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Steam News3 January 20206y ago

Final Story Missions are in!!!

Hey guys! While I'm very exhausted... I'm happy to announce that the final story mission(s) are in. Man it's been a long road... Why do I keep making games with main stories that take over a year to design and script?

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Full Void Destroyer 2 update

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What changed

0 fixes1 addition2 changes0 removals
  • Performance
  • Compatibility
  • Gameplay
changedHey guys!The end of the main story is quite a big step towards release, next up is me working on the final release trailer. Then doing a big round of memory leak hunting. Then working on marketing elements - and release! The end is in sight.. That's so scary,
addedHey guys!While the post release future is quite uncertain - I do want to upgrade the game engine to 64 bit, this should improve performance and stability. I didn't want to do this pre-release as that would delay it and potentially add a ton of issues right at launch.
changedHey guys!That really depends on how well the game sells. Steam is a very competative market place, with amazing games being frequently on sale. There's also been a lot of confidence lost by players due to shoddy releases and broken promises. Steam has changed the way it handles releases making marketing incredibly important - which is fairly far out of reach for small devs like me.

Void Destroyer 2 changes

changedThe end of the main story is quite a big step towards release, next up is me working on the final release trailer. Then doing a big round of memory leak hunting. Then working on marketing elements - and release! The end is in sight.. That's so scary,
addedWhile the post release future is quite uncertain - I do want to upgrade the game engine to 64 bit, this should improve performance and stability. I didn't want to do this pre-release as that would delay it and potentially add a ton of issues right at launch.
changedThat really depends on how well the game sells. Steam is a very competative market place, with amazing games being frequently on sale. There's also been a lot of confidence lost by players due to shoddy releases and broken promises. Steam has changed the way it handles releases making marketing incredibly important - which is fairly far out of reach for small devs like me.

Hey guys!

While I'm very exhausted... I'm happy to announce that the final story mission(s) are in. Man it's been a long road... Why do I keep making games with main stories that take over a year to design and script? I'm sure it would take a team of the top psychoanalysts to figure that out - or one guy to just say - because you do things the hard way and are way too optimistic.

Anyway - in regards to the end of the main story - I'm so unsure of it - it's so hard to be self critical. How do you end an open ended game where the player has quite a lot of freedom?

It's been a fairly big mental struggle because - on one hand I had a pretty clear picture of how the story would end, but on the other I felt it was ending too quick and too fast, but on the other (third!) hand I wanted to give the player a bit of freedom as well.

I hope you enjoy the end - I say this knowing that most players won't get there - so for those most die hard players - I truly hope you enjoy the end. It is very important to me, it gives me quite a bit of anxiety to think that you've played all the way to the end and didn't enjoy the ending. Again - quite a bit unsure! But I'll stop rambling now.

What else has been happening?

I've decided to not participate in the Steam Winter sale - to try to get more players to buy at launch versus spreading them out. This is such a crazy thing that I'd never think I'd do something like this as the Seasonal Steam Sales were always a big source of income, lately they've been so competitive that this crazy thought actually won.

What's next?

The end of the main story is quite a big step towards release, next up is me working on the final release trailer. Then doing a big round of memory leak hunting. Then working on marketing elements - and release! The end is in sight.. That's so scary,

What about after release?

While the post release future is quite uncertain - I do want to upgrade the game engine to 64 bit, this should improve performance and stability. I didn't want to do this pre-release as that would delay it and potentially add a ton of issues right at launch.

And post that?

That really depends on how well the game sells. Steam is a very competative market place, with amazing games being frequently on sale. There's also been a lot of confidence lost by players due to shoddy releases and broken promises. Steam has changed the way it handles releases making marketing incredibly important - which is fairly far out of reach for small devs like me.

So the future is very uncertain, but I do know that the past has blessed me with full filling several life long dreams - which wouldn't be possible without you guys. As hard as game dev is - you guys have been a constant stream of support, encouragement and help.

Thank you guys!

Paul

Source

Steam News / 3 January 2020

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