Showing posts with label Delta Quadrant. Show all posts
Showing posts with label Delta Quadrant. Show all posts

Sunday, September 27, 2015

Here's to a great partnership with Back To Basics Gaming

I'm extremely happy to report that we've signed with Daniel from Back to Basics Gaming as our publisher :D


We have discovered that we're a tad lacking in the marketing department. We're extremely new in the indie dev industry. We basically only entered into it in the middle of 2015 - needless to say, we don't know many people yet.

What's great about Back to Basics Gaming is that they take over the marketing and PR for our games - freeing up our time to do what we love to do - making games! Not having to worry about those things will really help a great deal!

Dan has already taken over Star Chronicles: Delta Quadrant (check it out, the game is on sale at the moment for $0.15!), and our future titles we'll definitely leave in his capable hands as well.

It was a good week!

Monday, August 31, 2015

Star Chronicles: Delta Quadrant on IndieGala

We have awesome news! Star Chronicles: Delta Quadrant is currently being featured on the latest Friday IndieGala bundle!

Our game is being featured with 11 other awesome Indie titles, and for $3.19 or more you can own 12 awesome games! Get it here

Games featured with ours are:












So, if you haven't yet, go and please support us Indies, and if you have already, THANKS!!

Tuesday, August 25, 2015

Star Chronicles: Delta Quadrant update - Version 1.25

We've been keeping an eye out on feedback and comments from our players, and have listened! Based on the feedback and reviews we got (yes, even the bad ones!), we've just released version 1.25 for Star Chronicles: Delta Quadrant. Here are the notes:

Delta Quadrant 1.25 - Change log 

  • Removed double esc to quit game. New quit popup menu will appear on first press of esc key. 
  • At the end of the first turn on a new sector a exit to skills popup menu will appear if the player has any unspent skill points. 
  • New menu music by Scheve (Thank you!) 
  • Items on the ship screen doesn’t stay selected when you return to the ship screen. 
  • Fixed a bug that caused the player ship to move while clicking on the interface buttons at the bottom. 
  • Fixed the bug that allowed the player to move while it was busy with the enemy turn. 
  • Map can be scrolled with mouse scroll wheel and keyboard keys: (UP - R, Up Arrow, Page UP, NumMinus) (Down - F, Down Arrow, Page Down, NumPlus) 
  • Map will now follow player ship movement 
  • Dismantle, Salvage and Convert will now scale with item rank and player level. 
  • Added a new setting to the settings screen - Single Click Attack (Will attack enemy on first click without confirming the attack and damage)

We want to give a big thank you to everyone who has played the game so far, and for each person who took the time to write a review - even the negative ones! We appreciate your time and support!

If you haven't checked out our game, please do: http://store.steampowered.com/app/383330/

Wednesday, July 8, 2015

Delta Quadrant finally on Steam - our first day

Star Chronicles: Delta Quadrant, our first full game, over 2 years in the making, finally launched on Steam yesterday. It was quite a ride!



In the madness that led up to the launch, we completely overlooked a game breaking bug when you start the game (all our save games were on later stages in the game, so we totally missed it!) and got a few guys complaining, as they should, on the Steam page. Luckily we quickly realised our mistake, and could quickly do some damage control, and luckily the players we ticked off changed their mind after we apologized. Sorry again about that guys!

One thing we promise to do from our side, as Indie Devs, is to listen to our fans and feedback. We know all too well how bad it can be to buy a game and something doesn't work, and feedback falling on deaf ears. I personally had such a terrible experience with Mass Effect 2, where the second disc just wouldn't work. It was a common problem as well, and emailing EA didn't yield any results sadly.

Anyway, by last night we had our second patch with fixes loaded already, thanks to some great feedback from our players. So guys, Jayson and I want to give a massive thank you to every single person who has purchased our game so far. You have no idea what this means to us, and it makes what we do infinitely more rewarding!

If you are keen to check out what Delta Quadrant is about, head on over to the Steam Store Page, and if you decide to try it out, we sincerely hope you enjoy it!

Friday, July 3, 2015

How we got Delta Quadrant Greenlit on Steam

Star Chronicles: Delta Quadrant has been in development for over two years. I still cannot believe it's been that long! When the game was finally in a state we were happy with, we tried selling it on a few smaller online stores, but to no avail.

We knew that if we wanted to reach more players, we needed to get the game on Steam. And, as you know, it's not as simple as just loading your game on Steam and start selling it - you need to get the game Greenlit first. That is, ask for the community to have a look at your game, and give a yes/no vote whether they'll play it or not if it were to become available on the platform.

If you're a brand new developer on Steam, it costs $100 to get in. All of this money goes to a charity. It basically prevents the system to get flooded with less serious titles. Luckily, it's a once off fee. once you've paid the $100, you're in permanently.

In South Africa, at the time, $100 was equal to about ZAR1200. Quite a few bucks if it's money you don't have. We scraped the money together, hoping that the game will get Greenlit and recuperate that money eventually, but we definitely thought we're going to be in this for the long haul...

We had NO idea how long it would take, but we went for it. We paid the $100, and got our game ready to go through the Greenlight process. We read all kinds of posts about getting your game through on Greenlight all over the internet - I'm not going to share everything we learned, just the most important ones.

Firstly, have a nice video or two, and a few decent screen shots. This will be the first thing a person sees when he visits your Greenlight page. Also, I see a lot of devs have ads running on their Youtube clips - I personally don't like this. If I can make a suggestion, don't load ads on the clips you're going to use on Greenlight...

Next, you are allowed to format the description quite nicely, and that includes adding pictures. This really spruces up your Greenlight page - so many times I've seen just one paragraph of text explaining the game. This is your second resort to convincing someone to try your game, so make sure you put some effort into this page. Here what ours look like:


See, a decent description mentioning the main game mechanics (you know, stuff your players would actually be interested in!) and include some nice graphics - we did it in the form of headings, and used our in-game assets to spice them up.

Also, be to the point in your writing, and make sure you don't have grammar or spelling errors - get someone to help proof read if you have to!

Getting the process going

After loading our game on Greenlight, the first day was great, we had over 50 yes votes, and thought this is going to be a lot easier than we thought. We couldn't have been more wrong. After the first few days, our votes slowed down to about one or two yes votes per day. If we needed 1500 yes votes (which is not necessarily the amount you need - I guess nobody will ever know haha - we needed about 1300 to get Greenlit, but others have needed more or even less), it'll take years at this rate.

Also, you can see how many votes in total you get - so including how many people said no. This can be a bit disheartening, but don't let it phase you too much (if you can haha!). Remember, there are millions of users on Steam, and it's impossible for every single person to like your game. It's nothing against you personally, it's just not something they'd end up buying if it becomes available. Also, we have a very niche genre for our game - a combination of turn-based, rpg, sci-fi and roguelike made our game a bit harder to target people for. If you have a half decent FPS, you probably won't need to even look at this article hehe.

We tried our best to get more votes in, including joining various Facebook groups (waste of time in my opinion), asking all my Steam friends (all 7 of them haha!), loading the "Help us get on Greenlight" badge on various of our sites (a luxury many devs won't have), but the votes were still only streaming in very slowly...

One thing we did end up doing though, was load our game on IndieDB, The exposure we got from that was great! So much so, that someone from Groupees contacted us about including our game on their next Build a Greenlight Bundle. It's a great way to promote Indie devs who have their games on Greenlight, and to make a few bucks in the process. We were all too happy about this, because it was massive exposure we couldn't have gotten otherwise, and finally a chance to make some money back, even if just a few hundred dollars!

The bundle ran for 2 or 3 weeks (can't remember exactly how long) and the response was massive on our Greenlight page. All of a sudden we had an influx of yes votes, and when the bundle was over with, we got over 1000 more yes votes on our profile! The bundle sold over 4000 copies in the end :)

And, a week or two after that, we got this magical email from Steam congratulating us on getting Greenlit. It took us 46 days.

So, to sum up, here's what we did that I think helped:

1. Have decent videos and screen shots of your game
2. Write a proper description of your game, and include images to spice it up.
3. If you're game is finished already, try to get in on a Bundle - we used Groupees and got excellent service from them.

Monday, June 29, 2015

Progress on Delta Quadrant Steam Integration

Last week we decided to focus on getting Delta Quadrant ready for Steam. Our first hurdle presented itself in that we needed to update DQ to Unity 5 (it was built in Unity 4). We tried doing that in April, and the huge amount of compiler errors we were presented with was just too huge.

The one asset we used wasn't compatible, and redoing it with that asset would have entailed redoing the whole UI for the game.

Luckily, last week we saw the asset was updated as well, and with not too much effort we finally got DQ updated to Unity 5!

And, with that we managed to get the Steam integration at least going! We've even made our first Steam Achievement and it worked!

So, the time is close (don't have a solid date just yet) to finally get Delta Quadrant on Steam and hopefully generate an income stream.

As far as Catch a Falling Star development have gone, I worked a little bit on the landing page for the game, but not much more sadly. Hopefully we'll get more work put in this week.