, about the ups and downs of developing Crest and starting an indie studio, and surviving the Indieapocalypse. I thought that the crowd here would find it interesting so I've quoted it in full, please bear in mind that I wrote it for our fans as our audience.
Hello all,
Another year draws to a close, and, as is customary elsewhere this is usually a time to look inwards. Its been a tumultuous year, inside and out of games, the clamor of the so called “Indieapocalypse” rings still, which has shown all of us that indie development is a tough place to survive in. Since we’re better off since last year we can sit down and reflect and tell you what has happened over the year, and what to expect in the future. We urge you to read this with a pinch of salt, this is not a mopey text about us being martyrs, it merely tries to explain our struggles and successes. To keep the spirit of the season we end on a more positive note on where we’re headed next year!
The Past - Slow Update Rate and Fast Burn RateFor new and old fans there should be no surprise that our update schedule has been very slow since we launched the game on Early Access back in April, 2015. There’s a plethora of reasons, which we’ve delved into before, but can here be summarised with the addition of hindsight.
When we started with Crest back in September, 2013 it was highly ambitious and we knew that. Having just completed our student project Among Ripples (which launched April, 2014 on Game Jolt and January, 2015 on Steam) on a four people team we thought we had learned by starting small and then go big from there. However, Crest’s scope grew and we also had to start a company, which proved to take more time than what we had planned. In retrospect we probably should’ve started the company, built up a solid foundation with small games and then undertaken Crest later. But, Eat Create Sleep has always been about taking the hard path, a revolution if you will, to see if games can be more than entertainment. It’s not certain that we would’ve kept together for so long if we didn’t have such a strong concept such as Crest to believe in when the going got tough.
Another problem we had was overestimating the market, the potential of crowdfunding and Early Access. We came into it in June, 2014 where many on the internet seemed burned out and cynical after a lot of high profile projects failing or not meeting expectations, a fellow god game among them. Although we got past our minimal target on Indiegogo (a shoutout to the fans who’ve stuck with us since then, you rock!) we didn’t find a good footing, but had to grow awkwardly when we hit Early Access. As such, when we came to Steam we launched too early and had too few testers before hand to do a reality check.
We should’ve probably waited until this year, but we were strapped for cash. Our burn rate in the company being higher than we could’ve imagined, Having bought into the crowdfunding dream of being fully funded by the community itself we put all our hopes into that, and failed miserably, Early Access and Indiegogo have probably accounted for 10% of the budget so far, which is not much. Where did those other 90% come from? Well, that’s the main reason we’ve been so slow over the years. To cover the costs we’ve had to do work for hire jobs, applying for grants, meeting and talking to Swedish and international investors, yes, even publishers, even though we pride ourselves being independent. This gobbled up a lot of time.
In November, 2015 the core team had been going without wages for 5 months, which, as you can imagine that young developers in the range of 20-30 years have a hard time dealing with. Some of the team left during this time. Since this has been our full-time job since 2014 we were exhausted by such a prolonged time of working for free (loss of talented people). Sadly not unheard of in the industry, if you follow the news just this week there were reports of employees of several groups within a AAA developer/publisher who also hadn’t been paid in months. It can be a rough world.
How could we survive after such a bumbling start? More to follow below.
The Present - The Turning PointIn January, 2016 we met with Swedish investors who invested early (seed) capital into our company finding our energy, spirit and visions of the future inspiring. About 60% of our funding must’ve come this way, which made it possible to keep staff, and grow, to our current 8 people team (which is our golden mean). But, this meant we had to attend a lot of meetings, go to trade shows, countless emails and company profiles and promotion, exhausting work in its own right, but down right terrible when making an ambitious game alongside it. Without a doubt we would not be here today if it wasn’t for the investors, and we have an amiable relationship, they give all the decisions of development to us, as long as we remember them and pay them back when the going gets good.
But, we’ve been slow with the updates this year, only having three major updates (City States, Faith and Ancestor Worship) plus 4-5 patches/hot fixes for 12 months, that’s not a lot. We’ve been embarrased by the slow turning of the wheels, we’ve heard your feedback and wanted to implement it immediately, but having to contend with the fact that soon, in a few months it would be out. We would be lying if we say that we’ve always enjoyed working on Crest, not every day is sunshine, for weeks you can slog through without inspiration. But what separates a professional from a happy amateur is the conviction, rather than talent in our opinion. We worked through the slopes, and forcibly if we have to get inspired again.
Seeing you on the forum, lets plays, live streams, articles and general discussion we find that inspiration again, we realise what Crest is and can be, it makes us fall in love with it again, and maybe we become happy amateurs oblivious to the hardships and cynicism for just a little while. It sounds tacky, but you, our fans are one of the main reasons we keep doing this, if nothing else you keep us having a healthy perspective.
If 2015 was the year when our naive way of living crashed into a wall, this year has been a resolute march towards victory. It’s been extremely tough, stressful and taxing on all of us, but we’ve persevered. It might be too early to pat ourselves on the back, but we think that the Ancestor Worship update marks the turning point, when we start to hit development in stride.
The Future - Where No Indie Has Gone Before?Currently 2017 looks good financially, if we don’t sell a single copy more of Crest in Early Access we can probably survive until the summer next year. We do hope that we sell more of course. And incidentally next summer is our current time frame for full release, when Crest hits version 1.0. We’ve listened to your feedback and looked at Crest critically and our main focus next year is to increase its’ longevity, to make you feel that you can embark on a grand journey of a few hours. Our main modules to address this is the Exploration module (Q1, 2017) and Community module (Q2, 2017), more info on our road map. We’ll also tease more content as it looms closer.
We’ll polish Crest, make it as great as we can before we have to move on. When is that you ask? Hard to say, if Crest sells really well at launch it would be foolish to drop it completely, but if the game doesn’t make us break even then we have to continue, just in order to survive. Post launch ideas that have been kicking around in our heads has been among other things VR support (which we’ve been suggested to pursue, no promises), translations and of course bug fixing and balancing. But, regardless we will probably have to move on before 2017 is over, it would’ve been almost 4 years since we started on Crest by then. There’s a few really fascinating ideas we’ve been thinking about, nothing we’ve worked on of course, but you’ll be the first to know when our next project gets announced!
After this long-winded post we want to assure you that we’re coming out of this stronger and are convinced that 2017 will be a good year for us and for Crest, and hopefully for you too. Also, we’ll take a well earned vacation and be back in the beginning of January.