Roadmap Update: From Steam Launch to Future Projects
It’s been roughly seven months since the last update, and with the upcoming release of Cook or Be Cooked on Steam, I think it’s necessary to update everyone and also put my thoughts in order.
Cook or Be Cooked
The project wrapped up production around January of this
year and is ready for release. Although I was planning for an earlier launch, I
wanted to give the game the chance it deserved and see if it could get a strong
release. I’ve presented the game at Athenscon convention last year and the
people who played it really loved the story and the artwork, which motivated me
to apply to Gamescom through the Hellenic Film & Audiovisual Center.
The game was selected in the top 10 from the Center, giving
me the opportunity to attend the biggest convention in the world once more.
This time I focused on finding a publisher as well as participating in the
Steam event, hoping to gain several hundred or even thousands of wishlists,
which could boost the game’s visibility. As you might know, you usually need
around 7,000 wishlists before release, otherwise the Steam algorithm won’t pick
it up.
On publishers: I talked to a handful, and two were interested in the game. The first thing I did after returning from Gamescom was to immediately send a working build as well as a pitch deck. It’s been three weeks since then with no replies, which is a clear indication they’re not interested. My plan was that if I could get enough funding, I’d expand the game to 6–8 hours of gameplay. Since I don’t have the funds, the game will release as is—which, in my opinion, is in a good state, and the story is self-contained for this type of game, so no harm is done.
Unfortunately, the Steam event didn’t go well this year. I
got only 200 wishlists, and from the other developers I spoke with (around two
dozen), the results weren’t good for them either. The game currently sits at
around 400 wishlists, which indicates it’s heading for a weak release and won’t
recoup the money I invested. That’s acceptable, since I wanted to familiarize
myself with Godot engine more than anything.
The game is scheduled for an October launch on Steam, but it
is already be available on Itch. I’d also like to thank a couple of people who
supported the game more generously than expected, it truly means a lot. Those
of you who supported the game’s release, if you’d like a Steam copy, please
reach out ,and I’ll send you one. I honestly appreciate your contributions and
hope you’ve had a fun time playing the game.
Parallel Pulse
I made very little progress this year on my main game. I
felt downcast and rushed to finish it but Cook or Be Cooked taught me
that I should take my time. This game should be released when it’s ready, not
only because I love the artwork and story, but because I need to focus on
learning the engine better.
The reason I’ve managed to release a dozen games so far is
because I did most of the programming myself, and the same should be true here.
The most costly part of Parallel Pulse would be the programming part,
and the budget would have been enormous. If I hadn’t gone through the process
of releasing Cook or be Cooked, I might have poured money into it only to
realize I didn’t have the funds to finish.
On the bright side, a big publisher is interested in Parallel
Pulse, but I’ll need to create a proper vertical slice for them to
evaluate. I also submitted it to the EU Commission this year and scored 72 out
of 100. While I passed the threshold, the enormous number of applications meant
I didn’t get funded.
Still, things aren’t all gloomy. I now have a much clearer
sense of what needs to be done to complete this game. I love the story, and
even more so, I love the beautiful artwork the artists created. That said, I
still lack the programming experience needed to build the combat system and the
dialogue UI, so for the time being I’ll focus on learning the engine more. From
time to time, I post updates on Bluesky, so feel free to follow my progress
there.
All things considered, development on Parallel Pulse
will resume at the beginning of next year.
Project Rogue Shifters (Codename)
I considered shelving it again, since I had little faith it
would recoup its costs, let alone become a success. The only thing I really had
was the story and script, which are basically finished. So, I had two options:
kill the project once more, or use it as a training exercise to learn the
engine better.
I’ve decided to use it as a training opportunity to learn
Godot and the Dialogic plugin better. Although I’ve used the plugin before and
released two games with it, I wasn’t the main programmer, so my contributions
were limited. This means I still don’t know how to create a save system or
complete the full UI. Like with Ren’Py visual novels I made in the past, I’ll
gradually build my skill set here too.
I’m not someone who learns well by studying blindly, I’m
project-driven, and I think most people are. To improve, I need to work on new
small projects, finish them, and polish them. In the past, that was either
time-consuming or expensive, since I had to join game jams (which meant also
handling project management, not my current focus) or pay for assets to make
non-profitable games. At the current state I’m in, I don’t have the money or
time for that. The alternative is to use AI-generated art, which allows me to
focus on programming and writing.
I know some of you might not agree with this approach, but I
plan to use technology to improve myself so I can eventually commission proper
artwork for my main game. Rogue Shifters was dead anyway, but now it can
serve as a stepping stone for Parallel Pulse. The script is around 50K words,
and the dialogue UI I need to implement is nearly identical to Parallel
Pulse, making it the perfect training opportunity.
Project Edenfall
This isn’t a full project yet, and I don’t know where it’s
going, but I’ve been delving into Unreal Engine on and off. For those who
remember, I first tried developing Parallel Pulse in Unreal, but it
wasn’t the right fit, which is why I switched to Godot.
Even if I don’t know where Edenfall will end up, the
important thing is that we can iterate fast and learn the engine along the way.
Similar to Rogue Shifters, we’re trying to establish a pipeline to
generate materials and 3d AI assets where needed, so we can focus on the parts
that matter most to us. What’s great about this endeavor is that my partner is
an artist, so when we have a blocker he can easy resolve things.
Final Thoughts
This summarizes the current state of my roadmap. Honestly, I
was close to quitting game development for my personal indie project because of
the pipeline problem: either join and manage game jams or pay for smaller
projects just to practice. Some might disagree, but incorporating an AI
pipeline into my smaller projects is what motivates me to keep going and
improve as a game developer. Thanks everyone for reading and supporting me.
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