I have been using Ioverlander and have found a few decent campsites but its not the most informative app that I've seen. Or Alphabet, a collaboration with Katamari Damacy’s Keita Takahashi. A blog and podcast dedicated to combining two of my passions travel and games. That said, if we have to decide between the right person on the other side of the world, and the wrong person, I know which one I’ll pick next time too. Even if it’s the UI, is it UI style, UI functionality, UI polish? Explore the end of the world with new pug dog companions and new rest stop levels. But I’ll be able to make small games for the rest of my life. Regardless, I think the entire process of both building the prototype and assembling the team were completed for under $10,000, even though it took us three to five months to actually accomplish these things. The first is that the game started to get really, really good. The other thing that happened, as we approached Fall 2014, is we realized that we had wildly underestimated the complexity and difficulty of building a 3D tactical squad-based survival game at the level of polish we wanted to provide to players. One gamer wrote in to say the ending didn't fit the rest of the game. This is how it goes in Overland. But there’s a reason that design-oriented giants like Blizzard take five years or more to make a new game. Sometimes PR just won’t let anyone say anything ever. On the other side of the equation, Hundreds was almost entirely a remote team, and it worked pretty well. The text on the card above reads: Disaster! Latest; Premium; Shows; Popular Podcasts. r/overlanding: Dedicated to the the spirit of exploration. On the other side, though, the indie games dream is still to try to live on $500 per month and just make art and be pure, man. Part of this time was spent simply assembling the team that we thought would make this game really stand out. STATS OF THE GAME. Inside's ending is by far one of the most confounding conclusions to a game in recent memory, which is why explaining the Inside ending can be quite tough. So in this case, breaking even meant having plenty of funds to build one or two more games that were more like our normal work. And with that, I think we’re almost caught up with the decisions and meetings we did this past week, but I wanted to cover two other things first. This is a good case of either temporary insanity, inexcusable hubris, or both. PlayStation Games PlayStation Game Series PlayStation Trophies Popular Trophies Guideless Trophies PlayStation Walkthroughs Site Game Reviews User Game … Forbes is never going to write an article about how a bunch of kids spent everything they had and made a middling game that flopped. But we should be aware of the simple social dynamics that tend to cause success stories to float up, and for stories of failure to quietly sink. "In such a bleak and dismal world, to suddenly be faced with the happy ending was too abrupt of … Get more Overland news at GameSpot. This means before every big risk, we put in the extra time and the extra effort to pad our accounts and trim our budgets to make sure that the only thing we put on the line is ourselves. This is one of the unavoidable truths of running a small studio: you’re going to wear a heck of a lot of hats over the course of a single day, much less a whole project. It has issues providing trails and more unique locations. If we get the chance. Map squares, especially the hi-res USGov maps are very high res and the download time is quite slow and expensive over mobile (if you have service in the field). Even though it was shorter than the last phase of development, we approached $50,000 in expenses again, thanks in part to those depleted reserve tanks. There are too many shards. In the worst case we get “failed” projects drawing the wrong lessons, lashing out at the wrong things, and muddying water that is already impenetrable. Learning through dying isn’t much fun in Overland, a game which utilizes randomly generated characters and maps in a turn-based strategy setting. I picked out a few that I think are pretty relevant to the discussion here, and which are not necessarily lengthy essays in and of themselves. I think it is, but I’m a bit biased, you know? I've used Topo Maps+ and a few other topo apps on my phone while out driving. I’m not sure I like it. Thread starter Paula - Canadian Explorer; Start date Oct 14, 2020; Hi Guest, you may choose a LIGHT or DARK theme that works best for you with the "Style Chooser" button at the bottom left on this page! For Overland, we tried to make some guesses about this before we even commissioned the prototype back in December 2013. Each road trip's failure teaches you a new thing, somehow, about how the game works. This is a little tricky because the indie dream is basically to make experimental games commercially. Overland is a tactical survival road-trip game in which players protect and guide a changing cast of characters on a road-trip across a hardly-recognizable America. The game ends when one player manages to heroically defend three different dragons or if one dragon gets three hits. It’s basically the usual “keep working really hard and avoiding unnecessary risks” plan we always do, but I wanted to break it down a bit in case it might be helpful for other games or other teams. 13 – All 13 active players for Kansas played and scored in tonight’s game. It leaves out the fact that we’ve gone broke at least 3 times in the last decade. Make friends (both human and dog alike), scavenge for fuel and other items, steal a car and go west as the world gets weirder the farther you drive. Our current jam is an indie game development and publishing company called Finji. Ingrett 4 Jun 17 @ 11:48am Been giving this game some honest effort! Off Topic. Which leads to the next and final question…, “What methods do you use to estimate what sales will be like, and how confident do you feel in those numbers before release?”. Problem: If you're going out of service area you need the map squares on your phone. I don’t actually know if Overland is a good idea or not. Take care of a group of travelers on a post-apocalyptic road-trip across the United States in the turn-based survival game Overland. I don’t really have any advice or nice succinct takeaways to offer here, either. Quick Looks. Something evil stirs in Arkham, and only you can stop it. Welcome to Overland Gamer. 1 User. Maybe some of that was luck and/or experience or… something. Overland is an isometric strategy road trip game set in a sci-fi apocalypse. Go. Anyways, to quickly summarize where I was before, the time between March 2015 and now (the end of July, 2015) was a period of extremes. Sometimes finding the magic takes a long time, and sometimes refining the magic takes even longer. Welcome to the r/Overlanding Daily Help Thread! Overland first appeared on our radar three years ago, when Tim spent some time with it and described the survival strategy game as "X-Com meets The Road". Game List Statistics. Or all three? I dig the theme, I dig the permanence and agonies of a perilous journey in which you make terrible mistakes and terrible sacrifices, and oh boy do I dig the art. If you want to stay up to date on the rest of Overland’s development, you can follow us on Twitch, Youtube, Facebook, or Twitter, or you can sign up for our mailing list here. For the sake of clarity and again to hopefully illuminate some of the situation with Overland, I want to break this down slightly more. Or do we borrow money? It’s a pretty busy house. We have a game that is excellent and we understand it pretty thoroughly (rarer than it might sound). Would you do it again?”. I’m not saying that games that sell poorly aren’t successful on other axes, or whatever. Discover a world of adventure and excitement. By our best estimates we’re looking at 16 or more person-months this winter to bring the game to the level that we feel is necessary to adequately hedge our bets for a strong release on PC. The realist and the pragmatist in me says I will probably do some contract work, and we will probably borrow a little money. Videos. That way we could start marketing during and after GDC for our Summer 2015 release. But I’d feel weird literally betting my house on that particular gamble. Recently there have been very articulate and thoughtful arguments that breaking even is not an adequate way to maintain a sustainable studio, and with enough inflexible constraints, that is true. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews Forum: Start a New Discussion < > Showing 16-30 of 171 active topics 3 Jun 30 @ 11:31am starting the game for the first time and no mouse. We finished our contract work, and we didn’t have to borrow anything — the process was working! This puts us a mere 24 months behind our original schedule. Seize the day (boys). Overland will … We were given the opportunity to build something bigger, and we took it. There are huge inevitable clashes here. I feel pretty good about our role in all of those games. This sort of thing is basically a cliché at this point, but I wanted to bring it up because before and during Overland, I already knew it was a cliché. Think Oregon Trail meets The Road, with a dash of Roadside Picnic and Edward Hopper paintings. Console Launchapalooza: The PlayStation 5. AT&T is playing a longer game to end 3G but with a set timeline in place. Wish List. What do I mean by saying we are 80% complete? Just life without a publisher I guess. We liked the sound of this but we weren’t sure where to even start. I’m not sure. Game Detail. We also have two kids, and are active in the local game dev community. Overland. The one strategy that we’re not considering is Just Launching The Game Even Though Some Parts Of It Are Still A Mess. It started to play very well, and to look far better than even the well-received previous public builds. Another way of putting it maybe: “Should we have taken the relatively reasonable advice of why didn’t we make or fund five or ten smaller games with that budget?”. The bare minimum, assuming we go down to a kind of hybrid hibernation / skeleton-crew mode this winter, is somewhere around $30,000 in additional external expenses, and another $40,000 in internal expenses. Overland is a Turn Based Horror Survival game, set in a post apocalyptic America. Step 7, then, was to look at all of this stuff and figure out how much it would cost. Shipping Summer 2015 meant that we were trying to take a game from roughly 10% done all the way to 100% done in a fraction of the time it took to even get to 10%. But both for myself and for others, I wanted to share with you a bit about what’s been going on behind the scenes with Finji, and how we’ve been approaching our tactical survival rogue-like game Overland. Marketing permission: I give my consent to to be in touch with me via email using the information I have provided in this form for the purpose of news, updates and marketing. I’m not sure if that’s a privilege or a curse at this point. Experiments Suggest Humans Can Directly Observe the Quantum. But also we used up pretty much everything we had. And having such a potent prototype on our hands for so little time and effort was really exciting. Sometimes that works I guess. Procedural or randomly generated games commonly have this weird curve, where you build up those basic systems and it takes a long time, and then everything clicks and things start to come together with less trial and error. NO Vehicle-Specific Kits or Gear Questions, Bloggers/Companies Must Fully Participate, Press J to jump to the feed. On one end, we saw massive improvements in the way we work as a team, massive improvements to the game itself, and we’re finding ourselves more and more on the side of the line where playtesters mainly only get mad at the game because we have to pack up our laptops and get some sleep. Not the luckiest, or anything, but we were positioned well to build things for mobile when opportunities opened up there, and getting in before things got Really Crowded gave us an edge later. 11/17/2020. We bootstrap, which is to say self-fund, all our internal projects. Before I started writing all this down, I asked my followers to see if anyone had any questions about bootstrapping big indie games. Part of this time was spent on contract work that would fund Overland. We even helped ship FEZ and the commercial release of Cave Story. Finji’s internal projects are currently based on a revenue share model, where the developers of the game are entitled to a fairly massive split of the game’s revenue for years after launch. Their vision for Overland keeps pushing us toward new things and away from the well-trod areas, just as we hoped. Rolling the dice on a big project like this can be scary, but Overland is turning out far better than I ever hoped. Now Playing. So in December 2013, I had fish tacos with Shay Pierce, another local Austin game maker, and we talked about maybe doing a project together. (of travel) across the land in a vehicle, on foot, or on a horse; not by sea or air: 2. Overland is a turn based strategy game where you are on a road trip across a post-apocalyptic United States. Lead survivors across 3000 miles of Middle America, after Overland is a Turn Based Horror Survival game, set in a post apocalyptic America. Ok, a quick aside to give a bit of an overview of how funding and payroll and stuff works on Overland. In Overland, groups of randomly-generated strangers gather supplies and defend themselves from strange creatures as they drive across a ruined America. But we’ve always done side work and other things to prop up our riskier endeavors, and Overland’s budget was way higher than any previous project. Lockdown 2020 . Some of them can only be accomplished by exploring and learning as much as possible about the history of the Solar System, and others are cleverly hidden and must be discovered. I’ve never led a project or a team this large, and I screwed up a lot over the last couple of years. Again, in aggregate it might seem like a big number, but helping pay the bills for three people for seven months (over 20 “person-months”) starts to add up! Gaming. The Fall launch would put us at nine or ten months of development total, not unlike Hundreds, but we were ready to take the project seriously and swing for the fences. As a former freelancer those fees, although nearly nominal, were mandatory. Hiring an animator, getting marketing help, paying our own bills and supporting the content team, giving ourselves time to continue to market and build awareness as we approach launch, a budget to take the game to PAX South and SXSW Gaming, and so on. This version includes 3 new difficulty settings, 7 new game modifiers including all dogs mode, tourist mode, and expert settings. An environmental catastrophe of incomprehensible proportions has permanently changed the earth as we know it. This means each team member (including me) receives a monthly payment that helps pay some of the bills. Step 6 was to figure out how many contractors we would need to hire in order to hit even our conservative goals. Anyways, we also committed to hiring atypical designers to produce the art and sound for Overland, based on the notion that hiring people with backgrounds too much like my own or like Shay’s would result in derivative work. Even we occasionally managed it in the past. Make your life extraordinary” – John Keating, Dead Poets Society. Assassin's Creed Valhalla. The board game is called "Illuminati: New World Order" and the cards from the game has people freaked out. Or do we focus on marketing and pre-orders and crowdfunding? Latest; Premium; Shows; GB Infinite; Random Video; Popular Videos. We were able to leverage cheap neighborhoods in Austin, a home office, and self-funded collaborators to play it safe, since the business of experimental game making has enough risks already. I would give a limb to somehow be able to have everyone in an office, hiveminding and doing our thing, but we’d easily double our overhead instantly, and have to deal with relocation in order to work with the right people. “At what point (if any) did you start to worry about the game actually turning a profit?”. My wife Bekah and I have been freelancing and producing our own internal projects since 2006. I’m as guilty as anyone for lapping up the victories and ignoring the defeats. Learn more. Latest Videos. Anyways, as if it needs to be stated at all, it could not and did not happen. Regardless, revenue share after launch doesn’t really put food on the table or pay rent. As should be expected, beware of major spoilers below for Wasteland 3 as this covers multiple endings for finishing the game. This would put all the risk on Finji as an entity, but increase the chances that we’ll be able to recoup our investment, even if the game fails to find its audience. 0 Users. Do we take on more contract work and continue to bootstrap the operation? Post-Apocalyptic Tactics Game Overland Launches Soon Updated Aug 30, 2019. Click to share on Reddit (Opens in new window) Click to share on WhatsApp (Opens in new window) Chase Carter October 16, 2019. Will we make another game this big? But even a month ago, we would still have been over 75% hours logged and maybe only 30% “player complete”. There was a gap of three or four months before we began to actually produce the game in something that vaguely resembled a full-time capacity. The other interesting thing that happenedis that we we started to run out of money. Overland was added by Ugotsta in Sep 2016 and the latest update was made in Aug 2017. It would be nice if it was smaller, but it’s not. It's possible to update the information on Overland or report it as discontinued, duplicated or spam. Adobe announced the end of support way back in 2017, and all major browsers will remove Flash entirely by December 31, 2020. Games. Playing Games On Your Phone Is Good, Actually Updated Jun 23, 2019. Next Last. When that happens, tens of thousands of Flash games … Overland Discussion. The people we did find through this process — Heather Penn and Jocelyn Reyes — are singular and exceptional artists that go far above and beyond their particular duties, contributing outside their core disciplines and improving the game in ways I never expected. Got some notes! And I still fucked it up by a pretty large margin. And yet…. But thanks to the scope and scale of Overland, for the first time we started to have a relatively high burn rate, or amount of money we had to spend every month to keep going. We have been very lucky in our work too. And, maybe weirdly, I don’t feel stressed about this. If I’d had time to work on it myself we probably could have cut some of those expenses, but this worked well for the situation we were in at the time. So the moral pressure for transparency is there, but the incentives are not, and so what we get (in the best case) is developers (myself included) occasionally putting together postmortems about what went right, and what went wrong; reality checks that don’t cast the original developer in TOO harsh a light, but still help reveal some of the dark road ahead for the rest of us. Part of this gap was spent updating our catalog of existing games to keep up with platform changes on iOS. Press question mark to learn the rest of the keyboard shortcuts. PlayStation News Community News Site News Site Updates PlayStation Network Status TT Podcast Suggest News. I explore and share my journey as a single dad. Overland was our first commercial project where we began to pay out monthly advances against those revenue shares. They can not and do not fit together. As it is, between Slack, Google Hangouts, Asana, some travel now and then, and some coffee shops, I’m really happy with our ability to communicate and coordinate right now. Even unconventionally generous terms like the Indie Fund can change the outlook of a project when the loan is large enough. For the last couple of years I’ve been working on my dream project, a tactical survival road trip game called Overland. Alec Meer • 2 years ago • 3 Beautiful murderbugs vs Americana turn-based strategy vs roguelike Overland is a game I've blown hot and cold on. We don’t send many newsletters, but when we do, they’re pretty weird. So eventually, one way or another, this thing is going to be fine. That lengthy list of Neat Finji Projects reasonably and justifiably excludes some 20-odd failed prototypes and bad ideas, and a at least 20 or more not-particularly-glamorous projects that did actually ship in one form or another. We were too swamped to prototype it ourselves, though. There are now 1,000 projects included. Those unintended delays from the previous months gave us some editorial distance from the prototype, and we were able to confirm its potential through more objective eyes. Survive ... barely. To accomplish this, everyone on the team made somesubstantial sacrifices in order to see this thing through. Studios won’t look twice at a portfolio that shows all the steps you took to get where you are. There was an interview translated recently with some Nintendo folks that did a great job of explaining this, but basically an overall percentage completion for a game project is sort of a laughable idea. I am certain that at this point, if they’re reading, there are some Bay Area-based startups that are rolling their eyes extremely hard at the notion that a $15,000 per month burn rate might feel “high” but everything’s relative I guess! The art direction, despite being very incomplete, stole the show, I think, but some players also got a peek at the kinds of emergent gameplay magic that can happen. It's how you learn. It was an interesting experience, but it got us thinking: what if instead of investing in someone else’s big project, we invested in our own? Favorites. Every Finji game before this was bootstrapped. Make the most of a terrible situation. In some ways that’s the exception that proves the rule though, because aside from some rare stage time there’s just no incentive to talk about these things. I’m not sure what our final “spend” was for this phase of development, but I would estimate something like $50,000 or more on just these advances-against-royalties for the rest of the team. Every day of the week, there will be a different topic of discussion, ranging from trip reports and rig selfies to trip planning advice and equipment recommendations. But that’s just one of 14 million possible futures Doctor Strange tells Tony Stark he saw in Infinity War. It is almost the complete opposite of the actual creative process of making a thing. We’ve invested too much, and can’t entertain a scenario where we’re unnecessarily risking people getting turned off by the game just not being ready for them yet. For example, we did some high profile work for the film The Hunger Games, and a set of surreal advertisements for Old Spice that made it onto mainstream Game Of The Year voting lists. Forbes is never going to write an article abouthow a bunch of kids spent everything they hadand made a middling game that flopped. There’s a lot of enabling talk about the responsibility of developers to be more transparent, the idea that it’s a good idea to help educate new developers entering the industry or art form but also to enlighten our audience, our players, so that our relationship with the people that support our work can be stronger, and better. survival-horror. With the development ending, this Patreon page is currently inactive and only exists for archive purposes. We thought we might have been on to something, and it turned out we were. I knew it was the usual shit before we went down this road, and I still know it now. Right now our day jobs include developing Overland as well as publishing award-winning games like Feist, Panoramical, and Night in the Woods. NO Vehicle Comparisons/What Should I Buy? We planned for this, we had a budget that allowed for this, we were very careful, and these higher monthly expenses were a good sign, a sign of everything going according to plan. It turns out Overland is one of the most local projects we’ve ever done. This was easily worth the relatively tiny effort it required. What to expect: If you wish to withdraw your consent and stop hearing from us, simply click the unsubscribe link at the bottom of every email we send or contact us at email@example.com. The first is that completion percentages are extremely weird. Update: The bundle has been a huge success so far and many more developers have submitted their projects.We've added a new round of games & more. Dedicated to the the spirit of exploration. How’s the Weather at your end? But I can’t regret actually doing the thing. Image this: Pull out your topo map app of choice, connect to your truck's wifi, and download maps super fast from the local storage. Altogether I think we invested a total of maybe $5000 in this phase of development. Maybe this is true for everything and not just games. This was the first time in maybe eight years where we’d had an opportunity like this: a long financial runway, a solid prototype, and some real experience. When I say experimental game making what I mean is the process of “forward” game design, of Church of the Prototype, of iteration, of exploring a design space and listening to the game and figuring out what it wants to be. But it would have been pretty easy to spend five or ten times as much as we have on Overland, and no larger publisher would bat an eye at even those multiplied expenses; we would still be considered dangerously lean. Patriarch Ending. Hier findest du alle Infos zum Rundenstrategiespiel Overland von Finji für PC, PS4, Xbox One, Switch: Release, Gameplay und alles, was ihr wissen müsst. Some of those hurt us, but we only cut things that didn’t seem to have a significant impact on hitting the PC platform in style. I hope that in some way this was able to shed a little light what it’s like to bootstrap a sizable indie game. So where does that leave us? This is an attack to destroy any place. There are a lot of options out there now for this sort of thing, and we’re under no obligation to get all the funds from a single source. I think some studios are better than others at finding ways to somehow reconcile these differences, or avoid the conflicts altogether, and again, that’s awesome, more power to them. So if we borrow money, will it have such a big impact on the final popularity of the game that paying it back will be a breeze? That some studios are able to somehow make them fit, or fit enough, for a while, sometimes, is a colossal victory. I think there’s … there’s a weird moral or almost puritanical aspect to that, but another big part is just incentivizing yourself to cross your T’s and dot your I’s and take your project truly seriously. I’m not sure. The other interesting thing that happened is that we started to run out of money. Only our art director is remote, currently in Los Angeles. Gaming. We made some mistakes here, too(not in who we hired, but in how to manage expectations of applicants, among other things), and learned a lot about what it takes to build a team like this. Would anyone else be interested in such a tool? Fuser. The Reddit thread read: So…our favourite“So…our favourite card game from 1995 seems to know everything. There's worlds outside your door, and inside your imagination. What are the other endings? Which parts are how complete and to whom is a really complicated and multi-layered question. At the Game Developers Conference earlier this year, I did a short talk about a project we loved but had to put on hiatus after more than 9 months of collaborative development. DRAGON GAME: 2–4 players | 20–40 minutes | ages 9+ In this cooperative mode, the keepers work together to defend and train the dragons so that they attack the hunter. Which is all 100% true, too. After GDC, we were a little burned out from the big March push, but we were determined to ship Summer 2015. If you … Even with a lot of practice, multitasking like this can cost you a week here, a weekend there. “Carpe Diem. I think it will help illuminate some of what I’ve already written and some of the things I’m going to talk about for the future of Overland as well. This was impossible to do in an honest way until pretty recently, because of the aforementioned experimental game making stuff. The main guess or goal or whatever was whether we’d be able to potentially both make a good game and break even. And none of the game ideas I was interested in at the time seemed to have legs long enough to carry a big game like that. But Overland is a big game, and contracting is a great way to divide your attention and just plain overwork yourself, driving down the quality of everything. We could get a small business loan, try some crowdfunding, find investors, set up a home equity line of credit, borrow money from friends and family, or some mixture of these things. overland definition: 1. The closest thing to a “big” project we’d ever done internally was our last release Hundreds, which was barely a 3-person team for barely a year. Toss in the $60,000 we invested earlier, not to mention some substantial amount to make sure Bekah and I could pay our own bills in 2014, Overland’s budget gets pretty big. I'm thinking about downloading entire Topo map collections, storing them on rugged external hard drives, writing a little server on a Raspberry Pi to serve the data over an ad hoc wifi network. 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