On the difficulties of climbing on to evaporated water

Getting on to Steam turned out to be much harder than we thought.

Derrick-The-Deathfin-1-1024x576

We assumed that, having successfully launched Derrick the Deathfin on PlayStation 3, a quiet word with a secret contact at Valve would see us onto Steam through the backdoor, no questions asked. Launching a PS3 game with a team containing just me & Ronzo was surely the biggest albatross for Derrick to jump over, no? After that Steam would be very receptive to Derrick, no? Erm, no.

First step in our masterplan was to tap up one of our indie game pals for a secret contact at Valve, which we managed to do under the cover of darkness and a dense mist of beer. The next day we emailed said top secret Valve contact with a bit of info about the game, a couple of shit gags and a photo of Derrick on a kettle. If that doesn’t do it, we thought, nothing will.

BEDSiv8CUAAt1lb

Despite the brilliance and unashamed balls-out originality of our innovative and ingenious plan, it didn’t work. We were told by the top secret contact to put Derrick on Greenlight. And so it was to be. For 433 days.

In truth we were slightly apprehensive about putting the game on Greenlight – for a number of reasons:

1. We were wary of bombarding friends and followers with yet more marketing harassment to ask for votes.
2. A successful Greenlight campaign is just that, a campaign. We felt like we had already been fighting a war for 2 years to get Derrick on to console, and to be honest didn’t really fancy another bloody battle.
3. We have a checkered history when it comes to popularity contests.

Nevertheless we were sure we would get out of Greenlight pretty quickly, couple of months tops. Another grand misconception!

Derrick the Deathfin Wallpaper One_HD_1920x1080

So in the end it took just over a year for Derrick to pass the Greenlight process. It turns out the secret was just to wait patiently, and not freak out too much or become overly depressive when you see tons of other games getting Greenlit every couple of months and not yours. Being in an Indie Royale bundle and – particularly – being on Indiegamestand helped to boost our up votes too.

So now, finally, the Greenlight dimension has been transcended and Derrick the Deathfin has reached a new astral plane on Steam. The process of preparing the game for the service, as well as integrating achievements – and all new leaderboards! – has been remarkably easy.

Steam itself is great, getting on to it not so much.

As I’m sure you are aware Valve has openly suggested a number of times that it is looking to scrap Greenlight altogether. We say: good! bye!

What’s that you say? What would we do if we were employed as Chief Executive Director of Distribution Determination at Valve? Well, we would open up the store completely and allow everyone on. Copy the Apple App Store, basically, but without some of their crazy assed pseudo political rules.

Why are we suggesting that Steam should open up to everyone even though it patently works against our best interests now that Derrick has successfully scaled the walls of the castle? Because we are idiots, worse still optimistic ones.

Derrick will be picked up by millions of gamers on Steam in any case.

there’s no Limit

happy new year everybody!

as is traditional i wanted to let all of you excellent people in on what different cloth has planned for the coming year.

1) we are working on a new game, tentatively and cryptically codenamed Limit!

IMG_5531_s

some toy cars on a red carpet – there aren’t any screenshots yet so we had to improvise.



Limit is a driving / racing game *with a massive twist*.

the game has a pretty experimental mechanic at it’s core, and if we can iron out all the kinks it looks set to breeze through your cranium with more alpine freshness than a collection of swiss bedsheets.

however, we can’t promise that the game will be very unique.

that’s because adding an intensifier to a word that means one of a kind makes no sense! something is either unique or it isn’t! Limit is!

erm, so because of it’s experimental nature we are doing loads of prototyping at the moment to make everything work together nicely, hopefully it will, and when it does we will actually show you the thing!

2) some other bits

there are ideas afoot for a new action puzzle title which may see the light of day in 2014 & even plans floating around for a certain paper shark to make a fresh appearance too…

so watch this   !

lilt line too! will no longer be coming at yoo!

despite mine & ill.gates best efforts, lilt line too! did not manage to reach it’s Kickstarter goal.

we did reasonably well, got over 60% of the way there & tried our very best.

the project formerly known as lilt line too!

more importantly, the encouragement i received from friends & supporters alike was amazing & the generousity of backers was genuinely humbling.

nevertheless, we didn’t make the goal so i won’t be making lilt line too! anymore.

never fear, though, i have plenty of new ideas which will be heading your way in the future.

for now though, massive thanks for all the pledges & all the support, i will never forget it!

be right back…

running a Kickstarter is a bit like being pregnant

first off, the conception can be very exciting indeed.

then, once you go public with the news, everyone is incredibly supportive. the warmth of friends and strangers alike is almost overwhelming.

but then, after a couple of weeks, everyone kind of gets on with their own lives & forgets about the extra weight you are carrying around. some may even get bored of your constant yammering about your upcoming arrival.

however, that stage eventually passes and people interest themselves in you once again, in the knowledge that a great effort will soon need to be expended to bring something new into the world.

that’s the stage we’re in now – there are 10 days to go.

and i’m feeling the urge to push!