Witchfire - AdrianChm
The premiere of Witchfire Early Access on Steam went well. Actually, it went better than we dreamed.

  • We have over three thousand reviews with a 91% user score. For an Early Access game! We could not be more grateful. And thank you for reviewing; this really matters for the Steam algorithm.

  • We have sold enough copies not only to secure the studio's future, but also to be able to invest more in the game and make our Witchfire dreams come true.

  • Across Steam and EGS, we now have one million wishlists. Actually, as soon as we announced this, that number jumped to 1.1 million.


We've put a lot of passion and hard work into Witchfire. I want to use this opportunity to bow down to the team, who not only never lost its faith in the project nor ever left for greener pastures but continues to work as if the best is yet ahead of us. And they are right.

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Overall, since our EGS debut in September of 2023, I think everybody won.

Epic got a pretty unique, good-looking game for a year to strengthen their shop's presence. The deal with Epic allowed us to keep our independence and continue development without selling part of the studio. And last but not least, gamers who purchased the Epic version got to play a truly different version of Witchfire, one that will never be seen again. More brutal, raw, unforgiving.

And when we were ready for Steam, Steam players got a game that, sure, is still unfinished — that's what Early Access is — but is in a better state and has more content than the initial release. What's there not to like? I would genuinely recommend any indie studio that can go this route to go this route. I am glad we did. We have just copied what Supergiant has done with Hades, and it seems to have worked well.

As for Steam, we were content with the way things started, but then they started to get ...even better. Thanks to the Steam reviews from the players, our helpful Discord community, Steam forums, and a few prominent streamers and YouTubers who simply enjoyed the game, our player count more than doubled. We literally were throwing the number in our team chat every ten minutes or so, enjoying the news.

We are also impressed with the Steam algorithm. It really does seem to work. As an example, when the initial two-week 10% off promo ended, we expected the sales to cool down until the next big update or news or sale. But ...no. Daily sales are still great, relatively to where we are, of course.

Rest assured that the success of the Early Access premiere will neither slow us down nor make us complacent. We are the type of studio that quickly tunes out the praise and focuses on the critique, and we have a vision of Witchfire that we want to execute as soon as possible. So, good premiere, gg team, thank you players — but now it's back to work.



Is there anything new we've learned thanks to the Steam premiere?

We certainly did. We learned how and when to let go, and what happens when you respect your players.

Let's start with the former.

The most painful thing for any game developer is not when someone screams at you on X/Twitter or when people fight ugly over a feature on a Steam forum or when someone trolls the comments under your YouTube video. Sure, these are not fun, but the most painful thing is reading an unfair press review and seeing your Metacritic score go down, or reading an unfair Steam review and seeing your user score go down.

Whether we like it or not, Metacritic and OpenCritic matter. A simple example: you need an investment for a future project. When you explain to the potential investor that your game sold well, even though the Metacritic score was merely so-so, they will start to have doubts about your ability to deliver high quality and might even consider your great sales to be a lightning-in-a-bottle thing you might have trouble replicating. But if you say you had great sales and a fantastic Metacritic score, they will now be looking at something much tastier and worthy.

The Steam user score is even more important. Imagine someone decided to check out your game because Steam recommended it. The first thing to look at: user score. It sits at 79%. "Ain't nobody got time for that" — and the person leaves the page.

Also, the user score matters for the algorithm. It's obvious: Steam is more likely to recommend good games to you rather than bad games. That is how Valve earns money, by keeping people happy with great games and a great ecosystem.

Now, sure, we have seen commercially successful games with low MC and Steam user scores review-bombed to the 50s, but they are merely exceptions to the rule—not something you want to risk.

So when you read a bad review, it's not just a bad review. With how things are structured, its reach goes beyond just being a note on the game's fun factor and quality. Publishers are acutely aware of the impact user scores can have on a game's success.

But while these are the reasons why getting a bad review hurts, getting an unfair bad review hurts even more. I am sure you read your share of troll or questionable reviews so you know what I am talking about here.

What can you do about it?

Nothing.

What should you do about it?

Nothing.

To be clear, I mean the reviews you might consider unfair. Legit critique, no matter how harsh, is simply the feedback you must consider.

This is actually what Valve recommends in their Steam developer guides. They warn you that no all reviews will be constructive, and they say that rather than lamenting about it, you should focus on your game and the actual feedback.

I thought about it for a while, and I got it. In Valve's mind, it's better to focus on making a better game, so you get more positive reviews that would effectively neuter the bad ones, regardless of their fairness level.

And so we've learned to let go. Unless something is clear disinformation, we just see if there is something we should learn from the review or not, then move on to work on it if there was. That's it.

What about the second thing, then? About what happens when you respect the players?

Well, we are gamers, too. Every person in the studio is a hardcore gamer. So we know what we want from a Steam game. This is why we invested a lot of time and effort into our Steam page, into posting regularly—like the thing you are reading right now—and into talking to the players directly. We spend extraordinary time on playtests, and the game's stability is our number one priority. We basically flipped the script on Early Access, with the game being relatively stable and with enough content for some people to claim, "this feels like a full game already."

And what happens then?

I don't really have enough time to reply to every thread on our Steam forum, but one day I've decided to spend the night doing just that. There were a couple of clearly angry posts, some weird claims, some questions... I rolled up my sleeves and got ready to reply and explain and discuss... except people did that for me already.

Well, not for me literally, of course, but people responded to every thread I wanted to respond to in a way I would respond myself: defending the game, explaining it, helping to solve a technical issue.

It was hard to believe for me, but I simply ended the evening writing nothing. There was no need.

Valve knows this.

Another thing they write in their guide for developers is not to engage in discussions unless you really need to and to focus on making the best game you can instead. Because if you make a great game, then your players will help you out.

It's one thing to read about it, and it was another to experience it. Who knew that if you make a decent game you clearly care about and communicate with the players often and honestly, they will have your back?

So these are my thoughts after the first month on Steam. Witchfire is doing great, and we're working on cool new stuff. The promised Fast Response patch is most likely going out tomorrow, and then we focus on a fat update for December.

I want to leave you with a review that got us all teary-eyed. We got so many lovely reviews and emails that it was hard for me to choose just one. We read them all and post select ones to our team chat. I could easily quote fifty. So I just chose the latest one we got.

Hello, Astronauts.

I'm a college senior from Egypt, and I've been following your game pretty much since the day it stepped foot on EGS's front page. [...] I did not have the means to buy it. I pirated the game for a few months, a little after the first GGU is when I stopped pirating/playing and waited for a steam release.

Coincidentally I also got a credit card, which is the only way to make international purchases in Egypt, so I was able to finally buy the game at what I thought was an okay price (Thank you for good regional pricing!) and got it on steam.

I've been playing the game daily for hours on end, for even more than I was when I had pirated the game. I think you guys got something special here, and I'm here to implore you to create a "Early Adopters" of sort DLC/Edition for the game that can only be bought before the game's official release. Exclusive cosmetics, story tidbits, a semi-exclusive class that can be unlocked later or a weapon, even, would be fine.

I am mainly asking this because I want to financially support the game's development further but I don't see a donation or Patreon button.

I hope you guys have wonderful success with the game leading up to and after official launch.

Have a good one.

Sincerely,

A random middle eastern fan.
I doubt we will ever do any form of a FOMO exclusive, but that's not the point here. What got us emotional was the idea that we brightened someone's day enough for them to send us ideas on how to make more money for the studio. Also, we appreciate the honesty. Although it's hard to beat a guy on our Discord who pirated the game and then bought three legit copies to atone for his sins. No, this really happened, just hop on our Discord and search for "I bought three".

But I digress.

From the bottom of our hearts, thank you all again.

Till next time,
Adrian
THREAT ACTOR - generic
Threat Actor
If you're interested in the game and want to follow the progress, feel free to wishlist the game so you'll receive an email notification when it releases and join our Discord to see more detailed updates.

Discord Invite
Click here!
Braid, Anniversary Edition - OnionKnight
MacOS users can now delve into Braid, Anniversary Edition!
Complete with high-resolution graphics, sound, music, and in-depth developer commentary; this is the definitive way to play the indie classic.

New Puzzle Worlds
Explore mind-blowing puzzles, including 40 new puzzle rooms found across the Commentary World.
Transformed Visuals
Take in Braid's timeless graphical style, lovingly remastered for contemporary displays, including all new assets and environment art and repainted by hand.
Updated Sound and New Music
The game's incredible OST is complemented by several gorgeous new tracks, and all new sound design!


We can't wait for players to experience Braid, Anniversary Edition - there's never been a better time.




Starveil - Vildravn
Want to talk to us directly, get peeks at some behind the scenes development and even get invited to some limited closed playtests?

Join our Discord server!

See you there!
Paradise Beach Simulator - Marine
Dear friends,

📢 Our prototype playtests close on October 26th.

We wanted to give you a little reminder because after this date, we are not sure to open new playtests before a few weeks.

Indeed! These last few weeks have been rich in information (thanks to you), and we asked ourselves many questions to improve this prototype which will have to evolve into a demo sooner or later.

We had a wealth of ideas for the gameplay, in particular to give the player more freedom on the island. We also want to work on many aspects of the game that need it: financial balancing, pacing, and adding crucial features that we have not yet had time to integrate.

🙏 We thank our 351 testers for the many bug and gameplay feedback.

Dev Talk <3

As small as we are, we have evolved very humbly since the first wishlist: creation of the steam page, prototype, 6 updated versions...
Several months (8?) later, we never thought to introduce ourselves! Let's fix this bug right away:

🐻 This is the bear, this is the droid...Teddy.
And this is he's real name :D
He code, he gameplay, he send the boat away

👩🏻 She's the marketing lady, and the "I'll try to do it on Blender" girl, she is...Marine.
She is a Swiss army knife for the project, graphics-wise.

And finally, here is the guardian of time, the one who keeps us from getting stuck in our chairs in front of too many hours of gamedev, the one who watches over us while pretending to steal a hug, here is...Malia the dog 🐶 She is so glued to us that she could be our producer, but luckily for us, she doesn't speak.

🤓 It's now time to get back to our keyboards, and we'll see you soon for new news.

M&T

✨ Discord : https://discord.gg/Y82XmKcTJp
✨ X : https://x.com/beardroidgames
✨ Instagram : https://www.instagram.com/beardroidgames
✨ Tiktok (do you want to see funny bugs?) : https://www.tiktok.com/@beardroidgames
Oct 17, 2024
Harry Potter: Quidditch Champions - mylivemtl
Gameplay Balance/Tuning
  • Reverted the majority of the recent maximum turn speed changes, leaving only a smaller decrease than before when holding the Quaffle.
  • Fixed an issue that meant this change was applied to other roles.
  • Updated Challenges with added Gold rewards.

Stability
  • Fixed multiple crashes.
Goose Goose Duck - Canadian_Thor
🎃🦆 Honk if You Love Halloween! 🦆🎃

As we flock into Fall, it’s time for a treat—a Limited-Time Halloween Cosmetic that’s absolutely FREE to claim! 👻 Log in to find it in your collections.

But beware... with Halloween fun comes some sneaky surprises! 🎃 Throughout the maps, discover treats that give you a speed boost 🍬✨ or tricks that will slow you down 🕸️💀.
  • 🗺️ Available on all maps* and game modes*.
  • Excludes The Carnival Map and Corruption Mode.
Log into Goose Goose Duck before November 3rd, 2024 to experience all the tricks and treats this Halloween season! Gather your flock and shake a tail feather—because nothing says “Happy Halloween” like a gaggle of disguised geese haunting the night! 🦆✨
Oct 17, 2024
Earthquake: Margarita School - Definitive Edition - jeancliment08
Fixed issues, bugs and errors.

Graphics on Low and Medium completely removed due to visual issues.
Adjustments to some interactions.
Community Announcements - Unmade Games
  • Fixed a bug where the gate state to the next level was not saved when returning from Camp Haven.
  • Fixed a bug where the maze level did not reset after completing the demo.
  • Fixed a bug where the character layout and inventory were not saved after completing the demo.
  • Fixed a bug where chalk marks in the maze were not saved when returning from Camp Haven.
  • Fixed a bug causing armor calculations to work incorrectly.
  • Fixed a bug where shield armor values were not applied properly.
  • Fixed a bug where arrow projectiles passed through closed doors.
  • Fixed a bug where the loading screen icon in the bottom-right corner was not displaying correctly.
  • Increased the door interaction range.
  • Decreased enemy drop rates slightly to reduce Health Potion drops.
  • Decreased torch attack damage from +20 ATK to +8 ATK.
  • Increased the maximum number of Chalk you can carry from 10 to 20.
  • Removed misleading item descriptions. (They were a bit ahead of their time - perhaps they’ll return in the future.)
  • Added temporary visual effects for buffs and debuffs for better clarity. (Don’t worry, we’ll improve them later!)
  • Consumable items, like Health Potions, now stack when equipped.
  • Added the ability to quickly loot items with Shift + Left Mouse (Keyboard) / RB + A (Gamepad).

Thank you to everyone who provided us with valuable feedback! We’ll keep working hard to improve Deepest Dungeons for all of you.

Stay tuned for updates by following us on social media like Twitter and Threads, or by joining our Discord community!
Oct 17, 2024
BrVR Backrooms Virtual Reality - WooStudios
New this week: Level 13 revamp and so much more. This is a BETA update. Please use the Beta branch in BrVR's steam library page -> gear icon -> properties -> betas.

Revamped level 13

Although major, this is most likely the smallest revamp we've done in a while. New signs, better trims, more furniture, less darkness, a creepier level event, and lighting error fixes are just some of the things that are new in level 13. There are also some bug fixes related to entities and wall trims. The key to the apartment now costs 35,000BB, but comes with an added bonus: level 13 will be added as a location in the Frontrooms Stairs to no-clip to. Instead of spawning in one of the hallways, you'll spawn in the apartment (next to a free MP7 Submachine Gun).

Revamped the FUN Minigames

Long in need of a revamp, the FUN minigames sat stranded in the old level FUN style with broken janky navmesh and terrible music. All five maps still contain the original purpose of each part, but with complete overhauls to the graphics and mechanics. There are also new music tracks by LunaNightZ, thanks Luna!

Added level 11's exits back

The level 12 entrance and the level 480 entrance were missing from the current version of level 11. Now, it's fixed! The level 12 entrance is on the side of a building and the level 480 entrance is inside of a building named "inconvenience store".

Removed a lot of vault cheese

A new blacklist has been implemented to keep level keys, crate keys, magazines, and several other objects out of the vault.

Now for some rapid-fire changes:

Decreased Balloonderbuss Recoil
Changed M1A Mag Size
Improved C4 Handling
Rearranged entities in level 26
Added hand-holds to the top of ladders
Fixed the light shaft direction in level 24
Balanced the plastic factory minigame
Added a new song to the radio music channel
Added a window room to the tutorial
Added some ramps to the buildings in level 1020
Fixed some G28 Handholds
Added more speed limit signs to level 11
Added more background scenery to level 11


Join our discord https://discord.gg/rAhVHZnUuJ

Wishlist our other game Bread or Dead VR and try the playtest

https://store.steampowered.com/app/2380600/Bread_or_Dead/
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