ESA’s current situation, part 2


(Trying out new logos for the game)

So, I promised some news to give you early this week. As usual, things weren’t quite as simple and dandy as I thought, so I can’t give as certain updates about the situation as I hoped last weekend. Anyway!

– I’ve discussed the soundwork stuff with Noby, and we’ve agreed on a deadline at the beginning of september! This means that by then the game will be in release state, and in the meantime I’ll keep polishing and adding new optional content.

– Once again I’ve started thinking critically about how to publish the game, and considered some options with my workmates. When I made the release date estimation announcement, I hoped I’d have a definite plan for this by now, but it turns out (unsurprisingly) that before even considering approaching a publisher of any kind, I’ll have to do some (a lot of) extra work. I’m really lost when it comes to who to contact and when, but I’ll try to get this settled down as soon as possible.

I’m terribly sorry about all the missed promises and deadlines, but most of them were made with a freeware game in mind (and without thinking about things other than “how quickly could I theoretically be done with this?”) I really hope I can get over with this post-game stuff fast, because it’s really not my field.

7 Comments

  1. George says:

    I certainly don’t mind free stuff, but I would still recommend you go with a publisher, like one of the bunch nille mentioned (adding to that list Adult Swim Games). Why? Because even free games need promotion these days, especially on PC — the platform overloaded with cheap stuff. So many decent free games barely get a chance to be played… Free or not, promotion is important.

    • George says:

      Not pushing you to publish as freeware of course, there’s more than a few examples of indie projects that started as freeware but went on to attain success as commercial titles like Gemini Rue and Gunpoint. By the way, Tom Francis had a good idea with those “extras editions” for Gunpoint, worked out well for him I hear.

      • Hempuli says:

        Yeah, there are a lot of options with varying amounts of risks taken, and marketing is the key to success here. I really wish this wasn’t the case, though! Thanks a lot for your input, I think we’ve reached some kind of a consensus about where to go next.

  2. Derp says:

    I’ve quitely watched your progress for quite some time Hempuli and I have to say, I’m rather surprised at the pressure you’ve been getting to sell your game (not that it isn’t good), I can’t help but feel people may be projecting their own desires for a financially successful game upon you. There’s nothing wrong with releasing your work for free, there are many developers who create quality work for free, Locomalito, Pixel, Cactus, even Derek Yu with Spelunky for example.

    People don’t always know whats best, ESA is your project afterall, not ours. Perhaps you should simply take a moment to reflect on your own reasons and motivations, and why you started making ESA in the first place?

    My advice would be to slow down a little, release for free (like you originally intented to) to build a larger user base and following. Then when you’ve had time to sort things out, you can choose to release a remastered edition for cash if there’s a large enough following/demand (or not). Most of all, follow your own heart, and don’t listen too hard to what other people tell you.

    Then again, what do I know? ;)

  3. Gear says:

    No problem dude, just go at your own pace.

  4. nille says:

    Why not try micro-publishers like Tiny Build, Chucklefish, Double Fine.. Devolver, of course.. And whoever does this kind of thing, too.

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