Spellsworn - Wizard duels with sumo-wrestling rules

Hey! Thanks!

Sure, I’ll answer best I can.
a) The four major points of frustration for the FTP model are the techwise infrastructure which needs a solid database handling (however you may chose to handle accounts), the transaction infrastructure, the content production and the “initial cost without initial income” hurdle. Even though you may do an iterative process for the purchasable content it will still need a lot of the production time, much more than level designing or props. Making a new character with a new skeleton and a new mesh painting takes us about three to five weeks from start to finish (polish), and we’re aiming for up to ten characters on release - which equals roughly thirty weeks, and then 10 characters are still a bit few from a players viewpoint. The tech side of things is always something that can be understood and learned, but it’s still time being dedicated towards something other than in-game features and bugfixing - which for a five-man team can be crushing. Using steams API’s has been a bit of a blessing, but there’s quite a few features missing in the Unreal department when it comes to Steam API wrapping. So we’ve often needed to work around Unreal’s wrappers.
b) We have two ways of creating games at the moment. There’s custom games which is your standard hosted game ( menu -> lobby -> game ) which shows up in a server list, and then there’s the matchmaking games which are hosted on dedicated machines around the world. In this case we’re using Steams matchmaking lobbies to find opponents and then from those lobbies find a suitable dedicated server, which we then let the lobby join (and reserve). When joined the dedicated server sends an API call to our dedicated server manager which fires up two new dedicated servers, just to keep up with demand. When they’ve idled for an extended amount of time they automatically shut down. Steam has no dedicated server handling, that would be way too expensive on their end, but they do have a master server which you can use for server listing. A quick google search for different hosters will most likely tell you the cost of a single VM over a monthly period, and the one we’re going with costs us roughly $40-$60 per month per VM.
c) We’ve been working full time for about a year now, and we’re two programmers, two artists and one designer.
d) Almost everything is done in C++, only the UI elements are done in UMG/Blueprints

Thanks, and same to you!