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[Game Launch]: Space Mercs – launches on Steam August 2nd

Hello space mercenary Giants!

Valve has approved our launch build and it brings me great pleasure to announce that Space Mercs will be available for purchase on Steam starting with August 2nd 2019 (today)! I’m pressing the big launch button around the hours

  • 10:00 AM PDT
  • 13:00 PM EST/EDT
  • 20:00 PM GMT + 2.

The game will be available on Steam for Linux and Windows for the price of $9.99 USD or the regional equivalent!

Game Description:

Join the mercenary group known as the Blue Ravens, start completing missions, hunting down ships and climbing your way up the galactic war ladder facing off against hundreds of enemy combatants all out to get you. Dodge, roll and blast away at your enemies, completing objectives and making a name for yourself as the most badass space pilot the galaxy ever saw.

The game features epic scale battles with more projectiles than stars in the background and rightfully earns the name of “Extreme Arcade Space Combat“. Heck, we might as well put the tag “Bullet Hell” in there somewhere because that’s how it feels when you’re right in the middle of it!

Earn credits, grind missions, upgrade your ship’s internals or weapon systems and take down that battle cruiser before it has a chance to target you!

———————

Thank you for following the development of the game so far! Remember, this is just the beginning – all Bearded Giant Games receive updates (content & bug fixes) for at least a year after release! So hop onto the steam forums or on our discord server and let us know what you think!

Extremely humbled by your devotion and interest,

The Bearded Giant!

 

 

 

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Marketing efforts and KPI’s – Week 2

Hello three-parts luck Giants!

Our second week of focusing our marketing efforts to get any kind of sales during launch has come and gone! We’re going to review the current state of things, check for some improvements and then look at what we’re going to do next.

Let’s make one thing clear: For the most part, this week I focused on improving and updating the game. Beta 6 still hasn’t released yet because I overhauled and re-written most of the game systems. So the results reflect that. Our current data puts us just bellow 600 wishlists for the end of the week. Here’s the data:

  • Current wishlists: 588
  • Estimated week 1 net revenue: 1764$
  • Estimated copies to be sold: 294
  • Estimated year 1 net revenue: 8820$

Since last week our wishlists went up by about 100, at an average of 14 wishlists / day. That right on track with our needed wishlists ratio / day in order to reach the target wishlists of at least 1000 during launch.

It’s good to be on track, let me say that! At a 10 wishlist / day rate (our current worst case scenario), we’re looking at about 900 wishlists with one month and one week to go before I hit the publish button.

Wishlist conversion rate

Before we go further, let’s talk about the 0.5 average multiplier (or conversion rate) between wishlist and purchases. As I mentioned in the previous posts, this is what it is. Just an average that Jake estimated based on his research. You can read more about it here.

However, just because it’s an average that doesn’t mean that’s what it will be. For us it can be anywhere between 0.1, the more realistical 0.25 or a huge boon of 0.7+. Let me put it this way, with 1000 wishlists and a 0.5 conversion rate we’re fine! It’s going to allow me to work on another game this year in a similar 2-4 months time frame. It’s good, it means we keep on going. However, if our actual conversion rate will be closer to 0.25 things won’t look so good. In short, it’s barely going to be enough to cover rent for the time spent doing development and would bring us close to almost breaking even, but not really. This would mean that I have to go get a job asap, so a bit of a more cloudy situation in terms of future Bearded Giant Games this year.

An 0.7 conversion rate would pretty much mean that I can take almost up to a year to make and release another game, giving me the option to fail at least once. It would be the best case scenario but it doesn’t seem likely to me at this point.

I’m pretty sure I’m not lucky enough to achieve the 0.7 conversion rate however there is one thing that I can do, and that is, to do what I can do best: Polish the game even more and try to garner more and more wishlists before launch. A 0.25 conversion rate would be the same as a 0.5 at 1000 wishlists if I can reach 2000. So I’ll do my best to push for as many as possible in order to assure I don’t go back to designing free2play games.

Ogh, was I too gloomy? Sorry, here’s another gif from the latest build to make up for it.

As for how development on the game is going, well, I tried my hand at a quick devlog where I talk about the changes the game received since the public demo up to the current (unreleased) beta! You can check it out bellow:

If you like the game and want to help us out, you can do so in a couple of ways:

  • The easiest way is to go to our store page and wishlist the game, so you’ll be notified when it comes out.
  • Another way is to spread awareness of our marketing efforts, for two reasons:
    • First one is that it’s going to help other developers estimate their launch performances
      • Improve their marketing efforts
      • Adjust their expectations
    • Second one is that it’s also going to help boost the awareness of the game to people inside the industry. This doesn’t mean just game developers, but also editors and writers. They might not want to write about the game by itself but they might find an angle about Steam’s state and the game could get some more awareness because of that!
  • In order to help spread awareness about this you can link people to this blog post, the original one or the live data tracking document itself.
  • Third options to become our patrons. For as little as 1$ a month you can help us reach a steady revenue stream. We’re up to 50$ a month right now and, long term, it helps a ton.
  • Forth option is to follow me on twitter and re-tweet my stuff! It’s going to increase my reach and hopefully help get some more people to notice the game!

That’s it for the this week!

Thank you, Giants!

 

 

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Let’s talk about publishing Space Mercs

Hello Giants!

I launched the Space Mercs Linux and Windows demo this weekend on itch.io and the Bearded Giant Store. It’s been an amazing weekend for me – the first time I release a game (or a demo) where 90% of the feedback was positive while the rest 10% just focused on improvements needed in the options menu.

People on the BGG discord, reddit and twitter have been very vocal about their opinions in a good way and that tells me something: That I’m on the right track with this game. However, there’s a grim side to it:

Did you spot it? On itch, after 48 hours, I only managed to get 158 downloads of the demo. Those of you who’ve been following me on twitter know that I need about 500 copies sold during launch month in order to be financially secure till the end of the year. At a sell price of $9.99 that’s around $5000. This would cover my rent and mortgage + cat food and the occasional beer with fellow devs in Bucharest.

Looking at how the demo fared in the first 48 hours it’s clear to me that, even with the improvements suggested by the community, on launch I will not be able to reach my target. If I can’t generate 500 downloads of a free demo, I can’t get 500 sales of a paid version. Simple as that.

screenshot - mission 3 - huge battle with lasers flying around. Space Station in the background

And while I’m still going forward with finishing and launching the game at the end of June, maybe with a small delay to accommodate some of the feedback raised during this weekend, something needs to be said: The chances of me being able to release/make another game this year after Space Mercs are going to be grim. The company is not going to close down but things will move a lot more slowly till next year, as I will have to get a job again.

This is why, after thinking about it for a while, I came to conclusion that I need a publisher for the game. There’s no way I can generate enough interest on my own to reach my target. As such I’m calling out to my followers and friends out there: Help me find a publisher for Space Mercs that can bring the amount of attention the game needs.

I’m an amazing developer and designer (references can be given upon request). Been in the industry as a professional for 9 years and worked for a handful of professional studios. However, as much as I try, I cannot handle the marketing and publishing side of the business – not yet at least. As such I require a publisher to handle that.

The game, on launch day at the end of the month, will feature:

  • A 30 mission campaign in which the player, upon each mission completion, upgrades his ship performance, weapon loadout and abilities
    • missions differ in:
      • scale of the battle (from 3-4 enemies up to hundreds of them)
      • objectives that need to be accomplished
        • from destroy X enemies to disable specific ship components on huge enemy ships or stations
      • settings, both Visual (how the universe look, the station types, asteroid field size, etc) and Gameplay (area of play, debris the player has to navigate between)
  • A quick battle mode that puts the player in a team death-match like environment against 50 – 100 enemies which random objectives thrown in based on the unlocked campaign objectives.
  • A survival mode where the player has to jump from Sector to Sector to acquire better weapons and abilities while being chased by a huge enemy ships that aims to destroy him (which ties into the campaign ending)

As for performance and spec, the game is designed to look good and run even on lowspec systems. In it’s current state the game runs amazingly well on Integrated GPU’s (like the Intel HD 4000) or low end dedicated cards (GT 730) even at 1080p resolution with all effects turned on.

With the help of a publisher I believe the game can offer quite a few more things to make the experience even better:

  • Cinematics for the missions at the beginning and end
  • Better audio support – from voice acting (radio chatter) that can offer the player better information regarding the objectives they need to accomplish to a better soundtrack and SFX
  • Localization
  • Proper QA done – not just me spending a couple of hours with the game each build

The game has been in development for barely a month and a half – and the demo is the result of that. I can work really fast and I am extremely efficient at delivering. I’m a game designer who had to learn to code back in 2006 when engines weren’t in my reach to their price of entry.

I need a publisher who can get the game the attention it needs, which I can’t. My only request is that the game needs to come out with Linux support – it’s something I won’t budge out on.

I’m writing this post because I need to focus on finishing the game before the end of June deadline and I cannot afford to chase down individual publishers. Giants, I need your help to get the word out to indie publishers about this post and game. Please tweet about it, share it on reddit and get a hold of your contacts in the industry. I need your help and support in order to continue making premium games the way you like it!

Thank you Giants!

Publishers or interested parties: You can get in touch with me via e-mail or twitter! Let’s talk about how we can make this work! The game can be ported to the Nintendo Switch and I believe it will work really where there. I can’t afford to apply for a devkit at this stage.

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The problem with releasing on Steam

Hello development Giants!

Ever since I announced the Beta test for Space Mercs (which happens on the 20th of May – click here for details) people have been poking me on twitter, reddit and discord about the possibility of releasing the game on Steam – and I’ve been really vague about it. It’s time to see why.

Let’s look at the facts

As with any game developer that tries to take his job at least a tiny bit serious I have to do some market research to understand what exactly to expect and how much I can stretch with my game. When I started working on Space Mercs (which, by the way is exactly one month old – development time wise, today – yay) I had the following goals in mind:

  • It must be a space combat game with emphasis on fast aerial combat and dodges
  • Allow ease of content production based on a tight core-loop experience
  • Has a linux-centric approach (aka tries to promote Linux as an OS)
  • Should not take more than a month to validate is gameplay
  • Can be categorized as a coffee-break game
  • Runs on a toaster or a 10 year old pc
  • Developed on Linux

The goals I’ve set for the game are mirroring more or less the goals I have for Bearded Giant Games as a studio and game store: one time purchases of, drm-free, premium games with high replay value and tight+exploitable gameplay mechanics. Or, better said, Bearded Giant Games wants to deliver games with decent graphics, that scratch an itch and are fun to play in 5-10 minutes bursts. I cannot, by myself, produce high quality games with a deep and immersive storyline, that can keep you engaged for hours on end, games that also look great and play amazing. It’s just not possible for me as a one-man studio to do that – I know my limits. If I had a huge budget for my games I’d be crazy enough to try but as things are it’s out of my hands.

So what does this have to do with releasing Space Mercs on steam? Pretty much everything at this point.

I’m not sure how many of you are aware of Ebony Spire’s 2017 release? To keep it short – I expected that I could ship at least 700 copies of the game on Steam in two months. The kicker? I shipped over 6000 copies but not after failing, HARD, to achieve my two months goal. And I reached the 6000 copies sold thanks to one of my blog posts exploding all over Hacker News and Gamasutra – not something I can hope to achieve again today. Well and with the help of a bundle that drastically de-evaluated the game but that’s not the point. The point is that two years ago, when the space was less crowded than it is now, I barely managed to sell 100 copies in two months – on Steam. It was a shocking truth to wake up too but I learned my lesson.

So what are the chances that, in a similar situation, I can outsell Ebony Spire on Steam at release? With objectively the same reach (in terms of marketing) as before? If you’re not going to say it – I will: ZILCH, so close to zero it’s basically being floored back to it.

The truth is, no matter how awesome gifs from the game look like on twitter, my Space Mercs account hasn’t even passed 50 followers yet despite getting a couple of retweets from accounts with a huge number of followers for the past few weeks. I want traction – I’m just not able to get it with my reach.

Market Research

I’ve been showing off the game to friends, devs and possible future owners, in preparation for the Beta on the 20th of May. A few discussions that spun off from the game was the price tag. I mentioned I’m going to sell it for about 10$ and that I need to sell about 500 copies of the game in order to afford to not do any more contracting work or get a job till the end of this year. A fellow dev I love and respect, rightfully, asked why not go for a 6$ price tag and hope for ~900 sales and the thing is there’s no way I can achieve that. I think.

Truth is I scouted out my “competition” on steam in the past few days and narrowed it down to this excel spreadsheet. It’s split into two categories: Games on the low-end of the indie pricing scheme (<10$) and the high end ($10+). Each entry on the spreedsheet has a Name, a link, the price, number of reviews and estimated copies sold based on the good-ol’ number of reviews * 50 method. Going by the averages games in the low end category average at 8$ and ~6000 copies sold while those on the high end have a price point around 17$ and >80K copies sold.

Fitting somewhere in there would be amazing but that’s not the objective truth. The objective truth is that if I compare the scope of the games, their production value and features 90% of the games on that list have me beat.

The game I closest come to in terms of features and scope is Strike Suit Infinity but it clearly kicks my ass at graphical quality (production value) and price point (5.99$). So if that game is objectively better than mine (on paper) does supporting Linux and having the game run well even on old hardware warrant a higher price that SS: Infinity? By almost 100% (9.99$ vs 5.99$)?

As a steam buyer – knowing that Strike Suit Infinity exists on Steam why would you purchase Space Mercs when you can purchase that one? And if you already purchased SSI why purchase SM? And the same argument applies to a few of the other games on that list right now. I beat some of them in an area and they kick my ass in the remaining ones. The only, logical, solution is to drop the price of the game accordingly to somewhere between 2.99$ and 4.99$. But that comes with other problems as well: Will I be able to sell enough copies at a much much lower price point in order for me to reach my goal? At 9.99$ a pop I just need to sell 500 copies of the game and I can work on more Bearded Giant Games till the end of the year. At 4.99$ I’d need to sell 1000 copies. At 2.99$ I’d have to sell >1600 copies of the game.

And this doesn’t even take into account the 30% cut Steam takes, the 10% America cut and my own taxes. So in reality at 4.99$ in order to reach the current goal I would have to sell ~2000 copies of the game on Steam. That’s 4 times as much as if I were to sell it on my own.

Surviving on Indie Games is hard yo….

Okay, you can say “Bro, release it on your website but put it up on Steam and you’ll get some extra cash” which might be true however – this requires extra effort. Maintaining the Steam build (this includes Windows) up-to-date with the BGG version, adding Steam features (cloud saves, trading card games, achievements) and managing support on Steam for the buyers. And no, I’d get little to no exposure or purchases on steam without Steam features btw, so just throwing a build up there won’t even make back the 100$ price for a submission – learned that the hard way.

So what can I do, if I don’t release on steam I KNOW I’ll miss out on some of your hard earned money, my lovely little giants! And it’s not that I don’t want to release on Steam – I already paid the submission fee, it’s just that it’s not worth it at my scale and reach.

But it can be

Hear me out on this one because it’s a doozy and I’m pretty sure I’m the only one who ever thought about trying it this way: I’ll setup the steam page and use it to collect wishlists. With the Steam version being the same as the one on BGG (no steam specific features) I can keep the game page there and keep the steam page in coming soon mode to acquire wishlists as time passes. People that purchase the game on the BGG store will receive a key for the unreleased steam version so they can play it through steam.

The game will stay on steam in an un-released fashion until releasing on it will be worth it:

  • the game was purchased enough times on BGG to warrant more additions to it so it will beat out it’s competition in terms of features/producton value
  • or the wishlist number grows a ton and the conversion rate is worth it for a full supported release
  • or something magical happens that screams – do it – release it now

And I believe it’s a good middle of the road scenario. You guys get to have the game on Steam if that’s what you want, I get to avoid headache’s in having to support steam and it’s features and I offer no competition to the games already there. By placing a release date so far into the future I‘m not going to eat any space from the already crowded market so other devs won’t hate me for it. The only caveat being if Valve decides to do something about this and ban me from steam (or the game) at which point, they are in the right to do it. At least you can’t say I didn’t try to please you.

Truth be told that’s the scenario I’m facing right now. I don’t want to do any more freelancing or get another job as a designer doing things that I hate. Free2play is clearly not for me or in my blood – I’m good at it but that’s just because I hate it. But I can’t work on Bearded Giant Games full time unless I earn AT THE VERY MINIMUM 1000$ / month from it.

So that’s my approach to Steam nowadays. I can’t compete in it at my scale, I can’t not release on it because everyone and their grandmother is yelling for a steam release. I believe I found a good middle-ground scenario for now.

Or

You guys can help me take the plunge towards doing a full featured steam release – in two ways:

  • Becoming a patron and moving the bar towards the first target: 1000$. With that I can afford to take steam into account and not have to do ugly hacks that might get me banned from the platform in order to please possible buyers. And by being a 5$ tiered patron you get access to all my current, and future, games on the BGG platform to use and abuse until you decide to remove your Patreon pledge (you can still keep and use the games you download even after that).

  • Another option would be to purchase the games on the BGG store on release and help me reach 100 copies sold on Bearded Giant Games. That’s almost 1000$ for me on release, enough to “pay myself” to add the needed Steam features to incline the balance a bit in my favor and pay for rent during development so I can post-pone picking up more work.

That’s the other options in the current state of things. I support and do development on Linux – it gets me enough good will from Linux users and I’m happy to do that. I love it as a platform, both for development and general usage and I want to see it grow. It’s part of the reason why I started Bearded Giant Games. The other reason is in this blog post. Even if none of the two alternative best cases scenarios happen – Space Mercs releasing on BGG only is still good for the future because it helps me grow my catalogue of games and hopefully amas more fans in the process. And with the next release I’ll see even more purchases and coverage at launch – even if it means just a simple +1.

Thank your for reading Giants! Till next time.

 

 

 

 

 

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Space Mercs – Linux Beta on the 20th of May

Hello mercenary Giants!

We’re going to do a Beta test for the game on the 20th of May on our Discord Server! The game is shaping up for release and I want to make sure it’s in the best shape possible – and that includes the game’s feel.

Just like I did with Ebony Spire‘s launch, the game will be in beta until it’s deemed complete. That means we’re going to do rolling betas: Release 1, get feedback and bug reports -> fix them -> release another one. Repeat until complete.

That being said the game might receive drastic changes while in beta – from flight mechanics to weapons use to balancing. Ebony Spire got 2 new enemies during the beta and an entire set of new items in the world map. IIRC I even threw some procedural generation in it before launch at the players behest.

But in order to avoid being overwhelmed with all the suggestions I’m also unlocking features throughout the Beta period. That means, the first few releases will only feature the Quick Battle mode – the action packed core of the game. I’m interested in how do you guys like the “Feel” of the game! Once that is nailed more features like the Campaign and post-game mode will unlock.

But that’s enough talk, here’s a quick gameplay trailer I made for the Beta. And, as an added bonus, the footage was recorded on a 8 year old laptop with an Intel HD4000 integrated graphics card so It’s safe to say: Performance should be top-notch. Lowspec Linux gamers – this bearded giant’s got you taken care off!

How do you join the beta? Hop up on Discord and fill out the form. Depending on your system specs we might give you Beta access. Want to make sure you’re in the Beta? Become our Patron because your support is really needed!

Fly safe, Giants!

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[Announcement]: Space Mercs launches in June

Hello Space Giants!

If you’ve been following me on twitter for the past few weeks you know I’m working on a new game for the Store! Today I’m ready to announce details, name, features and a launch period for my latest Linux 1st Initiative-powered Game!

 

As you have already figured out from the image above the game’s name is Space Mercs. It’s a 3D dogfighting game set in space where you play as a new Mercenary recruit for a faction caught in a galactic wide war. Throughout the game’s 30 mission campaign you will dodge, chase, fire, escort and absolutely obliterate enemies ranging from small drones to huge battleships while bound to a single rule: “If it moves, it dies“.

The game features four different game modes, two available from the start and two that can be unlocked by progressing through the story:

Quick Battle: You are given a random ship, a random amount of wingmen, a random objective and must face off a random amount of enemies. It’s literal chaos bound to keep you by the edge of your seat.

Campaign: 30 action-packed missions that can be unlocked and explored via the Bulletin Board. You get one or more targets, an objective, reward and are sent out into space. Completing the objective rewards you with credits which allows you to purchase more ships. Destroying anything else outside of the objective will reward your with Prestige which allows you to upgrade your new ships. The backstory of the game, lore and conversation can be explored via the use of the Command Line Interface in the game. Read emails, access restricted folders and explore your Station’s computer via a bash-like interface.

Duels (1 v 1 / 3 v 3) is a mode unlocked via campaign progression that allows you to gamble some of your heard earned prestige in battle. Win and multiply your Prestige, loose and it’s back to grinding enemies on missions you can defeat.

Survival is your reward for finishing the campaign. Jump between procedurally generated sectors and defeat a ever growing list of enemies and go for the highest score possible.

The game is designed and developed under the Linux 1st philosophy and will release first for Linux in June! In addition to the Command Line Interface, used to navigate your Station’s and Ship’s computer, Linux is consistently the galaxy’s favorite operating system and, as such, easter eggs and throwbacks to our favorite OS are abundant It’s up to your to discover them all!

Bearded Giant patreon subscribers will get access to Beta Builds for the game starting with May 20th in order to ensure the game performs at top standards as I plan to support even the low-end Intel GPUs (albeit with some effects turned off for HD4000 series). When I designed the initial prototype for the game I wanted a space battle with hundreds of ships, all targeting me or ships from my wings! The goal of this game is to make you, the player, feel like a badass pilot when you successfully manage to avoid and fly between enemy projectiles. Your feedback during the Beta period will decide if that is the case.

The screenshot above features the Campaign screen! The 5 slots on the bottom side of the screenshot? Different menus you can access:

  • Market – spend Credits to purchase new ships
  • Hangar – upgrade your ships by spending Prestige points
  • Bulletin Board – advance through the plot by accepting missions from different factions
  • Bar – have a chat and challenge other Mercenaries to duel you in a 1 v 1 or 3 v 3 configuration. Win and get all the glory you need to upgrade your vessel.
  • Survival – Unlocked at the end of the campaign.

On the right side of the screen lies the game’s cli! You can use it to explore the previously mentioned 5 menus in more details. The market might be selling 5 expensive ships but do you know what other pilots think of them? Just cd into it and cat the reviews.txt file to learn about some of the hidden stats (like energy regeneration or maybe hidden scripts to be executed during flight – also via the ship’s command line interface).

I’ll return with a post about the Command Line Interface in a couple of days – a design post. It’s inclusion not only allowed me to spearhead the development of the game and reduce development time significantly but also serves another purpose: to familiarize new Linux users to the terminal. Just don’t expect to be able to write bashscripts for it because that is not happening!

I’m not 100% decided on the price of the game right now. I’d like to say it will be around $10 for the Launch but the price might go up especially if I’ll end up having to port it to Windows! You’ll have to lurk around on our Discord Server to find out more about this before the game goes live.

That’s it for the announcement post. I gotta go write a ton of press releases and get in touch with a couple of Linux gaming people to see if they’ll be interested in a build once it drops. I’m hoping that with this game I can net enough little space-bucks to afford to work on the Bearded Giant Store full time and deliver games for Linux with an ever increasing level of quality!

Thank you Giants!

 

P.s. press coverage of the announcement? Here’s a zip with the game’s logo and screenshots.