This past week, I had a somewhat sobering conversation with a marketing professional about Catalyst Wake. But it was also really helpful. I've thought about some things, and I'm going to make some adjustments to the release schedule — more on that later.
First of all, I'm pretty surprised to have been approached by any marketing people at all, and they did so because they liked the look of the game, so that's very flattering. But of course, the amount of wishlists this game has (around 500) makes marketing it a super risky move. Wishlists are the most reliable way to determine if a game will do well on Steam, and the more you have, the better.
I launched my store page early for precisely that reason, it's a common indie dev tactic because theoretically the longer it's up, the more wishlists you accumulate. But when it comes to other things, I'm not so savvy. For example, they pointed out that my store page header lacked contrast and clarity, which is why I switched it out this week.
I used Thumblytics, a site built for YouTube videos, to sneakily do A/B testing for Catalyst Wake's new store page header.
When I pitch this game to interested parties, I can't help mentioning how little I expect it to succeed in the traditional sense. That is the most honest assessment in my opinion.
I follow the philosophy of "make things for yourself". I didn't set out to make a project that would necessarily be accessible or interesting to anyone but me. It appears I'm taking a huge gamble by basing this on my old animations — which almost nobody has watched — and my excitement for this largely relies on my own nostalgia for my old project, which a very small percentage of even my own fanbase feels.
And now we come to the sabotage angle. It was brought to my attention that my new planned release date of December 30th is one of the worst times you can release a game. By launching during the holidays, I would basically be sabotaging my game's chances to make any profit during its first week (first week profits are super important for Steam's metrics).
I had a difficult choice to make. On one hand, it would be nice not to kneecap my own project and make sure it has the best shot in the market. On the other — as I've established, I'm not exactly expecting big profits from this. I don't think I'll be able to break even. The real success will be finally finishing The Evolving World's story, learning the things that I did from this project, and getting to move on to my other projects. That has always been my personal metric for success.
So what I've come up with is a compromise. I don't like the idea of sitting around on a finished game.
Therefore, I will still be releasing Catalyst Wake on December 30th — on itch.io. However, it will be coming to Steam on February 10th. This is a lot like how my other games were released anyway, and it will be good to get feedback and iron bugs out before it's exposed to a wider audience.
It's too bad because I really wanted to be able to deliver it on all platforms at once, but it's my own fault for taking so long and procrastinating this much. I hope you can understand.
Until next time!
— LockedOn.
You can visit http://www.lockedongames.com to see a backlog of progress updates. Support me on Buy Me a Coffee to unlock exclusive images from the upcoming chapters of Catalyst Wake. I post something there every week.
It's Steam Awards season and we would love it if you nominated Boyfriend Dungeon for Best Soundtrack. We've heard a lot of ya'll can't stop listening to the sounds of Verona Beach and we at Kitfox can't either. Boyfriend Dungeon wouldn't be so ✨magical✨ without the talents of Marskye and Madeline McQueen and we hope to honor them with your help!
As a special incentive on top of that, Boyfriend Dungeon is 15% off for the Steam Autumn Sale along with all the other Kitfox games at varying levels of discount!
These charms are only available by subscribing to the respective streamer’s Twitch channel with a linked Uplay account. For more information on how to link your Uplay and Twitch account, as well as opt in for Twitch Drops, please refer to this FAQ.
How to get involved
We are always on the lookout for additional content creators to add to the program and will be exploring new candidates in 2022. If your goal is to see your charm in game, we use the following criteria to begin the selection process for potential candidates:
Requirements to be considered
Approximately 350+ concurrent viewers – preferable. Average of 10 Rainbow Six streams per month. Average of 20 hours of Rainbow Six streamed per month. Positive standing with Ubisoft/Rainbow Six Siege. High quality level of content. Twitch Partnered. Rainbow Six Siege reserves the right for final decision.
Consideration for Removal
Less than 10 Rainbow Six Siege main streams over 3 months. Level of quality dropping below an acceptable level. Standing with Rainbow Six Siege/Ubisoft compromised. Any actions that may negatively affect the R6S/Ubisoft brand. Loss of Twitch Partnership. Rainbow Six Siege reserves the right for removal of any charms.
We know it's a long shot, but we're terribly proud of the unparalleled work done by both Cheshyre and Locknar on our game. The heavy hitting dubstep, the ambient electronica, the body-shaking drum'n'bass, the head-banging metal...we could not be more grateful for the love and labor they both poured into this game's OST. Project Nexus would be a barren, soulless experience without the life their music lends to it.
That's why we're shooting for the Best Soundtrack award on Steam this year!
The soundtrack is available on Spotify for those who haven't picked it up on Steam yet, in case you want a reminder of what exactly we're asking you to vote on: Locknar's half of the OST Cheshyre's half of the OST Some of our favorite tracks are Blood Soon, Child of Swamp Zombie, Enter the Nexus, Waltzer White, and AAHW. What're yours?
Thanks for mobilizing with us, oh dear friends-of-Madness. Let's find out if we can bring Hank and the gang out of Nevada and into the world stage with our very first award. And thank you for making this a wonderful launch year <3 <3
Clue/Cluedo: The Classic Mystery Game is part of the STEAM AUTUMN SALE
There are 10 themes and with every game the combination of criminal, weapon, and location changes. This means that with the Season Pass, you get thousands of new mysteries to unravel. With different levels of difficulty, you can become the best detective in every location around the world!
SEASON PASS CONTENTS: • THE CLASSIC MANSION - inspired by the original edition of the board game. • SHERLOCK - was it Moriarty in Hyde Park? • EGYPTIAN ADVENTURE - Was it Green the adventurer under the sphinx? • INTERNATIONALS CHARACTER PACK - Mrs White returns, along with other past favourites like Miss Peach! • HOLLYWOOD - was it Scarlett the director in the film studio? • VAMPIRE CASTLE - was it Mustard the werewolf in the Transylvanian castle? • SNOWY PEAKS - was it Green the ski instructor in the winter chalet? • MURDER EXPRESS - was it Lord Plum on the prestigious locomotive? • TROPICAL MYSTERY - Was it Captain White on the Bridge? • WILD WEST - was it bounty hunter Scarlett in the frontier town? • VENETIAN MASQUERADE - was it the twin White princesses in the Venetian palace?
UPDATE 2.0.6 - Tweak fall damage so it doesn't trigger lower than 3m. And it doesn't do small amount of damage anymore; it's either no damage or considerable if the height is big enough. - Fixed BTR photo mission. - Fixed shotguns needing arming each time after game load. - Fixed Mosin bolt not cycling properly when running.