Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The main things we can do having launched too early is what we've been doing for the last few years: communicating openly and listening to feedback, putting out regular updates, being careful with finances to ensure the game gets finished, and remaining committed.
And it seems the game is getting into a nice shapre again.
If you prefer regular updates, please opt-in to the experimental build:
http://steamcommunity.com/app/224440/discussions/0/541906348034355622/
Here's a list of the updates:
http://steamcommunity.com/app/224440/allnews/
There have been 5 updates to the experimental build since the last Alpha on December 20th. The 6th update will be live later this week.
This information is promoted on the right hand side of the start screen under the heading 'Looking For More Patches?'
The main public build is the latest stable build. The experimental build may contain bugs that introduce instability.
You update a lot which I think is cool. Honestly, I enjoyed the game as it was a few years back and expected it to develop into a fantastic title. Probably 2-3 times a year I check back just to see what you have changed or updated.
I paid $10 I think for the game and I look forward to the day its fully realized.
In hindsight, would you take on such an ambitious project in the future by yourself?
2. Tackling a multi-genre game was a mistake. Instead of developing in one genre, we're developing three: a city-builder, an RPG, and an RTS (to some extent). To do that well requires a lot of man-years.
3. Changing scope was a mistake, even though it has lead to a better game. We should have simply carried on with what we had at launch and not redeveloped from scratch.
4. Dev blogs were all the rage in games development early on. A monthly video blog took too long to produce, and that time would have been better invested in working on patches. Blogs are fine pre-release to build interest, but once a game is available in the wild, time is better invested in driving regular patches.
5. Spreading my time as Project Lead too thinly, although this has been out of necessity more than anything. Now that demand on my time in certain areas has reduced, I'm back to gameplay programming and that's starting to have an impact.
2. Communication. We've been in the forums answering posts every day since launch, and many players value that.
3. Financial Management. We've all seen case studies of devs running out of cash. Projects either get abandoned and the devs go quiet, or pushed out too early. As a business we're strong in this area due to prudent financial planning.
4. Team selection and remote working. We've had (and have) some really talented folks working on the game and they've been instrumental in making it a great game. Their commitment and passion is a cornerstone.
5. Having the experimental build. Although I'm no longer sure. We've achieved our goal of more regular patches while maintaining a stable build, but perhaps the large notice on the start screen about the experimental build isn't enough.
6. The game itself. I'm proud of what the team has accomplished with the help of the community.
So to answer your question, yes I would tackle a large scope project again, but with the lessons we've learned from this project.
And yeah, one of those positive reviews between the harsh sea of negatives is mine...
2. Communication. We've been in the forums answering posts every day since launch, and many players value that."
I'd like to call you out here, I've read many a story and post about how you and your dev crew and moderators treat critics and fanbase alike. A post that has beeen copied from your forums where Simon Dean begged for positive reviews and guilt tripped his playerbase with the "failure" of his game. That and people being banned for being critics or questioning the devs.
I was going to actually but the game before I read all this, now you can say that these people have now "hurt" your sales, but this was all self inflicted. Never antagonise or alienate your playerbase or it will bite you in the ass.
And from your actual forums?
It's like making a scene about people going to jail without taking into account the crimes they've commited to land them there.
We only have this forum.