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Colony Ship Early Access Release Thread [GAME RELEASED, GO TO NEW THREAD]

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
What are visibility rounds?
Front page highlights tied to recent updates. Basically, a temporary front page visibility booster you can activate after an update. Limited to five, so choose wisely.

Personally, I think every beta and non-beta update should be reflected there. It’s free, zero cost reminders to potential customers that the game is steadily improving.
It would spam the update section but won't make any difference. Yes, someone might glance at the front page (or heavens forbid our site's front page, last update April 6, 2021) and assume that we're barely working on anything, but that's a very casual level of interest, one step above boredom. When it comes to games in EA, the forums are the the best and probably only reliable indicator of the state of these games.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,937
Vault Dweller to be clear, I’m speaking about the Steam page, not ITS’s.

Would it hurt to try updating it at the actual frequency you release beta/non-beta updates?
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,202
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Yes, someone might glance at the front page (or heavens forbid our site's front page, last update April 6, 2021) and assume that we're barely working on anything
To be fair: if I saw this on an EA game, I'd assume it was vaporware and likely look elsewhere. But of course, one usually sticks to steam and you do update there.
 

notpl

Arbiter
Joined
Dec 6, 2021
Messages
1,670
What are visibility rounds?
Front page highlights tied to recent updates. Basically, a temporary front page visibility booster you can activate after an update. Limited to five, so choose wisely.

Personally, I think every beta and non-beta update should be reflected there. It’s free, zero cost reminders to potential customers that the game is steadily improving.
It would spam the update section but won't make any difference. Yes, someone might glance at the front page (or heavens forbid our site's front page, last update April 6, 2021) and assume that we're barely working on anything, but that's a very casual level of interest, one step above boredom. When it comes to games in EA, the forums are the the best and probably only reliable indicator of the state of these games.
I pass by games for exactly the reason you're describing all the time.
 

norolim

Arcane
Joined
Nov 21, 2012
Messages
1,012
Location
Pawland
It would spam the update section but won't make any difference. Yes, someone might glance at the front page (or heavens forbid our site's front page, last update April 6, 2021) and assume that we're barely working on anything, but that's a very casual level of interest, one step above boredom. When it comes to games in EA, the forums are the the best and probably only reliable indicator of the state of these games.
You are in error here. There is too much noise, too many games to follow. When people come back to your various channels, they will not devote too much effort to check whether your game is still actively developed or not. If they see recent updates, a few will read them, some will skim through and most will just remember to return in a while. But if they see no updates for a year or more, they'll immediately move on and will likely never return. Potential customers lost.
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,043
Location
The Glorious Ancient City of Loja
RPGs in Early Access are a very hard sell (megahits like BG3 are an exceptions, of course), so we'll wait until release and see what happens.

Professional curiosity - in your experience, is the actual release - for RPGs - bigger than the EA release? I am doing it - EA/full release - for the first time so I have no idea what to expect.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
8,047
RPGs in Early Access are a very hard sell (megahits like BG3 are an exceptions, of course), so we'll wait until release and see what happens.

Professional curiosity - in your experience, is the actual release - for RPGs - bigger than the EA release? I am doing it - EA/full release - for the first time so I have no idea what to expect.

Not who you asked but I'll add my experience in here too. For me it was about 40% (EA) - 60% (full release) split. But I did very little marketing and my game is very small.
 

Technomancer

Liturgist
Joined
Dec 24, 2018
Messages
1,565
This game release will be somewhat new experience for Iron Tower. Unlike Colony Ship, Age of Decadence had some mainstream media coverage.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
RPGs in Early Access are a very hard sell (megahits like BG3 are an exceptions, of course), so we'll wait until release and see what happens.

Professional curiosity - in your experience, is the actual release - for RPGs - bigger than the EA release? I am doing it - EA/full release - for the first time so I have no idea what to expect.
Yes. You can track it with the number of reviews as they correspond to sales.

Vagrus:

Vagrus.png


King Arthur:

Arthur.png


AoD:

AoD.png
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Or even worse, encouraging having skill monkeys for your solo character going back and forth when exploring an area.
What is the benefit of dumping your party while exploring? Or do you mean swapping in each of the party members as needed for checks, while pc is a murderhobo?

Not only as needed but to "maximize" progression, especially for combat, by giving the LP to the skill monkey character that has the skill with higher level while at the same time getting the full XP from combat for the murderhobo. I was watching a player stream when we released the hydro update, had a solo character. Every time there was a check that wasn't a combat alternative, he went back to the armory, picked Harbinger, did the check, went back to Armory, dumped her. So it was a back and forth all the time. He hated doing it, as we talked later, but at the same time, it was profitable. I know some might say "It's up to the player to not do that", but I think that we have a responsibility as designers regarding the actions we encourage via the systems we create. Kinda similar to what was happening with looting in combat, in which in some cases you weren't supposed to get the loot afterwards (big faction fights), so the system encouraged the player to try and loot enemies and dead allies while combat was still going. Again, annoying, players hated us for it, but too profitable to pass up. So we cut the snake by the head, disabling the looting, as it didn't add a really interesting gameplay consideration, was silly (taking all the armor from dead people in the middle of combat) and cluttered up the combat area creating issues with movement selection in some cases.
 
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Daedalos

Arcane
The Real Fanboy
Joined
Apr 18, 2007
Messages
5,615
Location
Denmark
Honestly you should get COHcarnage on board, and you'd be set lol.

Guy is great, and plays alot of cRPGS, and have a huge audience.

Time to lick his ass till its cleaner than Donalds Trumps tax returns.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,202
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
picked Harbinger
Somehow, I've done several "complete" playthroughs of this, and never once realized Harbinger was even an option to recruit in chapter 1.
I know some might say "It's up to the player to not do that", but I think that we have a responsibility as designers regarding the actions we encourage via the systems we create.
I agree, especially for games like colony ship where high difficulty is intended. It's a bit rude to say "here's a hard game where you'll have to get creative to win, but if you get creative in a tedious way it's your own fault". Seems like a pretty hard problem to fix though, unless you just allow adding/removing party members everywhere, which seems degenerate. Maybe make the npcs get upset at being jerked around and refuse to join again if the player has removed them from the party more than 10 times?
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Somehow, I've done several "complete" playthroughs of this, and never once realized Harbinger was even an option to recruit in chapter 1.

She's not, I was talking about the hydro yellow and red locations =)

I agree, especially for games like colony ship where high difficulty is intended. It's a bit rude to say "here's a hard game where you'll have to get creative to win, but if you get creative in a tedious way it's your own fault". Seems like a pretty hard problem to fix though, unless you just allow adding/removing party members everywhere, which seems degenerate. Maybe make the npcs get upset at being jerked around and refuse to join again if the player has removed them from the party more than 10 times?

Yes, that's a point that's brought up quite a bit as a logical solution, meaning them as a person would react to it.
 
Vatnik
Joined
Sep 28, 2014
Messages
12,293
Location
USSR
What's the takeaway here, that 1200 r is too much for many and they don't know about the ongoing RU localization effort?
I don't know how to interpret this, it's probably just an angry minority, but yeah, they're not happy with the price.
Outraged that the price went x8 and x9.5 in Turkey and Argentina, because a lot of Russian players have changed the Steam region to those two after a ton of publishers went nazi against Russian players. Just giving some context. I don't have an opinion on that. It was probably necessary to correct for hyper inflation or some shit. People always complain.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
We changed the US price, the conversion to other currencies was done automatically. Steam recently updated the price matrix, so the increase is significant in some countries (where you could buy the game for a dollar before).
 

Kamaz

Pahris Entertainment
Developer
Joined
Feb 16, 2004
Messages
1,043
Location
The Glorious Ancient City of Loja
We changed the US price, the conversion to other currencies was done automatically. Steam recently updated the price matrix, so the increase is significant in some countries (where you could buy the game for a dollar before).

Oh boy. Prompted by the comment I checked our regional price table and, yup, we are selling the game at a dollar. The Steam suggested price in Turkey is 16 times the detail 5 times higher than we have ATM.

1681883570976.png
 
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Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,702
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
We changed the US price, the conversion to other currencies was done automatically. Steam recently updated the price matrix, so the increase is significant in some countries (where you could buy the game for a dollar before).

Oh boy. Prompted by the comment I checked our regional price table and, yup, we are selling the game at a dollar. The Steam suggested price in Turkey is 8 times the detail 5 times higher than we have ATM.

View attachment 35382

And it happened in only 1 year ...
Also it is sad that while 149,00 TL is not that much, many of Turkish gamers will hesitate to give that amount to an indie turn based RPG. While they are paying literal thousands to remakes and live service games...
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,740
Location
SERPGIA
The YTers we contacted (over 100 people) got Steam keys so they can access it whenever they please (which explains SplatterCat's and Mortismal's second videos). We don't do exclusive content; when a new location or update is ready, it goes to the players first, not the media.

Overall, I wouldn't describe the situation as bad or dire. RPGs in Early Access are a very hard sell (megahits like BG3 are an exceptions, of course), so we'll wait until release and see what happens. We got into Steam festivals like TurnBasedFest and the upcoming TactiCon, which is a big plus. We still have all 'visibility rounds' (we spent all AoD's rounds in EA, which was a mistake), planned post-release updates, etc.
Have you ever thought about doing [LIVE] commentary and QA with YouTubers on release date or for every next Major Update? How would that video format look like? Youtuber (for example: SplatterCatGaming) would be with his small window in left corner, you'd be in right corner (dressed as Space Station Admiral) and game would take the remaining 80% of screen. YouTuber would play game and talk to you, while you'd comment about his gameplay, game itself and answer previosly collected questions from Discord and Forums alongside questions from LIVE audience. Such format is even more suited for Twitch

I honestly don't know why very few if any indie devs do this. Maybe they are too concious about their physical appearance.
Call it: "Colony Ship with [insert YouTuber's Name] & Lead Dev"
 

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