Store Launched, Marketing Begins

May 17th 2024

The store page has been up for two days now, I’ve gathered about 20 wishlists, almost entirely people I know. It’ll be a long grueling slog, common numbers suggest I can expect months (and years, but I hope it doesn’t sit unreleased that long) of single-digit wishlist days, if even that. But maybe we can do something to pump those numbers up.

Right now the game is in a state where it is theoretically quite testable. It can generate a synchronized environment and there are lots of basic physics-based traps and a basic damaging enemy that can be tested in any environment. My current path of goals is this: integrate steam so I can test over a real network with people. Then test with just one or two people I know closely, to work through what I expect will be a deal of bugs and issues. Once I know I have a game I can play over steam with people, I’ll do a network stress test by getting as many people in a test environment as I can and just see how many people the game can handle. That aside, I’ll want basic versions of gameplay mechanics available during this test (like inventory, physics, and environment synchronization) just to see how it goes. A lot of this is already “functional” in my little closed psuedo-network environment, so we’ll see how a real live test goes.

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