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Steam News2 April 20251y ago

Dipets Post Mortem

Hello everyone! Today I have sad news. The next update will be the last one adding new content for Dipets: I have lost motivation after several reviews (not steam ones) of people not enjoying the game at all and who hav

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Hello everyone!

What changed

0 fixes2 additions3 changes0 removals
  • Maps
  • Balance
  • Gameplay
changedToday I have sad news. The next update will be the last one adding new content for Dipets: I have lost motivation after several reviews (not steam ones) of people not enjoying the game at all and who have claimed that even fixing the small problems the game has, it wouldn't be fun. I will, of course, try to address those problems and I will continue to do so in the future (I want Dipets to be the best possible game even if it's not a good one). Sneak peek of the biome:
changedTo follow this decision, I have also decided to lower the price of the game in Steam and to make it optional on Itch.io: https://kiriboo.itch.io/dipets so feel free to return the game on steam and play it there if you want.
changedTo end this stage, I would like to do a small post mortem about the things I learned and those I think went wrong with the game:
addedSolo development is incredibly lonely. You have no one to ask for advice or discuss what features to add to your game. And while a lot of the dev community is awesome and will try to help, they are also working on their own projects so they will likely not have much interest into yours.
addedLate and wrong marketing. Read 4th point of previous part and now read this one. It leads to a complete disaster in terms of exposure for the game. Instead of the 4 month marketing before launch I probably should have done it from the time I started on the project. To add a bit more on this topic, I wanted to not show too much from the game so the player can have a good feeling of discovering in the game and that is clearly a mistake too. If people don't see the best of your game in the marketing content, they are not going to even give it a try.

Today I have sad news. The next update will be the last one adding new content for Dipets: I have lost motivation after several reviews (not steam ones) of people not enjoying the game at all and who have claimed that even fixing the small problems the game has, it wouldn't be fun. I will, of course, try to address those problems and I will continue to do so in the future (I want Dipets to be the best possible game even if it's not a good one). Sneak peek of the biome:

To follow this decision, I have also decided to lower the price of the game in Steam and to make it optional on Itch.io: https://kiriboo.itch.io/dipets so feel free to return the game on steam and play it there if you want.

To end this stage, I would like to do a small post mortem about the things I learned and those I think went wrong with the game:

What I learned (the hard way)

Solo development is incredibly lonely. You have no one to ask for advice or discuss what features to add to your game. And while a lot of the dev community is awesome and will try to help, they are also working on their own projects so they will likely not have much interest into yours.

There is no perfection in videogames. You will find yourself trying to improve every aspect of the game, losing a lot of time on small things and forgetting the most important one, making a fun experience. That's also why you will likely not feel ready to release the game ever.

No one will care about your project. That's the truth, you start from 0 and need to try to get people attention with time. But be careful because attention also comes with small doses of hate and scams and you will have to deal with that too.

What I did wrong

Late playtest. I have been developing the game for quite a long time and while some close friends have tried it while I developed it, I didn't manage to get people to try it. This has led to elements that are not understood or are not attractive at all.

Late and wrong marketing. Read 4th point of previous part and now read this one. It leads to a complete disaster in terms of exposure for the game. Instead of the 4 month marketing before launch I probably should have done it from the time I started on the project. To add a bit more on this topic, I wanted to not show too much from the game so the player can have a good feeling of discovering in the game and that is clearly a mistake too. If people don't see the best of your game in the marketing content, they are not going to even give it a try.

Steam page unatractive. I followed what most people were saying and launched a Steam page with almost no gifs, trailers or unattractive screenshots and that has been a bad decision. People are going to see your game once (or not even once) to take a look at it and may ignore it if it's not something they find interesting which leads to a potential loss. Moreover, pixel art capsules are not favoured on Steam, and the capsule is one of the most important parts of advertising in Steam (a good one can attract a lot of people!) so that's something to keep in

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Steam News / 2 April 2025

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