When it come to creating things, from making games to writing ebooks, I’m a nerd for process. I find reading other peoples’ devlogs a blast, but creating your own has numerous benefits, too. For indie devs, a devlog can be a great tool for getting the word out about your game, sharing your creative ideas, and documenting your design process to learn from down the road post-launch.
Episode 7 of my GameDev Audio Blog series looks at 6 reasons you should considering starting a devlog for your indie game, and the potential benefits you can gain from doing it right.
If you’re looking for an example of one way to approach this, head over to www.deathwell.com to peep my new devlog for my upcoming narrative horror RPG, Deathwell.
Enjoy the episode? Please subscribe to my YouTube channel and/or comment to let me know if you’re digging these and want more? Happy to take topic requests or answer Qs in future installments if you have any.
The folks over at Defunct Games just posted a REALLY fantastic video review of Missile Cards! Worth a watch if you’ve been curious about the game or want to know what it’s all about.
I’m working to wrap up an upcoming iOS edition, but you can grab the game for $4.99 right now on Steam for PC!
Missile Cards is OUT NOW on steam. Only $4.99! (And coming to iOS soon, too) – If you want to support my ongoing gamedev efforts this year, grabbing a copy means a lot! Thanks!
Well, I survived Missile Cards’ launch month on Steam! Nothing went quite as planned, as is almost always the case with any game launch, but that’s just another reason to go into every launch hoping for the best but being prepared for the worst.
I hustled my ass off throughout the month, and I definitely saw some positive results from my efforts. It wasn’t enough to hit my rough goal of breaking even during launch month, but I managed to generate a bit of press, a trickle of sales, some decent interest, and I got over the first big hurdle of simply getting the game out there on Steam.
With that out of the way, I’m 100% focused this month on prepping for a mobile launch on iOS, which is my second chance at hitting my financial goal with this project. I’ve got some exciting updates on that front, but first, let’s look at exactly how Missile Cards did sales-wise during the first month on Steam:
My early morning ritual of coffee and gamedev research often bears interesting fruit. Between podcasts, articles, and social media, I come across a lot of excellent content about the ins and outs of game development, and indie development in particular. Here’s a quick roundup of a few great #gamedev reads I stumbled into this week.
Missile Cards is OUT NOW on steam. Only $4.99! (And coming to iOS soon, too) – If you want to support my ongoing gamedev efforts this year, grabbing a copy during this critical launch month means a lot! Thanks!
What. A. Week. After being publicly mocked by Duke Nukem 3D co-creator George Broussard for putting what he calls a “throwaway game” on Steam, I didn’t think things could get much worse this week. There’s nothing like having someone kick dirt in your face when you’re already down and struggling.
[Also, it’s a bit weird to be getting traffic from his secret walled “Game Illuminati” forum/group. Ergh. Yeah?]
But despite a rough few days, I’m pretty happy to be able to end the week on a positive note, for once. In the last few days, Missile Cards has picked up some positive coverage, including this great write-up at PC Gamer and another glowing review up at Stately Play. Steam sales have also slowly picked up a bit of momentum, too.
Before I dig into that and what’s next, here’s a quick update:
Well this was a nice surprise in a long, crappy day! Very kind, thoughtful write-up just went live over at PC Gamer. Super cool! You can read the piece here!
Edit: Hi George, thanks for the traffic.
Missile Cards is OUT NOW on steam. Only $4.99! – If you want to support my ongoing gamedev efforts this year, grabbing a copy during this critical launch month means a lot! Thanks!
See that chart up there? That’s Missile Cards’ Steam sales since the April 7 launch. That big spike looks pretty exciting…until you learn that this peak represents a mere 55 copies sold during launch day. The rest is all downhill from there. Over the last two weeks, I’ve been averaging roughly 4 sales a day. What does all this mean? What’s next? What did I learn from this experience? Read on, I’ll dish. Continue reading