Greenlight

Update #4: May 12th

So as you probably already know, this week we've been busy putting the game up on Steam Greenlight and managing all of the resulting consequences. If you haven't yet voted please do so here. Since last week, we've made a new trailer for the game specifically for Steam Greenlight, recorded our first video dev blog (these will improve over time), and will be working on more video content for the future including brief insights into weapons, enemies, and more. We also pushed our first Facebook ad that's been generating some good traffic.

Isaac made the Rover move independently of the characters, which might become core to the gameplay in later iterations. Ben hooked up his awesome main menu to the game build, so players are first presented with a legit main menu before entering the game. Jeremy has been looking into creating exaggerated readability techniques for the game so that certain actions or elements that are currently difficult to see are modified in a way that makes them more apparent. Jeff has been working on refining small bits of our latest build to send off to notable Twitch streamers so we can get the game in the eyes of more people. More on that coming soon. Darrell and a few others have been refining design ideas of how our game could evolve further, taking inspirations from other twin stick shooters like Livelock and Helldivers, as well as from multiplayer co-op games like Overwatch and Magicka. Hayden's been busy updating the Crew page of our website so if you'd like to get to know the staff better feel free to read a bit about us and gander at the overwhelming beauty of our faces. He also slightly changed the Images & Video page of this site to be more organized. 

And lastly a quick update on our Greenlight campaign. We're currently sitting at almost 550 Yes votes in just 4 days - exceeding our expectations. Talking with some other EAE games that have been published on Steam, they were been able to be approved from less votes over a longer period of time, so at this point we are pretty sure that we'll be Greenlit here in the next few weeks. 

For the most part, though, this week has been somewhat of a working-break with most of our crew being out of the office recovering after finals and initiating summer plans. Thanks for reading!

The Day After...

So it's been a full day since launching our game on Steam Greenlight, and so far we're doing really, REALLY well. A big thanks to everyone who up-voted, commented, and sent the word around to friends. We love you all. One thing we haven't seen too often from Greenlight projects are the actual statistics of how those projects are doing, so we're going to actually share that information with you all. 

Day1Greenlight

First of all we've reached nearly 400 Yes votes and are almost 20% of the way making it into the top 100 games currently on Steam Greenlight. For those not quite knowledgeable about the Greenlight process, we don't have to be in the top 100 to be published but it's a really good sign nonetheless. So far these numbers are great and we're on track to making it into the top 100 by the end of the month. 

Another note about this info is the ratio of Yes/No votes. We're currently sitting pretty close to the Greenlight average of 2:1 Yes/No votes, but there have been many games in the past that have been Greenlit while having a worse ratio. Check out this page on the game, Subaeria whose ratio was 1:1 and still got Greenlit in less than a week!

To conclude, we here at Couch Cosmonauts HQ thought it would be cool to show all of you the Greenlight progress in real-time. Big thanks again for helping us out and feel free to spread the word! 

Update #2: April 28th

So this week--as you might know if you've been keeping up with our social media stuff--we demoed our game at the EAE Launch Party held on Wednesday. We had somewhere near one hundred people over three hours come and play our game and we got a ton of really, really rewarding feedback. The team is extremely excited to incorporate the feedback we got and create something even better than we already have. 

BUT as you all may also know, we here at Couch Cosmonauts are Masters students, and Summer cometh soon. Because much of the team will be busy with internships and new job opportunities over the summer, we will not be making game-changing progress on the game over the next few months and will probably not be posting as many Facebook posts and updates. Yet many of us still in town will still be working on improving the game. Two handfuls of our designers, artists, and tech artists will be in town over the summer and will independently develop features towards the improvement of our game. We'll certainly update everyone with a few of those as they come along. 

Now to the demo feedback. Generally everyone who played the game had fun and would comment on how beautiful the game visually looked. But because we didn't make explicit tutorial levels the learning curve of our game was set pretty high in order to understand all of our game's mechanics. In the future we will work on creating better ways to teach the game to new players and slowly build their shared understanding of the game's systems. 

We also learned that some of the game systems just aren't very fun in the current iteration. For instance, having to go to the rover and drop your weapon in the right spot and then wait for it to refill just isn't rewarding for the player and doesn't create the sense of suspense that we intended. So we'll be seriously evaluating many of the core systems of our game and possibly doing some trimming and tweaking. 

While we learned a lot of how we could improve, we were also overwhelmed with positive feedback and excitement. We have been considering it for a few weeks now, but after receiving the demo feedback we are now pushing to get our game Greenlit on Steam ASAP. It's not up on Greenlight yet, we'll let you know when it goes live, but we're in the prep stages of getting publishing on PC sorted early so we aren't scrambling later. We also want to do this prior to Steam changing their publishing process since we have no real clue as to what it will entail in the future.