Post-Steam Release | Patreon Weekly #147 (Patreon)
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Hey Patrons!
Firstly, there’s an audio Q&A in this weekly! This time there are 10 questions from 5 Patrons, and I was able to give each question a decent amount of time. You can find the timestamps at the bottom of this weekly.
In this weekly, I’m going to share some details on how the Steam release is going, and on an upcoming patch.
Shattered’s First Week on Steam!
We’re almost a week into the game’s release on Steam, and so far things are going very, very well. It seems my efforts to market the game prior to launch have worked out, with the game selling well and sitting around the top of steam’s new and trending list for several days!
I’d like to avoid specifics, but in terms of sales the game has completely blown past the already great performance of the iOS release. In its first 24 hours Shattered sold more copies on Steam than it did on iOS in the first 2 weeks and generated more revenue than iOS did in its first month! For active players (which is public thanks to sites like steamcharts), Shattered is averaging 200 active users at one time, with a current peak of about 350.
The game is doing quite well on the user review front as well, with over 200 reviews and a 96% positive rating. If I can get to 500 reviews while keeping the score at or above 95%, Shattered’s reviews will have the coveted “overwhelmingly positive” rating. I think further improvements to desktop UX and tutorialization are the best ways for me to keep this score high.
v1.2.1
I’m currently working on finishing up a patch for v1.2.0, I expect that this time around I’ll just need to do one patch before moving on to 1.3.0 work.
v1.2.1 is mainly including technical fixes, including corrections to magical fire rooms which are still a bit wonky. Several fixes are for the Steam version of course, including cases where achievements aren’t unlocking correctly, various minor UI fixes and a nasty one that causes the game to crash for windows players that use Asian language characters in their usernames.
There’s also a bit of new UI work in v1.2.1 as well. I’m trying to make surprise attacks a little more visually distinct, and I’m adding a ‘new game’ and ‘menu’ button to the main game screen after the player gets a game over.
Audio Timestamps
- 0:33 "Do you have any concepts of an overworld before/after the dungeon?" – Cake
- 2:42 "Where did you learn/practice lots of your pixel art?" - Cake
- 4:55 "What's the most ridiculous thing someone has sent to your email?" - Cake
- 6:49 "Any interesting talent ideas that didn't make it into the game?" – Supernewb
- 8:51 "What's the highest number of challenges you think you could activate while still being confident about winning? (9-Chal livestream when btw?)" - Supernewb
- 10:42 "You just added a few new potion-puzzle rooms, did you consider room ideas that utilized the few remaining unused potions or were you always planning to just use these ones?" - Supernewb
- 12:47 "what is your favorite 1 star review of all time?" - Zrp
- 15:11 "what are your current thoughts on transferring of saves between mobile/steam?" - Depresbian
- 17:38 "what do you think are the best examples of your coding skill improving while working on shattered over the years? such as things that you couldn't have done before but are now confident in, or smth along those lines " - Depresbian
- 20:32 "Do you have any ideas for new challenges right now? Do you still consider eventually adding "heavy upgrades"/"more secrets"?" - Fcelon