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Game News Age of Decadence Post-Release Update #1: 10,000 copies sold, upcoming updates and future projects

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Age of Decadence; Colony Ship RPG; Dungeon Rats; Iron Tower Studios; Vault Dweller

Nine days after the momentous release of The Age of Decadence, Vault Dweller has posted the first in a series of post-release updates on the Iron Tower Studio forums. It includes an official announcement of the game's better-than-expected sales performance and details on Iron Tower's future plans. Check it out:

Release.

It went extremely well (both sales and reception), so once again thank you for your support. We sold 10,000+ copies in the first week (25,441 copies sold overall). It doesn't solve all our problems, it doesn't secure our future, it doesn't even pay for the colony ship RPG development yet, BUT it gives us a fighting chance, which is all you can ask for these days.

It's the first time that something actually went well and didn't fall far below expectations, so in this chapter we learn that patience is a virtue and if you build it, they will definitely come.

AoD updates

We'll be continue working on AoD until the end of Jan, then we'll switch to the dungeon crawler. We've scheduled 4 updates to be released at the end of each month. While each update will fix minor issues, add filler characters (see below), and optional quest solutions as per feedback we receive, the focus will be on:

Oct - the Arena (already working on it)
Nov - the Temple and 'god' endings (Scott suggested a good way to improve it)
Dec - thieves & traps
Jan - as it will be the final content update, we'll wait for more feedback until we decide what to focus on

No DLC or expansions are planned at the moment.

Filler NPCs

I didn't have time to add all 'backer' NPCs as they all require some work (usually a lot of work), but all your submissions will be reworked (I'll contact you first, of course, and run the changes by you) and added to the game in the upcoming updates.

New projects

We're still busy with AoD (answering questions, looking at save games, helping people fight their way through the game, upcoming update, etc), so we didn't have much time to talk about the new projects. In a month or so, we'll start presenting our design ideas, setting, concept art, etc. Eventually, we might even add more pages to our website, but don't hold your breath - keeping the site updated has never been high on our priority list.

To remind you:

Our short-term project is a party-based dungeon crawler set in the AoD world. One of the characters mentions a prison-mine called The Second Chance and you'll be given an opportunity to escape it or die trying. This game will use the existing assets and systems.

Our long-term (i.e. a full scale RPG) project is a "generation ship" game, inspired by Heinlein's Orphans of the Sky. We're aiming to create a different experience with the same core ('hardcore', TB, C&C). So, combat will be turn-based but focused on ranged rather than melee (earth-made laser guns - rare but powerful, ammo even more rare, so save for special occasions - vs crude ship-manufactured firearms favoring burst rather then precision), level up to distribute skill points and unlock new feats, focus on the individual and more dynamic C&C, focus on exploring rather than working your way up in a faction; you'll be one of the 'freemen' who aren't born into a caste-like faction, more traditional open level design.

Our plan is to release the dungeon crawler by the end of 2016. It's a linear, combat RPG with minimum dialogues and 'quests' revolving around killing, so it will be relatively easy to put together. The colony ship RPG will take 3-4 years and most likely use a new engine (Unreal 4). If everything goes well, it will be released on Early Access in 2018.

So, once again, thank you for your support. I can't tell you how much it meant to us over the years and how much it means to us now. We have a great community and I look forward keeping you entertained for years to come.​

Actual release dates for their next games. Ambitious!
 

murloc_gypsy

Cipher
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I remember there was a specific thread about this, but how many copies do they need to sell to secure their (near) future in developing these new games?

edit: Congratulations, ofc
 

Vault Dweller

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These games will be developed no matter what. I mentioned earlier that I'd consider AoD a success if we sell 30,000 copies (on top of 15,000 copies we sold in Early Access) in the first year. Selling 10,000 in the first week is definitely promising. I know that daily sales will drop fast, which is to be expected, but 20,000 in a year sounds very doable now.
 

Zeronet

Learned
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Apr 16, 2012
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You know, the one game i've always wanted to play is a RPG set on a generation ship inspired by that book.
 

Black

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I actually like AoD combat so I welcome the mine-crawler. Hopefully party size will be small-ish.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Party size and quality will depend on your Charisma

CHA4 - 1 party member, CHA6 - 2, CHA8 - 3, CHA10 - 4.

Alternatively:
CHA4 - 1, CHA5 - 2, CHA7 - 3, CHA9 - 4.
 

getter77

Augur
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Oct 12, 2008
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Location
GA, USA
All the forthcoming plans sound reasonable and fantastic---really hoping you folks hit a major stride in 2016 from 2015 ramping up nicely here at the end.
 

likaq

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Dec 28, 2009
Messages
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In general, I agree. The colony ship game will be different from AoD in many ways. The focus will be on the jacks of all trades characters not specialists and on interaction/systemic. If we ever get to make an AoD sequel, it will use the exact same design, but we don't want to use it everywhere.

For example, the colony ship game will have 3 weapon skills (firearms, energy, melee) and you'll be encouraged to use all of them as each class will have their pros and cons. I don't want to make the energy weapons exactly the same in terms of damage as the firearms. They will be powerful but the ammo will be very extremely rare. You'll have to explore a lot to acquire it.

So using the AoD mine fight as an example. You can kill one of the soldiers with a CS and the fight gets much easier. It's scripted though and we can't add a custom CS attack to every fight. In a similar fight in the colony ship game you'll be able to use one of your energy guns to take out a couple of guys, then switch to firearms or melee (like pirates who'd discharge their flintlock pistols first than use a cutlass). So you can hoard your energy cells or you can use them where you feel is appropriate.

http://www.irontowerstudio.com/forum/index.php/topic,6965.0.html
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Why do I get the feeling that Colony Ship RPG is going to end up being "Iron Tower Studio's not-UnderRail"
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Why do I get the feeling that Colony Ship RPG is going to end up being "Iron Tower Studio's not-UnderRail"
We aren't trying to copy Underrail (the work of a genius can't be replicated) but we do want to branch out and have at least two, if not three, differently designed games to avoid offering more of the same in different wrappers.

Just like AoD the colony ship RPG will be text-heavy and focused on the setting rather your character. Unlike AoD, it will be party-based, focused on exploration (and thus hybrids) rather than working your way up in a faction, which makes sense, have tons of feats (over 200 on my list so far) for greater customization of your character. It won't have any psy stuff and it's very likely that it won't have a crafting system (but we'll go with a multiple armor pieces setup) or defense skills either (no dodging bullets).

Also, I misspoke earlier, I didn't mean 3 weapon skills, I meant 3 weapon categories:

Melee
Fist (knuckles, gloves, push daggers)
Bladed
Blunt​
Firearms
Pistol
Shotgun
SMG​
Energy
Pistol
Rifle
Cannon​
Science
Medical
Mechanical
Computers​
Speech
Persuasion
Streetwise
Trading​
Stealth
Lockpick
Pickpocket
Sneak​
 
Last edited:

Kz3r0

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These games will be developed no matter what. I mentioned earlier that I'd consider AoD a success if we sell 30,000 copies (on top of 15,000 copies we sold in Early Access) in the first year. Selling 10,000 in the first week is definitely promising. I know that daily sales will drop fast, which is to be expected, but 20,000 in a year sounds very doable now.
Considering that the peack of sales is almost always around Christmas selling 30.000 copies after release in one year is agiven by now, I dare say that 40.000 and above is not far fetched too.
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
how the fuck you kill the aurelian guards at the mine as a fighter??
 

likaq

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For settingfag like me colony ship crpg = fap heaven.

Can't wait to see first screenshots :)
 

likaq

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And i hope it will be 3d with fully rotatable camera.
Not fixed camera faggotry, hi D:OS
I beg you vd.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Messages
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how the fuck you kill the aurelian guards at the mine as a fighter??
So far 6.5% of all Steam players got Terminator achievement (cleared both the mine and the raiders' camp in one game). That's 1,525 players.

For settingfag like me colony ship crpg = fap heaven.
For me as well, especially as a writer. We're going to start talking about the setting soon.

And i hope it will be 3d with fully rotatable camera.
Not fixed camera faggotry, hi D:OS
I beg you vd.
No fixed camera.
 

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