Sorry for the silence, development is a bit intense right now.
I've created a new devlog going over recent progress: The pretty severe crunch, the demo, gambling your way out of medical debt, and more.
https://t.co/OGUhby3RPx
#screenshotsaturday#indiegame#gamedev#mecha
The first version of the SCAVENGER ZERO Demo has been released.
I've identified some issues with it (mainly, issues with UI on 21:9 monitors). I'll be doing additional polish / bugfixing leading up to NextFest.
#gamedev#indiedev#mecha#roguelike
The first version of the demo will be releasing later today or tomorrow. I'll be working on polishing it as much as possible leading up to NextFest.
See reply for Steam post / more info!
#indiedev#gamedev#pixelart
SCAVENGER ZERO demo will be released tomorrow, with additional polish leading up to NextFest. I've mentioned before that I struggle with marketing; this demo will act as a kind of last-ditch effort to find an audience for it.
#wishlistwednesday#gamedev#indiedev#mecha
Video is here. Sorry for quality; I accidentally used lower quality settings than intended. I'll try to fix that for future uploads.
https://t.co/vLBsG9Z2AX
I've uploaded a long video to YouTube (25 minutes) going over content in the upcoming demo for SCAVENGER ZERO.
Now I just need to make the finishing touches on the demo itself, and wait for the build to be approved.
#gamedev#roguelike#wishlistwednesday
Demo is being reviewed now. Against all odds, I finished it. The crunch has made me re-evaluate things a bit though. Admittedly, my health isn't in the best place.
Regardless, I'm hopeful that Steam NextFest could provide the wishlists the game needs.
#indiegame#gamedev#mecha
A closer look at the directional shield I added to my game yesterday.
Not final, still have a bit of sound design and VFX to do. This will probably be the last piece of new equipment until the demo is completed.
#indiegame#gamedev#pixelart
Continuing work on the game today. Working hard towards finishing the NextFest demo build. It's gonna be a LOT of crunch over these next few weeks.
Going to try to have a development recap / new dev log up soon too.
#indiedev#gamedev#mecha#pixelart
We hit 421 wishlists today; this is more than I thought the game would receive going into it.
Thank you to everyone who has wishlisted, and for those who haven't: a reminder that there will be a playable demo on June 15th for Steam Nextfest.
#indiedev#gamedev#mecha#pixelart
Hopefully this doesn't get too destroyed by Twitter compression; but I've been working on improving the atmosphere in the hub world recently.
There are now NPCs that walk in the foreground. I'll be refining this over the next few days.
#gamedev#indiegame#pixelart
Watched a playtester play my game yesterday and witnessed the most cursed run ever.
He died a bunch and ended up going into thousands of dollars of medical debt, which he tried to combat by gambling and pawning off his belongings. AND IT WORKED!!
#indiedev#gamedev
Playtester feedback: The shoulder-mounted rocket launcher is DOGSHIT
And I agree! So I updated it and it now fires four cluster rockets that shoot out a ton of mini bombs
#indiegame#gamedev#pixelart#mecha
Proud to announce that I did the new 1.0 art for SCAVENGER ZERO @ScavengerDev
This was a welcome challenge and I'm so grateful to have had the opportunity to draw something for such a cool game.
Looking forward to release! πππ
#indiegame#mecha
A large update today; here's the brand new cover art for SCAVENGER ZERO made by @EmIsDetermined
We updated it to better reflect the game and how it's changed throughout development. The change should be live on Steam now!
#gamedev#mecha#indiedev#indiegame
The sales goal for SCAVENGER ZERO is to sell 3,000 copies. We're not aiming to be the next Undertale or Risk of Rain or anything on that level.
End goal is that the game will sell enough to make another game after it. I'm confident we'll be able to do it, but it won't be easy.
Yesterday marked the end of daily social posts for my game after about 108 days. I'll make a post in the future going over the analytics, but I've decided to stop daily posts to focus a bit more on development.
#indiedev#gamedev
Twitter and Bluesky saw a bump in impressions but generally low engagement / no new followers.
YouTube Shorts got 103 subscribers, over 60k views, and shorts I posted aligned with wishlists on Steam. I will probably continue to make shorts in the months leading up to NextFest.