Steam achievements completed in the demo should unlock in the full game, too.ĭuring Early Access, you made a discount on the game. It’s worth mentioning that demos should track player progression and carry over to the full game, so your fans can continue where they left off. While a demo doesn’t have to show all game features, it should give players enough hands-on time with the game so that they feel like they understand what the full title might be like, but not so much that they feel like they’ve got their fill. Michael: A good demo should provide a reasonably sized, well-polished slice of your game that leaves players wanting more. It’s convenient for the curious and helps to keep refunds and negative reviews later on low.ĭo you have any tips for making a demo and what devs should avoid at all costs when making one? Our demo not only gives players a sense of what we’ve made, but also gives a chance for someone to try a healthy part of Everspace 2 without having to purchase. Even now, we’ve kept the demo up-to-date with the current PC launch version so that interested space fans can try the game with ease. Michael: Our Everspace 2 demo has been a very important part of Early Access, as well as the campaign leading up to it. What was the main purpose and what do you think makes a good demo? You released a demo version of the sequel before its Early Access launch. If there was an opportunity to talk about or show Everspace 2, we tried to make it happen - with all the other games being made, especially at the AAA level, we had to make sure the world knew about what we were making. ![]() We were also very active with media outreach, promoted Everspace 2 in digital showcases, participated in one of the first Steam demo festivals, and many other places as a lead up to Early Access. Michael: Leading with the announcement at the very first Gamescom ONL in August 2019, followed by yet another wildly successful Kickstarter campaign and demoing at PAX West, EGX Berlin and London, Tokyo Game Show, Dreamhack, and PAX East. How did you promote the game in the early stages? The time was right for our EA launch and it went very well. In fact, the sequel had 16 times more wishlists than the first Everspace, and we went all in with all our savings. ![]() Going into the Early Access launch, we had about 280,000 wishlists, which is a very healthy amount for a game made and published by an independent studio. A vital part of Early Access was communicating with the community to let them know what we were working on and that their feedback was heard. Still, we had many journalists and community members praising this early version of the game for its size and level of polish. ![]() Michael: When we launched Everspace 2 into Early Access, the game had roughly 12 hours of gameplay through the first and second star systems and didn’t include some of our planned gameplay features which were added later. At what stage of development was the game? How many wishlists did you have at that time? Great! Now let’s rewind to your Early Access launch in January 2021. We’ve had glowing reviews from many of the major media outlets around the world, high praise from our favorite game influencers, and a very happy community of players. Beyond the sales so far, our team is extremely pleased by the critical and community success of the game. Michael Schade, CEO at Rockfish Games: Everspace 2 has been a very successful project for us. How are you and your team feeling right now? After all, the game has already generated $10 million in gross revenue on Steam. Alexander Semenov, Game World Observer: First and foremost, congrats on the great sales of Everspace 2.
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