Steam Early Access
Times fly by and we have again left our development log unattended, still we would love to share our progress of releasing a game from Concept to final version with all of you.
In order not to loose to many events since December 2016 and up til now, we will describe some of our more important steps regardless of when it actually happened.
One huge event was when we entered Early Access on Steam the 17th march, about 3-4 weeks later than we first anticipated. Do not under evaluate the polishing and bug fixing period of even smaller games and we had even been in a closed alpha state for a long time. The moment you ask people money in order to play your product, its a whole new level of polish and stability that is required, also in a Early Access state.
For the release we worked together with a PR company called Plan of Attack who was really helpful in handling all editorial matters. Something that we didn’t have bandwidth to deal with ourself still being a small studio with only 3 full time developers.
The reception of Wartile in its Early Access was really great, still the following two weeks was exclusively concentrated on fixing bugs as they where reported, many of those bugs where in our players hardware or software setup. Something that is really hard to test with just a small team of testers.
The Early Access release of Wartile was a big success in many ways and we managed to hit a steam review score of 90% for the first many weeks.