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Hourences

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Hourences last won the day on November 17 2013

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About Hourences

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  • Birthday 12/29/1983

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    Game Development
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    BE/NL/SV

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    http://www.Hourences.com

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  1. Likewise I'd be happy to meet up.
  2. Thanks Sprony for setting it up! The summer sales helped quite ok. It gave us 2x the sales our actual release did about. We now reached our minimum expected revenue point so with a bit of luck we can push this up further over the coming 6 months to a medium good result. Big question is always how stable the sales are longer term. 250 000 people now have it on their wishlist, which is a pretty considerable number, so lots of people have seen the game now and are interested, but are still waiting. We are not quite sure if it is due to VR, or non VR. Hard to track that on Steam.
  3. EA was your release last year. In 2016 EA is not your release. What I mean is that when the concept of EA was still new you had quite a few games that did really well in EA, and their release was effectively (and for some still is ) their only real release. But if you look at the EA sales of a lot of the games right now you see pretty much the same number of sales for all of them (usually around 10k). A lot of people seem bored/burned with EA, and you tend to attract only your fans/EA enthusiasts. So you cannot really approach EA as your launch in 2016, because a lot of people will simply
  4. Oh yeah Epic will help and it will be good, but it doesn't make a huge difference in the long run. It doesn't replace the existing lack of traction...
  5. There's no discount because when we were EA we had 15 Euro. After EA we went to 20 Euro as planned, but due to financial laws in the US you cannot change price and then discount it at the same time for logical reasons. So that was not an option. We are going to be in the summer sales though. And we are discounted on GOG right now. Also a fun thing is that last time around we tried the Steam visibility banners. This gives you one of those smaller banners on Steam front page. 500 000 impressions timed with the European and then the American evenings, yet we sold like 150 copies out of
  6. I don't really believe in Kickstarter. Kickstarter takes a huge amount of time to do well and is a job in itself, full time probably for about a month. I know quite a few people who tried, and even when they succeeded it took them so much time and money to do that a good portion of the money they got from KS would have to go to simply paying for the effort it took to do the KS in the first place. That is a big commitment and time you take away from the game, and you need to make sure the payback you get is worth it. If KS fails you also fail publicly. You can then not go a publisher and s
  7. Viral marketing is the hardest form of marketing of all. When it works it is superb but it is about as hard to predict as figuring out which pop song is going to be number 1. You can try to work the system, but you need significant resources to try and do so. As an indie you can only fall back on luck, and luck is never a strategy. So when it comes to marketing you can try a couple of times, like we did, but if it doesn't go viral then you can't do much more other than to keep spamming the picture or thing online forever until 1 day it might ignite... At that point your energy might be be
  8. We had some coverage on places like IGN but now when the full game is out, or when we released episodes, it became old news it seems for them. With a game this size and this visual you'd say they would jump on top of it, but while we do get a bit more attention and sell more than your average indie title on Steam, it is nowhere near enough to fund a game this size. If you would have done this game "properly" with an office and full time devs you probably would have had to have say 2 years 6-8 people full time to pull this off. That means you'd burn something like 40 000 USD a month, and that i
  9. Thanks guys! Sprongy sorry it has been super hectic trying to manage it all. I wouldn't say it is too late however, we just released? Best time for a review is now actually? Humble Bundle you can only do after about a year, and you must first make the investment of adding in Mac and Linux then, and then after that you can make a limited return. It was huge when it started but the market is incredibly saturated nowadays. If you look at what we did for marketing: Present with playable game at our booth at E3, Gamescom, GDC, CES, Paris Games week, and others Marketing a
  10. THE SOLUS PROJECT IS DONE! GOG: https://www.gog.com/news/release_the_solus_project STEAM: http://store.steampowered.com/app/313630 Took 1073 days of continuous 24/7 work, 15 UE4 releases, 12-16 hours of content, VR support, 10k assets, 15k+ BP nodes, ~100k meshes placed, runs 60 FPS, and a filesize less than 10 GB in size. Sales are still low so any help you can give with spreading the word would be much appreciated! This was by far my biggest project and was absolutely crazy to build something this big with almost no resources, no office, and while working mu
  11. Part 2 is out now, check out our vacation trailer! Tired of life on Earth? If you guys are into level design the game is pretty much entirely that. It is many hours worth of massive levels and environments. It is all about the world and the environmental story telling. And it is old school classic 90s FPS style. Its been really hard to get anyone to buy the game though. Lot of people seem to just wait for full release but that impacts us pretty hard in the mean time. We had great press coverage so far and Youtubers support with a few big ones vouching hard for the game. Edge just did a 4 page
  12. We are now live! 2.5 years of focus and work but part 1 is now up on Steam and GOG. Xbox One follows in 1 week. A major update more than doubling the content follows in 2-3 weeks. http://store.steampowered.com/app/313630/ http://www.gog.com/game/the_solus_project Oh and here is the Announcement trailer, which I don't think is in this thread yet. The two videos complement each other.
  13. I will be there all week, will usually be found at the Unreal Engine booth. Come say hi!
  14. Bump. We need more help. One to two more Level Artists/Level Scripters. We are primarily looking for a Level Artist. Someone who can click levels together with existing modular environment assets, and make it look pretty. Alternatively we are also interested in hearing about any level scripters. Blueprint scripting gameplay together within levels (enemy waves, spawning, etc.) Three to four month long full time contracts. Portfolios which are FPS/Third person game level heavy, and show a proper understanding of the Unreal Engine (any version, though 4th one is preferred) will be pr
  15. What people were expecting, a real life simulation ? I can find hundreds of those glitches in GTA. That's like very harsh and grumpy. I'm wondering why this game gets all the hate (won't buy it anyway lol) Is it because their marketing campaign created too many over hyped expectations ? Or nowadays players are that picky they want a refund when they have no splach FXs for shots in the water ? That is really harsh. Most of the stuff in the video may not be perfect, but a lot of it is very minor stuff like the water splashes or the sun that keeps on reflecting on a building in th
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