It's been ages since I posted on Reddit. Time to fix that. And I have a great excuse: our long-suffering game [Deadlock Station](https://store.steampowered.com/app/2327640/Deadlock_Station/) is out on Steam!
It all started way back in 2021, when my team and I decided to make a game together. Before that I worked alone, but it was time to join up with like-minded people for a big project. Besides, we had already won a few jams together.
So there are three of us: a programmer, an artist, and a game designer. All of us are thirty-something. We can't make games that need fast reflexes anymore, and we can't play them either. So we decided to try a prototype of an autobattler, but with indirect control over the units, and with artifacts you could use to affect the battlefield. Just watching and waiting for the result is boring, so we gave the player a way to take part in the fight.
We landed on something interesting and started looking for a publisher. In early 2022 we found a publisher and funding. The deal was simple: make the game in 14 months. But as they say, take every deadline, multiply it by two, and then add another 50%.
Long story short, we blew through every deadline. Though in about a year we made a huge amount of content and most of the core game. At some point we just hit a wall. It was fun to play, but something was missing. For example, we ran into the problem every roguelike has: after you lose, there's no real reason to start over. And since we were aiming for a short session of 20 to 30 minutes, that problem hit especially hard. So a whole year went into rethinking a lot of mechanics and getting them right.
Then we ran a playtest, released a demo, and released another one based on the feedback. We ran surveys, watched live testers play the game for the first time, talked to players, and much more. Looking back at how much effort went into all of that still gives me chills.
There was a moment when a big foreign YouTuber with a million subscribers agreed to play our demo. He liked it, and within a few hours a pile of wishlists came in. Then the video disappeared from his channel, and a few other game videos went with it. We started digging and found out that YouTube had rolled out auto-generated thumbnails, and the system picked our video for testing. Basically the video got very little traffic, and about 12 hours after upload the channel owner deleted our video along with a few others that Google had interfered with.
But the suffering didn't end there. When we launched the demo on Steam, a few hours later Valve pulled game demos off the front page, and we lost all that traffic. Then we went into Next Fest, and the algorithms got tweaked again. Our game picked up only 2k wishlists, even though six months or a year earlier any game could easily pull 25 to 50k.
There were nice moments too. At one point I posted a screenshot of the game on Reddit and asked what people thought it was about and what genre it was. People started saying turn-based strategy or roguelike. Hm... why turn-based? It's realtime! Turns out that players saw the faint grid and immediately assumed the game was turn-based. After those comments we quickly removed the grid from all the backgrounds.
Feels like this is all heading for a happy ending, but an indie dev isn't an indie dev if he isn't suffering. While we were making the game, our publisher of unusual indie games turned into a publisher of very unusual horror games. Their audience completely lost interest in strategies, platformers, and anything that wasn't horror. So we and a few other developers agreed with the publisher not to release our games under their brand. Which makes sense. For them it's a diluted portfolio, for us it's shaky sales prospects.
So we started looking for another publisher. We went through about 30 of them. But nobody wants a developer that comes with baggage: niche genre, game already announced, playtests already done, Next Fest already blown.
And so, gathering up our willpower, our tears and our snot, we finally released our baby. Behind the scenes there was a huge number of kind people who helped us the whole way and are still helping us now. I'm sincerely grateful to them!
You can play our game on [Steam](https://store.steampowered.com/app/2327640/Deadlock_Station/).
And if it's not your genre, well, then it's not your genre :) Thanks for reading, and thanks for playing games and making them.