How player feedback influenced the development of Dead Cells
A week later, the indie game Dead Cells will be released on Steam. During the period of early access, 750 thousand copies of it were sold. One of the reasons for the success of the game is the attention of developers to criticism from players and the involvement of the community in the development.
Postmortem of launching the Book of Demons game in “Early Access”
Maciej Biedrzycki, co-founder, producer and programmer of the Polish studio Thing Trunk, told about why it is so difficult to launch if you are not an AAA title and how the “Early Launch” affects sales using the example of the Book of Demons game.
How Football Tactics Passed Greenlight without getting into the Top 100
Director and game designer of Creoteam Andrey Kosciusko in his blog described in detail how his team’s latest game is a turn-based strategy Football Tactics – managed to pass the Greenlight on the Steam platform without getting into the Top 100 there, and also shared how he promoted the project. With the kind permission of the author, we publish the material on our pages.
Ron Gilbert: how to plan a budget correctly
Ron Gilbert, who worked on Maniac Mansion and the first two games of the Monkey Island series, recently started developing the adventure game Thimbleweed Park with the help of Kickstarter. In the blog of the project, he told how he plans the budget of the game.