NovemÂber is here and I would like to take the time to let you know which are the new projects we’re workÂing on!
Our latÂest game release (in July) with SuiÂcide Guy VR (link) perÂformed realÂly well with over 10.000 copies sold on Steam in the first few months! This pushed us to port the game for PlayStaÂtion VR and OcuÂlus Store.
The PSVR port is takÂing us more time than expectÂed, but we’re tryÂing to delivÂer the game to our fans for December/January, so stay tuned!
RegardÂing our new game in develÂopÂment, here a video update where you can see a glimpse of gameplay!
We’ll soon share more details, so stay tuned!
The full game will be released for the next Gen ConÂsoles (PS5 and Xbox Series X) + NinÂtenÂdo Switch and Steam!
AnothÂer news for our NinÂtenÂdo Switch releasÂes: next month (in DecemÂber), we’ll relese a new game! Stay tuned to find out what it is :)
After months of develÂopÂment, our latÂest game has finalÂly been released for Steam (and Soon for OcuÂlus Store and PlayStaÂtion VR): Link to the game
ExpeÂriÂence SuiÂcide Guy now in VirÂtuÂal RealÂiÂty for the greatÂest, most immerÂsive snooze!
The Guy VR is our new VirÂtuÂal RealÂiÂty game out now for Steam (Soon on OcuÂlus Store and PlayStaÂtion VR!)
Analysis of our game Woodle Tree Adventures and its sequel Woodle Tree 2: Deluxe+
HelÂlo my friends! In this blog post I would like to anaÂlyze our first game, since I think could be an interÂestÂing read for the new game develÂopÂers who are approachÂing to this world.
We develÂoped our first full game “WooÂdle Tree AdvenÂtures” in 2013 (using the engine Unity3D), even though we were totalÂly beginÂners we decidÂed to try anyÂway and see what kind of game we would be able to develÂop. The game is now availÂable on all platÂforms (NinÂtenÂdo Switch, Steam, Xbox One and PS4)
Even though we were pretÂty satÂisÂfied of our game, the critÂics judged us very negÂaÂtiveÂly, and this image is sureÂly enough to show you what I mean:
A 28 on MetaÂcritÂic is a score that could destroy your career (and can knock you down), but overÂall even if not perÂfect, the game sold hunÂdreds of thouÂsands of copies and a lot of gamers appreÂciÂatÂed playÂing it. As an examÂple here are some few images that can show you the appreÂciÂaÂtion of our fans:
70% on Steam reviews are posÂiÂtive with 1420 total reviews
That said, I’m not insinÂuÂatÂing that you have to ignore the critÂics and reviewÂers. You sureÂly have to lisÂten to them, and this is what we did for the sequel of the game WooÂdle Tree 2: Deluxe; We took as lesÂson every litÂtle feedÂback that we gained from reviewÂers and tried to make someÂthing unique, this helped us infact to reach a 71 on MetaÂcritÂic:https://www.metacritic.com/game/xbox-one/woodle-tree-2-deluxe+
DurÂing this time anyÂway I always wonÂdered why the first game was so much appreÂciÂatÂed by playÂers but not by critÂics (I still receive mesÂsages everyÂday from fans sayÂing that they loved WooÂdle Tree Adventures).
ProbÂaÂbly the fact is that the game is very simÂple and many playÂers likesimÂplicÂiÂty and even though has bugs here and there, many playÂers ignored them after a while.
Or could be the fact that being our first game and havÂing many defects, many gamers were able to underÂstand this while playÂing and even have fun thanks to thisfact.
AnyÂway what I wantÂed to tell you if you’re startÂing just now develÂopÂing games is to not take critÂics to your game as someÂthing perÂsonÂal: try to take them for what they are (just opinÂions about your game and not about you) and learn from these. It’s not easy for develÂopÂers to be able to judge their own game objecÂtiveÂly after years of work, but it’s sureÂly someÂthing that I think needs to be done.
ThankÂfulÂly there are many gamers like these that sureÂly will cheer you up and make you underÂstand that your work was worth it:
I would like to write a post about the develÂopÂment and marÂketÂing of SuiÂcide Guy and its new chapÂters. (link)
Even if is a game of 2017 (3 years ago), the game is still sellÂing realÂly well thanks to the conÂstanÂcy of our updates and the marÂketÂing we’re makÂing to adverÂtise the new chapÂters and conÂtent that we’re adding to the game.
The game has sold for now a total of over 150.000 copies on all platÂforms (notice that it includes all the chapÂters) and is still sellÂing conÂsisÂtentÂly like the preÂviÂous year withÂout major slowÂdowns.
You can check this in the pie chart below:
Here a graph takÂen directÂly from Steam with the copies sold startÂing from 2017 to 2020 (of course includes sales and deals). As you can see it seems that the curve goes even up and the interÂest in the game is still very high.
The curiosÂiÂty about the game is still increasÂing probÂaÂbly due to the new VR ediÂtion that we’re going to release in few months. (You can join our DisÂcord servÂer here for updates: discord.gg/NZJk9Gr)
I noticed that the interÂest in VR has nevÂer been so high, that is why we’re portÂing the game for all VR devices and at the same time conÂtinÂuÂing to add content.
Since the game is still unknown by many playÂers, I’m even testÂing new marÂketÂing strateÂgies, for examÂple postÂing video updates of the game on RedÂdit. You can check for examÂple This Post
As you can see the interÂest in the VR ediÂtion of the game is incredÂiÂbly high, with a lot of playÂers that even played the first game and are eager to try this new VR edition!
This kind of marÂketÂing is both creÂatÂing awareÂness on the upcomÂing VR game and helpÂing actuÂal sales of the game already released in 2017.
Here some othÂer post examÂples that I made to creÂate awareÂness on the upcomÂing release:
PerÂsonÂalÂly I have to say that even after years after the first game, I’m still havÂing fun to return to the project and conÂtinÂue it with new content.
Thanks to this, the team is conÂstantÂly expandÂing, so you can expect new games of this and new series comÂing out soon!
RememÂber that you can grab a copy of the game here if you want:
And here a sneak peek of the logo of SuiÂcide Guy VR comÂing soon
GivÂen the times ahead of all of us, we’ve decidÂed to write a blog post about remote game develÂopÂment, someÂthing that in the next months (or years?) will be necÂesÂsary for all stuÂdios. Our team has always worked sucÂcesÂfulÂly in remote durÂing the last 10 years, so probÂaÂbly we have a tip or 2 for you.
We hope that this post will be useÂful for all the teams that are approachÂing this new kind of interÂnal reorÂgaÂniÂzaÂtion. our team is rather small (comÂposed by 7 develÂopÂers: 2 proÂgramÂmers, 1 game designÂer, 1 sound designÂer, 1 2D artist and 2 3D modÂellers), but I think this method can be applied even to largÂer teams of 20 or more.
Here are the 10 sugÂgesÂtions for Smart WorkÂing in game development:
1) PERIODICREMOTEMEETINGS:
ComÂmuÂniÂcaÂtion is obviÂousÂly a must, and it’s someÂthing that has to be done in all forms: Email, Chat, Voice Chat and Video Chat are all essenÂtials. Here some of the best softÂwares that we use for this:
Skype (mainÂly for chatÂting and voice) DisÂcord (for chatÂting) Zoom (for video conÂferÂences) Slack (for chat with the whole team and team groups)
The project manÂagÂer must ensure that everyÂone is updatÂed on the game: is the key figÂure that must comÂmuÂniÂcate conÂtinÂuÂousÂly with everyÂone.
It’s imporÂtant to comÂmuÂniÂcate only the essenÂtials durÂing workÂing hours in order not to make time wastÂed for every team memÂber. 1 Voice chat with the whole team every 1 or 2 days is the right choice in order to keep everyÂone updatÂed on the game project.
2) TASKTRACKING
the secÂond most imporÂtant thing is to keep track of everyÂthing that has been done by every team memÂber. DependÂing on the team size I would sugÂgest the folÂlowÂing softwares:
TrelÂlo (for smallÂer teams from 2 to 10) Jira (for largÂer teams from 10 to 50) MonÂday (for large teams from 50 to 100)
The most imporÂtant thing is to add deadÂlines othÂer that tasks for every team memÂber. Also I would sugÂgest to add depenÂdenÂcies in order to keep track of what is best to give priÂorÂiÂty to: you have to avoid the case in which a team memÂber has to wait for anothÂer to comÂplete his task.
3) USEOFREPOSITORY
The use of reposÂiÂtoÂry is someÂthing that needs to be done always and is useÂful so that every team memÂber can access the project and add his assets. Here some of the best softÂwares for this:
We mainÂly use SourceÂTree, but since it’s not meant for game develÂopÂment, it someÂtime has probÂlems due to conÂflictÂing branchÂes and files size. ProbÂaÂbly with largÂer teams and projects, the best softÂware to use is PerÂforce.
If a team memÂber does not know how to use it well enough, or does not know the game engine, is always betÂter to make him send his asset files to a speÂcialÂized team memÂber: he’ll be able to inteÂgrate with more effiÂcienÂcy the assets, withÂout the risk to break the whole project.
4) FREQUENTFEEDBACK
FreÂquent and clear feedÂback from team memÂber superÂviÂsors are indeed imporÂtant, and must conÂtinÂue throughÂout the whole day. When workÂing remoteÂly, you do tend to work in a bit of a vacÂuÂum and it can feel like you have no idea whether you are doing a good job or not, unless you get lots of feedÂback.
FeedÂback can be proÂvidÂed directÂly with screens or mini videos that can help to underÂstand what is the actuÂal feedÂback referÂring to.
A useÂful softÂware is TeamviewÂer, used to conÂtrol directÂly a comÂputÂer from anothÂer: we use it interÂnalÂly even when two proÂgramÂmers need to work on the same script file.
5) ORGANIZEDDOCUMENTATION
DocÂuÂmenÂtaÂtion is imporÂtant to be clear and preÂcise, you can’t afford to have docs that are not underÂstandÂable by the whole team. If this occurs, the project manÂagÂer should improve the docÂuÂmenÂtaÂtion or even rewrite it comÂpleteÂly.
This includes both techÂniÂcal docÂuÂmenÂtaÂtion, game design docÂuÂmenÂtaÂtion and assets docÂuÂmenÂtaÂtion.
The realÂiÂty is that the sinÂgle develÂopÂer is going to make a lot of deciÂsions in a vacÂuÂum withÂout feedÂback most of the time, so havÂing as much backÂground as they can is necÂesÂsary so that the deciÂsions he takes are fairÂly good. Be sure that everyÂone is using the same softÂware for writÂing docÂuÂmenÂtaÂtion (Word and OpenOfÂfice are the most comÂmon ones) since passÂing files from one user to anothÂer could creÂate probÂlems.
WritÂing docÂuÂmenÂtaÂtion through cloud serÂvices is probÂaÂbly the best way to avoid any kind of probÂlem: we usuÂalÂly use Google Docs since it includes even sheets and files for preÂsenÂtaÂtions. EveryÂone can edit the same file online in real time.
6) RESPECTTHEWORKINGHOURS
It’s easy to be disÂtractÂed when you work at home, but is funÂdaÂmenÂtal not to lose time or even work outÂside workÂing hours.
Since you have your lapÂtop at every hour of the day, it’s posÂsiÂble that you’ll someÂtimes work extra hours, but we would recÂomÂmend not to do this: a lot of sciÂenÂtifÂic papers found out that workÂing too much hours withÂout the right balÂance will inevitably cause a long-term lowÂerÂing of proÂducÂtivÂiÂty.
At the same time is easy to lose conÂcenÂtraÂtion due to the houseÂhold chores you have to do: you have to find a room in your house that is sufÂfiÂcientÂly isoÂlatÂed in order to avoid this.
7) KEEPMORALEHIGH
Be disÂtractÂed is as easy as losÂing the morale for a team memÂber. WorkÂing remoteÂly is nevÂer easy, so try not to be too preÂtenÂtious with your team memÂbers: since you’re always disÂtant, is easy to be offendÂed or misunderstood.
You can try to use extra hours for exterÂnal team activÂiÂties like playÂing an online videogame! This can defÂiÂniteÂly improve team bondÂing.
8) KEEPTRACKOFYOURGAMEDESIGNDOCUMENT
You probÂaÂbly have a Game Design DocÂuÂment for your game, and everyÂone needs to folÂlow it as much as possible.
One sugÂgesÂtion we have, is to write more than one GDD: in addiÂtion to the in-depth and long main docÂuÂment, othÂer shortÂer and more conÂcise docs needs to be writÂten in order for every team memÂber to easÂiÂly access it.
The shortÂer docs could even be ad hoc for every team group (one for sound designÂers, one for 3D modÂelÂers etc).
Use always Google Docs so that everyÂone can easÂiÂly access them withÂout the need to downÂload large files.
9) MARKETINGYOURGAME
Don’t forÂget to conÂtinÂue to marÂket your game! Even if you can’t attend anyÂmore to gamÂing events and conÂferÂences, this doesÂn’t mean that you can’t conÂtinÂue to reach milÂlions of gamers.
Online social marÂketÂing is today probÂaÂbly the most effiÂcient way to present your game to the pubÂlic in relaÂtion to visÂiÂbilÂiÂty and earnÂings.
Social media camÂpaigns on FaceÂbook, InstaÂgram, TwitÂter, Google Ads, RedÂdit and Linkedin are probÂaÂbly the most effiÂcient ones. So keepÂing your gamers updatÂed and engaged on your games even in these difÂfiÂcult times is the key.
10) PERIODICREALLIFEMEETINGS
This is someÂthing that I would sugÂgest in norÂmal times, but of course is startÂing to be almost imposÂsiÂble to meet your team in real life durÂing the COVID-19 panÂdemÂic.
The real life meetÂings are essenÂtial and we think needs to be done at least one every two weeks: This helps to focus on the game direcÂtion and even to strengthÂen team union.
If real life reunions are imposÂsiÂble, we would sugÂgest to at least make a video conÂferÂence call using Skype or Zoom.
11) FINDTHEBESTWORKPLACE
It wouldÂn’t be a game develÂopÂment guide if it didÂn’t have some extra conÂtent :)
One last sugÂgesÂtion is to find your best workÂplace at home: if you have a noteÂbook, you can work almost everyÂwhere and will be temptÂed to work in the most unimagÂinÂable places (on your sofa or the toiÂlet for examÂple), but we would sugÂgest to find the place where you will have in the most corÂrect posÂture.
Your back will thank!
Here you can find othÂer useÂful artiÂcles about remote develÂopÂment:
HelÂlo my friends! In this post I would like to talk about sales and marÂketÂing analyÂsis on Steam durÂing a periÂod startÂing from 2014 to 2019.
I think a lot of game develÂopÂers could benÂeÂfit from this analyÂsis to underÂstand how the marÂket has changed and if it’s realÂly more difÂfiÂcult today to be able to sell your game to the mass.
Sales Chart Analysis
I’ll start by sharÂing this sales chart of all our games startÂing from June 2014 to SepÂtemÂber 2019 (5 years)
Orange is the numÂber of copies sold, blue is the effecÂtive revÂenue in $
WooÂdle Tree AdvenÂtures has been our first game released in 2014. As you can see, even if there were few games on Steam (less than 4.000), the game didÂn’t sell a lot of copies durÂing the first release days. (today there are 30.000 total games on Steam).
At that time the game has been approved with GreenÂlight, while today there is a faster way usingSteam Directto pubÂlish your game.
DurÂing 2015 we released a lot of othÂer experÂiÂmenÂtal games (The Deer, HeavÂen Island VRMMO, HeavÂen ForÂest VRMMO and more). These games did perÂform niceÂly with thouÂsands of copies sold durÂing the first days, but it wasÂn’t conÂstant through time, so in the long term didÂn’t conÂtinÂue to sell well as you can see from the sales chart.
In 2016 we released the sequel (WooÂdle Tree 2: Worlds) that did perÂform well, but not like the first game, probÂaÂbly due to many games released on the store too.
In 2017 the numÂber of games on Steam tripled, so we feared that our new game would not perÂform well, but we were wrong. In July 2017SuiÂcide Guy has been released and durÂing the first week the revÂenues surÂpassed the ones from all our past games comÂbined. As you can see from the chart, sales did not stop and conÂtinÂued thanks to the fact that we conÂtinÂued to update the game with new levÂels and improveÂments (for examÂple ChristÂmas and HalÂloween themes levels)
In 2018 we released a new chapÂter of the game called SuiÂcide Guy: Sleepin’ Deeply that perÂformed pretÂty well even though the games on Steam douÂbled once again (with almost 30.000 games total). DurÂing these years we conÂtinÂued to expand and update our most sucÂcessÂfull games: this helped to mainÂtain sales conÂstant through the time withÂout releasÂing new games.
In 2019 we’re still updatÂing our past games (SuiÂcide Guy and its expanÂsions) while workÂing on new bigÂger projects. I’ll update the post when the new games will launch!
Has the Steam Market changed?
Yes of course, but I think is still posÂsiÂbile to sell well on this platÂform. A key facÂtor is to creÂate an origÂiÂnal game and conÂtinÂue to update it even after the release date.
You realÂly need to keep the game up to date and keep askÂing playÂers for feedÂbacks: this is an approach that we’re using right now even for our conÂsole games (NinÂtenÂdo Switch, PS4 and Xbox One).
This not only keeps the sales staÂble through time, but helps you creÂate a more proÂfound bound with your fans. (after all it thanks to them if we can keep makÂing games!)
Considerations
As a final conÂsidÂerÂaÂtion I would like to say to all the develÂopÂers to not be afraid by the numÂbers of games released every year on Steam. I have read a lot of artiÂcles on varÂiÂous gamÂing webÂsites alarmÂing all the develÂopÂers, but If you realÂly have an origÂiÂnal idea and have enough game develÂopÂment expeÂriÂence to creÂate a full game from start to finÂish, then you just need to focus on your game only.
Of course is still posÂsiÂbile (as it was before) that a gamedoes not sell well: afterÂall there are a ton of difÂferÂent variÂables that could make a game sell poorÂly, but you need to keep that as an expeÂriÂence for your next game.
Thanks for readÂing! I’ll conÂtinÂue to udpate this post too, if you have feedÂbacks let me know at fabio@chubbypixel.com
This is an improved verÂsion of the 2016 game released on Steam Only.
MoreÂover a new DLC is comÂing next week with a ton of new chalÂlenges and levels!
We’re delightÂed to announce that 2 years after the release (back in 2017), SuiÂcide Guy has become now our most sucÂcessÂful game with over 100.000 copies sold on all platÂforms!
Here a pie chart and the copies sold in order of release on every platÂform, we hope this will help othÂer game develÂopÂers as well!
HelÂlo my friends! Great news, the new stuÂdio is now under conÂstrucÂtion, still one month left!
We’re movÂing to a bigÂger stuÂdio with 4 rooms in Milan (Italy) near IsoÂla. ChangÂing workÂplace is always great to let creÂativÂiÂty flow, we’ll keep you updatÂed when it is done!
WooÂdle Tree AdvenÂtures is an old school platÂform game with a catchy and unique art style! Explore a total of 6 worlds and save the lands with the magÂiÂcal water drops you’ll find through your jourÂney, bringÂing back peace and balÂance and finalÂly becomÂing the new hero!
DEVELOPMENT:
The develÂopÂment of the game has been pretÂty difÂfiÂcult due to some request from Microsoft in order to fit their stanÂdards. It took about 3 months for the conÂverÂsion from PC (Steam) to Xbox One.
For examÂple we had to hanÂdle the users, achieveÂments to include, genÂerÂal optiÂmizaÂtion and a lot of things that were new for us.
I hope you’ll enjoy this deluxe ediÂtion, have fun!
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