Happy new year everyone.
It’s 2020.
Titan Outpost has been available since August.
In retrospect, the game should have been in Early Access until at least a month ago, and I’d like to sincerely thank everyone here who stuck with the game and helped to improve it. Your feedback has been essential and still is.
I've had my work cut out for me debugging full-time these last few months. As I write this, I've just uploaded another build. I haven't received any major bug reports recently and one of the testers and I sat together to give everything a final check over the holidays.
The game now has a ‘mostly positive’ rating on Steam. There are a few lengthy, glowing reviews that validate the years of effort it took to make it. Shout out to Butter here who called it his 2019 GOTY, which is heart warming to me. The game struck a chord with some people, and a few hardcore players have put in over 150 hours and finished it a couple of times. That’s awesome.
On the other hand, the sales so far have been lower than my absolute lowest prognosis. I budgeted the game by using my own money to work (nearly) full-time on it for two years. After it was obvious more time was needed, I dipped a little further into my savings and stretched it to three years. I’m still doing that.
Valve offers a few helpful guides for how to market your game on Steam, but I've hardly done any of that so far. I had to fix the game first, after all. Now that the game is stable, it’s time to start cranking that engine. I have very little experience in marketing, but I’m of the opinion that something interesting can coast on merit alone. It might be an uphill battle because of the early backlash from the buggy release, but I’m hopeful that the game can get some traction. If any of you have any good ideas in this department, I'm all ears.
Now, if you care to join me for a bit of reflection, I'll continue below.
What went wrong?
Contrary to what some people thought, I didn’t run out of funds in August. I honestly thought the game was done and vastly underestimated the testing process.
At one point there were eight dedicated testers. Some were online volunteers and some local friends. A couple of them had been on board since early alpha and were burnt out on the game by the time it hit beta. Some could no longer commit due to IRL circumstances. Two went above and beyond the call of duty and put in a lot of extra effort.
Personally I’ve clocked over 3,300 hours in the game on Steam alone, so that's not counting the two years before I hooked up the Steam API.
Despite all that, the game was released in an unacceptably buggy state. Why?
All the check-marks on the testing schedule were green after a series of bug-free runs through the whole game. Runs by people who had gotten to know the game inside and out, which isn’t indicative of how the average new player will interact with the game. We had gotten used to the quirks and subconsciously learned to navigate around the kinks. For a game this size, with so many permutations, the testing team was simply too small and too insular.
We tested the game in stages. For each stage, each tester would do one full playthrough, while also being assigned specific quests and features to hone in on. This has turned out to be a flawed approach.
To compound these problems, the game didn't have loading screens at first, so it seemed even worse than it actually was. Testers knew what to expect, but many D1P players saw black screens for more than a couple of seconds and understandably assumed that the game had crashed.
Early access would have solved this. It's a public beta system that Valve hands developers on a platter. The irony is that I didn’t want to go Early Access precisely because I wanted people to have a solid experience the first time around.
What went right?
Players have praised the unique nature of the game and appreciate that it's a breath of fresh air. The game had a very ambitious design in tying together a lot of gameplay elements that all needed equal attention. Despite that, very few corners were cut and a lot of crazy ideas actually made it in. It's a sprawling, non-linear beast of a game and it's pretty big to boot, but it got done. That in and of itself is pretty amazing.
Mapping out everything that had to be done early on and creating a framework within Unity to make things easier for myself really helped. Building the character generator and the dialogue system, not to mention creating a solid architecture, saved the game from vapourware status more than once.
I underestimated the time it would take to make, call it hubris, but managing a one-man project is forgiving in the sense that the only currencies are perseverance, dedication and time. The hours spent alternating between coding, writing, art and music were crazy efficient. Easily the most productive I’ve ever been able to be. I sometimes worked 80-hour weeks in a fugue state only to be interrupted by my daughter. It was a labor of love and I look back on even the most intense weeks with fondness.
In the end, I’m damn proud of what I’ve been able to accomplish and really grateful to everyone who contributed. From the voice cast and the couple of freelance artists, to the testing team and the dedicated and helpful players with their detailed bug reports and suggestions.
What's next?
Obviously, spreading the word and introducing the game to new people.
I was hoping to use the income from sales to create a planned expansion or even another game that I've already lined out. Unfortunately, the sales so far aren’t even enough to fully cover two months of development, not to mention the Unity fees over the years and other costs.
I didn’t quite spend all my savings and this is by no means a sob story, but I can see the wood at the bottom of my war chest.
I’m going to have to focus more on music again and even do some programming-related contract work for the foreseeable future. I’ll continue to support and improve Titan Outpost as best as I can, of course.
Like I said, I’m hopeful that the game will pick up a bit now that the reviews are mostly positive, but I’m not betting my house on it.
Will I ever make another game? Maybe. Hopefully. There is no way I can dedicate the ungodly amount of hours I spent developing Titan Outpost on another project without compensation involved, but I’ve learned a lot and I think I could be even more efficient -and do a better job overall- the second time around. Perhaps I can drastically reduce the scope and do it part-time like MRY. Perhaps TO will be a sleeper hit, yet. Time will tell.
So, I have a favor to ask. if you played the game and liked it, please spread the word. If you tried the game back in August but were appalled by the bugs, give it another shot and see if you dig the improved experience. If you haven’t tried it and think it might be for you, check it out. If you have tried it recently and think it's still not up to snuff for some reason, let me know.
Whatever you do, enjoy the hell out of 2020.
PS No, I haven't gotten a chance to try Disco Elysium or TOW yet. Any time I had for playing games, I spent on Underrail: Expedition.
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