Here’s another write-up that might be useful to other developers considering something similar to what we’ve done: releasing a cosmetics-only DLC (Gremlins, Inc. – Uninvited Guests, $4.99) to the main game (Gremlins, Inc.: $14.99) within 6 weeks of the release of the main game (11/03/2016 – 21/04/2016). Charts below – Continue reading
A while ago we published the data on the sales of Gremlins, Inc. to various regions, so that other developers could consider the importance, or unimportance, of certain localisations. However, at that time we made a disclaimer that sales to a specific region do not necessarily mean that they happen because of that region’s language: i.e. if people in Germany play in English, then sales to Germany != need to fund the German localisation.
In order to get more clarity, we tracked languages actually used by players over the last month (18/04-20/05/2016) in the game. The database records the last language used by a specific user, i.e. if the same person started in Chinese but switched to French over the course of the month, we have only French recorded. Here come the charts: Continue reading
In July 2013 my partner and I started with the pre-production of Gremlins, Inc.. It’s been released on Steam Early Access in October 2015, with the full release just a month ago in March 2016. Here are the facts:
- It’s a digital board game;
- It works on Win/Mac/Linux platforms, and is developed on Unity 5;
- We localized the game into 12 languages (more on how this worked for us is here), total loca cost so far is ~€25K;
- We spent 4.5 months in Early Access (October 2015 – March 2016) with the price point of €9.99 (adjusted locally, so the overall average price is 60-70% of that);
- We’ve been for 1 month in full release (11 March 2016 – 11 April 2016) with the price point of €14.99;
- Current sales of the game are 26K copies, for now the game is Steam-exclusive (no other channels).
In July 2013 my partner Alexey Bokulev and I started developing Gremlins, Inc., which shipped in Early Access at the end of October 2015, and went out in full release in early March 2016. In the process, we’ve built a fantastic network of collaborators – people who help us create art, sound and music, as well as manage community, and produce specific projects like developing the brands (of the game and its DLCs), art books, you name it, so that right now Gremlins, Inc. is produced by professionals from Vilnius, Kiev, Moscow, Sebastopol, Madrid, Bremen, Paris, Wroclaw, Prague, Rome and Amsterdam: it is no accident that the game is available in 12 languages.
We also assembled a fantastic dedicated team that works full-time on the project, made out of what you could define as multi-instrumentalists: (1) a network programmer with 20 years of experience; (2) a game designer who also programs and acts as the co-producer; (3) a producer who provides creative direction and handles ops, communication and business; (4) a UI programmer who is also an artist and team’s co-leader; and (5) a project manager who is a kick-ass animator as well as QA specialist. The team is based in the Old Town of Vilnius, working out of a modern office where our dogs curl up by the fireplace.
This Monday, after hitting 25,000 copies sold on Steam over the weekend, we woke up and realised that we’d like to add one more teammate: a Game Programmer who would bring additional skills and experience that we need to go cross-platform without killing ourselves (or our players) in the process, as well as to develop our next game with a more structured approach. Continue reading
11 weeks ago (October 22, 2015) we released Gremlins, Inc. on Steam Early Access:
Thanks to our release window, we participated in both the Autumn and the Winter sales on Steam. Perhaps due to these events, in addition to the natural effects of the growing community, the overall sales dynamics so far has been positive: Continue reading
Here’s hoping that everyone had a productive 2015! Here at Charlie Oscar, we finally released Gremlins, Inc. into Steam Early Access, rolled out 9 major updates during 10 weeks since the launch happened, and are currently in hot pursuit of the full release of the game in a few months from now.
With an eye on this, we’re looking to hire a dedicated QA Lead – both in-house or remote engagements are possible, as long as the commitment is full-time. Here’s what we’re after, in a nutshell: Continue reading
It’s been 3 weeks since we released Gremlins, Inc. on Steam under the Early Access program. Here’s a few things that we learned so far:
You probably heard it before: shipping your product is a personal experience that changes one’s perspective. There is a lot of smart people out there who write articles and give opinions about games industry, and even speak at the conferences, but I’d be vary of listening to any of that advice unless it’s backed by specific products that these people (and not their overseas office) have actually shipped.
There are three angles here. Continue reading
Arbitration case in Sweden (decision in 4 weeks or so). Court case in Belgium (decision in 6 weeks or so). Marmaris Race Week (sailing under the flag of Team TaleWorlds). Release of Gremlins, Inc. on Steam Early Access (in a few weeks). And some other things that shall remain unannounced until it’s all confirmed. Meanwhile, 2016 already shapes up to be an exciting year, too: the 2nd Games Industry Law Summit in Vilnius in April. The Games Industry Moot Court that is going to be my big dream project of 2016. And a possible 10.000-person eSports event in Vilnius in the summer. I don’t know when I’ll come around to posting in this blog again, so I’ll leave here the widget for Gremlins, Inc. just in case it’ll be a while –