newtmonkey
Arcane
First and last kickstarter I ever backed. This thing is never coming out lolz
Hi folks! For those who've been asking, we usually do a post-GDC update, so you should be hearing more from us in the next few weeks. In the meantime, to answer a recent question - I think we've already covered the issue of putting out new estimated release dates. Just to reiterate, we want to make sure the next release date we publish is one we will be certain to meet. Until that date is set in stone, we're avoiding making public projections when there are still moving parts. We have internal targets that we're working towards, but those can change, sometimes on a daily basis depending on what kind of unforeseen issues arise. We'll talk more about this and other stuff in our next update.
Mar 18 2019 on Unknown Realm: An 8-bit RPG for PC and Commodore 64
Heather, as I've reiterated to you multiple times in our private correspondence, we have every intention of delivering this project and fulfilling our obligations to our backers, regardless of how long it takes. We would not be here answering comments, responding to emails, interacting on our Discord and on Twitter, and meeting backers at local game developer conferences and events if that wasn't true. Why would we continue to waste our time and money on any of that kind of customer service or community building if we had no intention to deliver on our commitments? There is a major difference between a project facing delays and unforeseen challenges (which happens all the time in video game development) and creators who "never planned on delivering what they promised" as you allege we did with this campaign. We definitely have had issues with delays, but we are still here making good faith efforts to stay in touch and build our community in our own way and do everything we can to get this game out! We are fully committed to completing the project and fulfilling backer rewards.
Mar 25 2019 on Unknown Realm: An 8-bit RPG for PC and Commodore 64
Indie Game Marketing – Stirring Dragon Style
Since the early days of Stirring Dragon Games, we’ve opted to take a different and sometimes unconventional approach with how we run our company and in particular, how we market our projects. In the age of screenshot Saturdays, hyped up trailers and early access, people might be understandably confused by our more quiet approach, especially when we’ve all grown accustomed to consuming content 24/7. Here’s a little synopsis of some of the underlying principles that drive why we do things the way we do them.
There’s a lot to cover here, we’ll try to keep it brief
Work Quietly
We’ve found that it’s all too easy to lose momentum when you spend time telling people about what you’re making instead of actually making it. In our experience, frequent project updates, dev blogs, etc. can be de-motivating for a variety of reasons. They require time to prepare and usually get very little feedback, or (worse) create a false sense of “accomplishment” that leads to lower productivity. Take Kickstarter updates for example, on any given videogame Kickstarter, post-campaign updates usually generate less than 5% engagement. Comments and likes are the only way creators can tell if their updates on KS are even being read, and based off that, it’s pretty clear that most backers don’t read updates. 5% of backers is a small number of people to reach considering the amount of time it takes to create an update worth reading. It’s a more effective use of our time to focus on finishing the game that we know 100% of our backers are waiting for.
During the early development stages of Unknown Realm, we did not publicize our work at all. We didn’t have a dev blog or a website or even a Twitter account. Aside from a public demo of an early engine build at the Commodore Vegas Expo in 2012, and a handful of trusted friends who knew about it, we created this project outside the public eye. This was hard to do because we were very excited about what we were doing and wanted to share it, however we felt it was the best way to stay true to our vision for the game.
To that end, we decided not to do any marketing of the game at all until the very day we launched our Kickstarter. We obviously had to deviate from our approach during crowdfunding, however, we find that our best work still happens in seclusion, without a lot of noise from the various “peanut galleries” on the Internet.
Spoiler-free Marketing
We’re not big believers in showing work-in-progress screenshots or game previews before our game is finished. Crowdfunding our game required showing practically every element of Unknown Realm during our Kickstarter campaign – probably more than most teams would show up front during development. And let’s be honest, folks, when you’re talking about an 8-bit RPG, most people have a pretty good idea of what they’re getting, and if they don’t, they probably backed this project by accident. We feel like we already had to give away so much of our game already during the campaign. We want to preserve some surprises for when people play the game for the first time.
What we are attempting to do is bring back the best parts of that 80’s game experience, which is hard to do in the age of instant gratification. While the standard advice for indie game devs these days is to publish screenshots, trailers and playable demos early and often, we feel this approach puts developers at a disadvantage, and ruins a lot of the enjoyment for the players.
“Everyone else is doing it” doesn’t mean you must
There’s another reason we prefer to keep our sneak peeks to a minimum…pre-release hype is not a friend of developers OR gamers. We were lucky to enjoy a huge amount of enthusiasm for our Kickstarter project, but unfortunately, there is a downside to pre-release hype: it fades quickly if you don’t constantly “feed the beast.” When that happens, things easily turn negative when there is a lull in activity or at the first hint of disappointment or delay. We’ve had a front row seat to some difficult launches and some major disappointments in crowdfunded games. In many of these cases, it’s clear that early hype almost leads to unreasonably high expectations from the community surrounding the game and disappointment in the end.
Put Out Finished Products
We prefer to forego early access or public beta releases. We would rather take the time to finish things internally as much as possible and minimize the external chatter until our product is done and ready for you to enjoy. It may not be as fun for spectators and backers during the development phase, but in the interest of capturing the old school computer game experience we love, we’re trying something different and hope that it will yield a more exciting and memorable experience when everyone finally gets to play the game for the first time.
Putting the feelies back in RPGs
Our mission is to create new adventures that set you free to follow your imagination wherever it may lead, and to us, that starts with these principles. It starts with allowing you to experience the game without a lot of spoilers or hype. We want to make games that take you back to your youth and remind you of the wonder and joy of discovering new worlds unburdened by expectations or other people’s opinions. We view the decision to develop and market our games as quietly as possible until they’re finished as a feature, not a bug – it’s all part of the Stirring Dragon Way to bring back the golden age of RPGs. It may not be consistent with conventional wisdom, and yes, there’s a chance it may backfire on us business-wise, but if it brings you back to the good old days when you finally play our games, we’ll be happy and we hope you will be too.
The thing that bugs me about all these videogame Kickstarters is how they seem like slam-dunks on the front end, but end up being a train-wreck after backing. The following was taken from the "Project Status" on the campaign:
"Our custom built game engine is currently in an alpha state as is our enhanced retro PC platform that will be used to run the game on modern systems."
"We’ve created approximately 90% of the 1500 graphic tiles along with many of the NPC portraits for the game."
"We've completed approximately half of the game music "
"The game itself is currently in a pre-alpha state and nearing feature completion. The game world and locations are already designed, although names and such are subject to change. The bulk of the remaining development time on the game side will be spent finishing game levels, puzzles, NPC dialog, and the normal play-testing and bug fixing."
Taken from the "Risks and Challenges" section:
"No project is risk free, but the good news is that any risks we foresee come from the “slight delay” column instead of the “failure to deliver” column."
"At this stage, the game itself is already in pre-alpha and most of the major technology hurdles have already been cleared. We have used our own funds to finance the development of the game engine and the PC platform so there are very few unknowns left in that respect."
I haven’t hit the panic button on this particular Kickstarter yet. But, I do expect to see something substantial in the next update since so much of this game was apparently complete before backing concluded.
I think no one accepts just how awful and long the slog to finish a game will be. There is basically no amount of money that can deal with the inherent flakiness of indie developers in the face of the tedium of game development, at least no amount of money on the scale that these little projects raise. "You can work full time for six months" is worthless in the face of six months of ennui and procrastination.
Hi SD, when will we see the promised GDC update? Do you have any updates on the "hand drawn monster manual"? I also would like to hear a new part of the game music. Any chance to hear a new tune from the game that has been done by Chris Huelsbeck? I really want this game to be a reallity. Do you think we will be able to play the game this year around X-Mas? I already got my fully functional C64 from the attic.... When will the new "Mystical Feely # be revealed? Thanks and greetings from Germany.
@Lightblade: That update should be out later this month and it will cover some of the things you asked about as well as other subjects.
We're glad you liked Mystery Feelie #1! We have a second one planned and we'll make sure people hear about it when it becomes available.
Looking forward to it!I'll start a thread here on RPG Codex as soon as I am able to!
Spring 2019 Update
Posted by Stirring Dragon Games (Creator)
Hi Folks!
Yes, we are still here (rumors of our demise have been greatly exaggerated) and as promised we are posting an update to give you a little insight into some of the things happening around here and where we’re headed.
The last year was pretty rough for us personally and professionally. The good news is that despite Bruce getting his left hand smashed in a tailgate, damaging his right shoulder, and his main development system experiencing a total meltdown (motherboard fried...thankfully no data loss), we've been pressing on with Unknown Realm development through these and other challenges.
Music Update
A few have asked about the status of the soundtrack…here’s a little info about where we’re at with that. The soundtrack is not complete yet. The hybrid-soundtrack for Unknown Realm presents some unique difficulties which has made it challenging to get each version of each individual track completed to the standards we’ve set for this game. The soundtrack requires more work and we need more music than we originally expected, so we're looking for creative solutions to that challenge.
Adventures in Bringing Back the Feelies
Some people have noticed the “Mystery Feelie” as well as a “Feelie of the Month” Club on the Stirring Dragon Games website that launched earlier this year. As you may have figured out, we don’t really do things the way most other game companies do, so when we launched our website, we decided to test two different marketing ideas and see which one was the most interesting and fun for people to participate in.
The first was Mystery Feelie #1, later revealed as a mini version of the Unknown Realm cloth map.
Mystery Feelie #1 - Mini Cloth Map
Some people liked this one so much that they actually posted pictures of it framed, next to their other RPG cloth maps.
The second idea was an old school “S.A.S.E.” (self addressed stamped envelope) club. We thought people would get a kick out of mailing in a self addressed envelope and getting something back via snail mail, and a few people did, but there were some unanticipated draw backs to that which is probably is why nobody else does S.A.S.E. clubs anymore.
Good Olde S.A.S.E.
As we learned, some of the hiccups with doing a S.A.S.E. club were,
The upshot of our experiments was that the mystery feelie was not only more popular; it was also more practical for this day and age. The idea of both these programs was to have a bit of fun while introducing people to some of the land and lore that is a part of Unknown Realm, and maybe even give them a few extra hints that will aid them on their quests in the game. ;-) So…back by popular demand, we have decided to continue on with our Mystery Feelie #2 that has just been listed on our website. From here on out, we will consider the "Mystery Feelie" our digital S.A.S.E. club.
- People had no idea how to do it! (despite what we thought were clear directions on the website)
- Some couldn't figure out how to fold one envelope and put it in the other one.
- A few people accidentally licked and sealed the inner envelope!
- It was clear that a few of the envelopes that we received probably were from the 80's, since their adhesive wouldn't stick when sealed.
- Some envelopes took lengthy mysterious side quests in the mail before reaching us.
- Our European friends couldn't participate at all due to postage and currency differences.
Bumps in the Road
As some of you may remember, last year we had an issue with our landlords informing us that they were going to sell the house we’ve lived in for the last several years, only to change their minds one week (ONE WEEK!) before our move date. We’ve been living in this house for almost 7 years, and they’ve renewed our lease consistently up until last year, so we were sort of hopeful they would renew it again this year. However, we received notice that they’re planning to sell the house, so…it appears our time in this home has officially come to an end. This is obviously not great news for us and adds a huge degree of uncertainty and instability to our lives. Right now we are trying to pack up our home and figure out a relocation plan that will allow us to continue working on Unknown Realm. Our current status as self-employed indie devs with no income makes this infinitely more challenging than it would be under "normal" circumstances. At this point all we know is that Stirring Dragon Games will be on the move soon and we hope that any disruptions to our work will be short term. That said, during the next month or so, it may be harder for us to respond to emails, but we'll do our best to stay in touch.
The Journey Onward...
As of right now, our current plan is to have the digital game released within a year. This is not an official launch date announcement, but we wanted to share with you the target we are working towards taking into account our current circumstances. Assuming we can financially find a way to continue working on the game full time, we believe this is a realistic estimate based on the outstanding tasks we have left to complete. This may require some strategic out-of-the-box thinking on our part, but our objective will always be to find a way to keep the lights on at Stirring Dragon Games so we can keep making games.
Everything we have seen and heard about this project over the last two years indicates to us that Unknown Realm connects with people on a deep emotional level. Positive or negative, the strong emotional responses that we get about this game give us hope that we are working on something special that is still worth fighting for. Our development path since Kickstarter ended has definitely not gone the way we originally envisioned it, but we are still here and will always be grateful to those that continue to stick with us on this journey.
Until next time,
Laura & Bruce
As of right now, our current plan is to have the digital game released within a year. This is not an official launch date announcement, but we wanted to share with you the target we are working towards taking into account our current circumstances. Assuming we can financially find a way to continue working on the game full time, we believe this is a realistic estimate based on the outstanding tasks we have left to complete. This may require some strategic out-of-the-box thinking on our part, but our objective will always be to find a way to keep the lights on at Stirring Dragon Games so we can keep making games.