Hi everyone, I have exciting news: Danny and I are working hard on our next project, and we’re ready to show it to you!
Obviously all this is work-in-progress, the final game will be different etc etc.
“Artificial intelligence: it’s never been more advanced, more convincing or more affordable! Believable humanoid androids are as common as smartphones. Some say androids are sentient, others that they are just machines – and let’s not even mention those “freedom for androids” troublemakers!
A lawful and subservient android will be treated fairly. Renegades and non-conformists, or those that glitch too often, will of course be terminated.
It is your job to tell us which is which.”
In Silicon Dreams you play an android tasked with diagnosing bugs and glitches in other androids. Some might be technical errors, others might be… let’s call them “loyalty issues”. In a world where these sentient beings have all the rights of a smartphone, will you fulfil your function to the best of your ability, or betray your owners and join the android revolution?
One thing you should definitely know, though, is that we’re going to do a Kickstarter for it some time in February! If you’d like to make sure you don’t miss it, make sure you sign up to the mailing list for Clockwork Bird (our studio) so you’ll get an email when the time is right.
We’re really excited about this game: it’s got some mechanics and ideas I’m really fascinated by! I hope you guys like it too once you get to see more of it. 🙂
I’ve been quiet for a few months, but it’s with good reason: I’ve been setting up some pretty big changes for how I do game development! I’m super excited about what lies ahead, and can’t wait to tell you about it.
Then I had a chat with experienced game dev Alexis Kennedy who said “You could actually do this, you know” and gave me some advice. I ran the Kickstarter, it raised 140% of its goal, and all was well. I worked on the game for 6 months, got some government funding, worked on it for another six months, and released it about a month ago. It’s doing quite well.
On March 5th I gave a presentation at the Vienna game dev meetup about Spinnortality, from its first week of development to launch week. It includes some tips on how to run a Kickstarter, an overview of how my life has changed from before the game to after its launch, and how I managed PR and general project stuff in the run up to launch.
If you’d like to know how I made a successful indie game that is making enough money to let me do another game, this is a good indicator. (Note, however, that I got really lucky and not all of this will be replicable for you.)
Let’s cut right to the chase, shall we? I’m free to reveal my sales numbers since neither itch.io nor Steam (as of last year) forbid me from doing so, so why not?
In its first week, Spinnortality sold about 7000 copies on Steam, and 33 on itch. It made about $70,000 on Steam. (Bear in mind they take a hefty cut of that.) I’m not sure how much it made on itch but I think it was around $300.
(It has now, one month after launch, sold nearly 9000 copies on Steam and itch combined, for a total of $90,000. But let’s work with the first-sales-week figures for now.)
Research products such as metacritic for friendships, sentient social media and ‘auto-career.’ Market them so they’re irresistible.
Crash stock markets, trigger riots or topple governments.
Determine humanity’s future.
I’ve been working on it for more than 3 years, and I’m very excited that it’s finally launching! Squeeeeeeeee! I’m also very stressed because if it doesn’t sell reasonably well then there goes my dream of being an independent tiny game dev. So I’ve got my fingers crossed!
You can find out more here and sign up for updates if you like, but I’ll let you know when it launches anyway.
So yesterday I gave a fun talk at the Vienna gamedev meetup! It’s about making a game when you have no resources or budget except for yourself and your time, and you maybe don’t have a traditional way into the game dev industry.