: Chakra Magic no longer has a 25/35/45/55 manacost

* Leshrac: Lightning Storm cast range reduced from 650/700/750/800 to 650

* Lich: Frost Blast attack slow increased from -20 to -30
* Lich: Frost Blast cooldown reduced from 8 to 7
* Lich: Level 10 Talent increased from +175 Health to +200

* Lycan: Feral Impulse damage reduced from 15/26/37/48% to 12/24/36/48%

* Magnus: Base strength increased by 1
* Magnus: Skewer slow increased from 2.5/2.75/3/3.25 to 3.25
* Magnus: Shockwave damage increased from 75/150/225/300 to 90/160/230/300

* Meepo: Base armor increased by 2

* Mirana: Level 25 Talent reduced from -80s Moonlight Shadow Cooldown to -75s

* Naga Siren: Song of the Siren manacost increased from 100/150/200 to 150/175/200

* Necrophos: Level 15 Talent increased from +16% Ghost Shroud Slow to +20%
* Necrophos: Level 25 Talent increased from -1.5s Death Pulse Cooldown to -2.5s
* Necrophos: Level 25 Talent increased from +0.6 heartstopper Aura to +0.8

* Night Stalker: Crippling Fear cooldown increased from 12 to 24/20/16/12
* Night Stalker: Void cooldown increased from 8 to 11/10/9/8

* Oracle: Fortune’s End is no longer disjointable
* Oracle: Level 15 Talent increased from +90 Gold/Min to +120

* Pangolier: Fixed Rolling Thunder having no effect on units like Primal Split Brewlings and Ancients neutrals (still doesn’t affect roshan)

* Phantom Assassin: Stifling Dagger slow rescaled from 1/2/3/4 seconds to 1.75/2.5/3.25/4
* Phantom Assassin: Level 20 Talent improved from Double Strike Stifling Dagger to Triple Strike Stifling Dagger

* Phoenix: Supernova stun duration from 1.5/2/2.5 to 2/2.5/3.0

* Puck: Waning Rift silence duration increased from 0.75/1.5/2.25/3 to 1.5/2/2.5/3

* Pudge: Level 10 Talent changed from +5 Armor to +30% XP
* Pudge: Level 15 Talent changed from +75 Damage to +12% Rot Slow

* Riki: Base armor increased by 1
* Riki: Base damage increased by 4

* Sand King: Base damage reduced by 3
* Sand King: Caustic Finale slow reduced from 21/24/27/30% to 15/20/25/30%

* Shadow Shaman: Base intelligence increased by 2
* Shadow Shaman: Hex manacost reduced from 110/140/170/200 to 70/110/150/190
* Shadow Shaman: Level 15 Talent increased from -4s Hex Cooldown to -5s
* Shadow Shaman: Level 25 Talent reduced from +60 Wards Attack Damage to +50

* Silencer: Arcane Curse penalty duration increased from 4 to 5 seconds

* Sniper: Assassinate cast range increased from 2000/2500/3000 to 3000
* Sniper: Level 10 Talent changed from +15% Cooldown Reduction to +25%

* Spectre: Level 15 Talent increased from -8s Spectral Dagger Cooldown to -10s

* Spirit Breaker: Greater Bash disable duration increased from 1/1.2/1.4/1.6 to 1.2/1.4/1.6/1.8
* Spirit Breaker: Nether Strike damage reduced from 150/250/350 to 150/200/250
* Spirit Breaker: Level 10 Talent increased from +400 Night Vision to +600

* Sven: Storm Hammer Manacost reduced from 140 to 110/120/130/140

* Terrorblade: Agility gain increased from 3.2 to 3.7

* Tiny: Base movement speed increased from 280 to 285
* Tiny: Tree Throw splash damage increased from 130% to 150%
* Tiny: Grow Status Resistance increased from 20/30/40% to 30/40/50%

* Ursa: Overpower duration increased from 15 to 20
* Ursa: Level 20 Talent changed from +1s Enrage Duration to +1.5s

* Winter Wyvern: Base Intelligence increased by 2

* Wraith King: Mortal Strike skeletons now have 30% Magic Resistance
* Wraith King: Level 15 Talent increased from +25 Skeletons Attack Damage to +35

* Zeus: Lightning Bolt manacost increased from 75/95/115/135 to 90/105/120/135

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Armory Game Engine Tutorial Series

If you’ve recently been to the GameFromScratch tutorial series page recently you may have noticed the addition of a new Armory game engine tutorial series.  It’s not actually hosted on GameFromScratch, instead it’s on our newly launched sister site (watch out, the paints still wet!) DevGa.me.  Don’t worry though, nothings changed, it’s just a newer, cleaner, ArmoryDevGame900x600mobile friendly home for tutorial series, I’ll explain more about this later.  For now, just be aware there is a new text and video based tutorial series on the Armory game engine under development!

Armory (or Armory3D) is a newly free open source cross platform game engine that runs inside and tightly integrates with the Blender application.  If you are interested in learning more about Armory and why I’m so excited about it, be sure to check out Introduction to Armory video.  The series is still quite young but already there is a fair bit to get you started.  Right now the series consists of:

The entire series homepage is available here.

Additionally the video series has begun, lagging slightly behind the text series.  So far videos consist of:

There is a (very small for now…) playlist available here.

DevGa.me is not a blog format and does not have any news, it’s just home to tutorials.  I will however announce new tutorials here on GameFromScratch, so stay tuned!  If you want to discuss the new series, there is a conversation over on the Armory discussion forums or leave a comment below or on YouTube.

Programming, Art ,

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Blog: A mini-retrospective on Cultist Simulator

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


On May 31st, exactly eight months after our Kickstarter, we released Weather Factory’s debut game, Cultist Simulator. How did it go? Here’s a mini-retrospective.

Surviving the Launch

AAAAAAAAAAAAAHHHHHHHHHHHHHH


— endless screaming ⚧ (@infinite_scream) June 6, 2018

CS has done well. More on that in a moment. I’m very happy it has. But this means we’ve been much, much busier in the last week than we expected, and we expected to be busy. After six months of beta testing, the game is in pretty solid shape, but I have a helpdesk queue full of edge-case save issues and black screen crashes on older versions of OSX. We’ve also got a mountain of feedback, press attention and old acquaintances getting in touch to say nice things.

And there are only two of us. We’re digging ourselves out from under, and we’re bringing in some freelance help, but we’re bloody glad we cleared our calendars for the week after launch. We will be slow to reply to everything for a few days yet. Lesson: clear your calendar in launch week.

A special mention for feedback. We’ve got a lot of feedback: lots of enthusiasm, lots of very specific requests, lots of people asking for an autosort feature or other UI tweaks, and the usual round of Internet nastiness. One guy suggested that my approach to game design should land me in the Hague for trial for crimes against humanity. I have developed a thick skin over ten years, and all things considered the feedback, even the negative stuff, is an overwhelmingly good thing to have. But ladies and gentlemen and others, hear me when I say, if you release an unexpectedly popular indie game on the Internet in 2018, this is what you have to be ready for:

What’s up next?

  • Bug fixing. The queue is beginning to look under control, but it’ll need a bit more work.
  • Modding support. I really want to enable simple modding support, and it’s about a day’s work that never quite made it in.
  • More content. I’m gagging to get back to work on this.
  • Localisation. A lot of players are asking about this. Lottie’s got this covered, and we’ll have more news in a while.
  • A mobile version. We had a porting partner nearly signed! and then they got offered a bigger and better project and (for reasons we sympathise with) couldn’t take the gig! We’ll get back to this. No timeline, though.
  • Brazil! We’ve been nominated for three awards at the Brazilian Independent Games Festival. So we’re flying out to Sao Paulo end of June. If you live there, say hi.

July will, we hope, be more normal. Though Lottie’s speaking at Develop.

Sales Figures

Everyone’s been asking about this, so I won’t tease you.

I’ve talked before about the importance of always trying to predict your numbers. Here’s what I thought back in March:

My casual top-down prediction would be that, if itch is 3% of Steam, this will amount to about 20K sales, which would put us firmly in the black for the year and make me very happy. 

I did give this some more thought. The total budget of Cultist Simulator, including freelancer costs and marketing, was 130K GBP (ish – we’re a bit behind on calculating the actuals). With our Kickstarter money and our advance funds from Humble Publishing, we needed to sell about 3K copies to break even. You need to do more than break even in gamedev, though.

I thought we would almost certainly sell 10K, which would be enough to call it a limited success and mean that with another Kickstarter and good DLC sales we could make another game. I was reasonably confident of 20K. 30K was my most optimistic case. “It’s not going to be another Sunless Sea,” I kept telling people, especially myself. “It’s half the budget, half the team size, half the time in development and we can’t use Fallen London to promote it like we did at Failbetter with Sea.”

On day 6, across all platforms, we’ve already sold more than 35,000 copies . This is almost exactly the number that Sea sold in the week after launch. I mean, eerily close. This makes me very happy but it also makes me genuinely existentially troubled about my complete inability, ten years and eight launches into my career, to predict commercial success. Next time I might just throw yarrow stalks.

But here you go: I am going to use Jake Birkett’s formula to assume that in year 1 we will sell 157K copies. (Sea sold 350K but just because lightning strikes twice, I’m not going to assume it’ll strike three times.)  I’ll see you in June 2019 and we’ll talk about that. I should note that our publisher, Humble, gets (deservedly) 30% of whatever we earn from this, and that a lot of those copies will be at a discounted price for store sales, so working out final predicted revenue isn’t straightforward, but yes, we made a profit, yes, we will definitely be supporting CS with updates, and yes, Weather Factory will be making more games.

How Did That Happen?

THIS IS NOT TRUE: ‘A game made by two people in a flat has a good chance of hitting #1 on Steam.’
THIS IS ALSO NOT TRUE: ‘As an indie, I should multiply my best-case sales estimates by about five’.

If you take either of those lessons away from this post, I have done you tremendous harm. Commercial indie game dev is not a lottery, not exactly, but it’s certainly a jungle in a storm. You might walk right past that path to safety, into the river, if you blink at the wrong moment.

But here are the things that I think helped us do this well, and that I tentatively recommend.

  • Luck. Unquestionably, and probably the biggest factor.
  • Community. We have a really nice, really active, really engaged community, and we talk to them constantly. This takes effort but it seems to have paid off.
  • Kickstarter. A successful Kickstarter campaign gives you an initial boost in buzz, the core of a community, pre-sales of your game, an opportunity to beta-test both your game and your marketing. I haven’t used other crowdfunding options, but I like KS a lot.
  • Humble’s support. We’ll never know how much difference this made, but we think a lot, obviously, or we wouldn’t have gone with them! Humble are a new name in publishing but they have reach and muscle. They put our name in front of their customers, they arranged a cross-promo with Slay the Spire, they helped connect us to press, they helped a lot with connecting us to streamers.
  • Lottie. My business partner, and better half, did a bloody good job of marketing the game. It’s not a job she loved, either, but it’s been her life for about two months. Even if you’re a small team, you probably need to make marketing someone’s job. (And if you ever have the opportunity to work with someone really smart who you trust completely… I recommend it.)
  • Streamers. Cultist Simulator streams surprisingly well, for a chilled, chatty sort of stream. This worked much better than we expected.
  • Existing reputation. I built Fallen London, I was creative director on Sunless Sea, I’ve worked at Bioware and Telltale and Paradox, and people know what an Alexis Kennedy project is like. It’s much tougher for first-timers.
  • Reviews. We got some really nice reviews on Day 1. It’s always hard to know how much press helps, but it can’t have bloody hurt.
  • Innovation. Everyone says ‘I’ve never seen anything like it.’ This is a total bastard when you’re trying to figure out who to show the game to (we kept asking people ‘If you like x, you’ll like Cultist Simulator. What is x?’ and never got many useful answers) but it does make us stand out.
  • CONTROVERSY!! A lot of people really, really like CS. Some people find it dull or incomprehensible. I think the game’s divisive nature has helped, actually. People who love it really love it, so they’re inclined to champion it.
  • A quick start. It’s a slow-paced game, but it runs in a window and starts up quickly. You get things happening in the first ten seconds of play. Sunless Sea, it’s like two minutes before anything really happens. I was very conscious that the first couple of minutes of a game are where you win or lose people.
  • I let my eight-year-old daughter press the button that released the game. I can’t absolutely guarantee this had anything to do with it, but if you have a small child about the place, it’s worth a shot.

There’s more, but…

I’m taking the rest of the weekend off. More retrospective stuff from me and Lottie soon. I hope this was useful! if you’ve got qs, stick ’em in the comments.

[A minutely different version of this blog post appeared at www.weatherfactory.biz.]