Book of demons think trunk3/16/2023 ![]() This might sound like a lot - and it was, especially in terms of the effort we had to make – but the truth is that we didn't make much of dent. We launched a Sneak-Peek program for people who wanted to test the game before it was done, and we even attended some shows which resulted in us receiving a few fancy awards. We reposted content such as screens, wallpapers, development updates here on Reddit, as well as N4G, InideDB, Gamasutra. We set up a presskit, a newsletter and we engaged with our small community on the social media. ![]() Even now, I'm writing this blogpost, while I feel I should be adding stuff to the game.ĭuring those 9 months, we did everything, more or less, by the book.įrom the top of my head: we did several trailers and teasers, issued regular press releases about major announcements, did some interviews, launched a rich website for the series and a development blog. Many of you will immediately think that it was too late, and you probably are right, but the reality is that in such a small team like ours (currently 7 people on site), doing marketing always takes a toll on the game itself. Realizing that times when good games didn't need marketing were long gone, we started promoting our game almost exactly 9 months before the Early Access launch. With a little bit of luck, and a quality game appealing to the same audience, we should also be able to reach at least some level of similar success, right?īut the reality was just about to prove that nothing will be easy. After all, hack & slash is a very popular genre, and games such as Grim Dawn, Torchlight, Path of Exile, Van Helsing are able to move hundreds of thousands or even millions of copies. In theory, selling this much should be pretty easy. To recoup the costs, we need to sell about 35 thousand copies of the game, but of course, we are hoping for more as we want to fund the ongoing development (Book of Demons is just the first installment in the Return 2 Games series). As you can probably imagine, this can be quite stressful. Since we don't have a publisher, all of the marketing and financial risk is resting entirely on the personal investments we have made. There was a lot of anxiety among the team, as the game has been in production for over 3 years now. Since this was our first Early Access we didn't really know what to expect.
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