THE #SteamNextFest IS HERE :]
Here are some of the games demos I translated into Spanish that are participating on this:
- Family Business: https://t.co/1w5UH3Mg34
- Fractured: Snowpine Strangers: https://t.co/kFATl2yJxd
- True Nightmare - Diner Loop: https://t.co/qEQRVnWFjx
THE #SteamNextFest IS HERE :]
Here are some of the games demos I translated into Spanish that are participating on this:
- Family Business: https://t.co/1w5UH3Mg34
- Fractured: Snowpine Strangers: https://t.co/kFATl2yJxd
- True Nightmare - Diner Loop: https://t.co/qEQRVnWFjx
Bleach & Blood is a PS1-style slasher horror game about working the night shift at a small-town laundromat while a killer stalks the streets.
Take orders, wash clothes, deal with strange customers, and pass the time between shifts as things get increasingly unsettling.
ANNOUNCEMENT 📢
Farsight has a brand-new trailer. And closed playtest opens on Friday, November 13 on Steam.
You've seen the house in the field a hundred times. This November, a small group of you get to step inside it first.
Wishlist on Steam 👇 #indiegame#indiedev
🚨FARSIGHT IS NOW LIVE ON STEAM🚨
a spooky liminal horror game where a routine eye exam pulls you into the house inside the machine 👁️
wishlist here ⬇️
https://t.co/llA7RALwMt
hey guys, i think it's finally time to share my unsuccessful experience negotiating with a publisher.
i spent a long time thinking about whether i should even talk about this, but i feel like this story could be useful for other beginner developers and maybe help someone avoid the same mistake i made.
from the beginning of july until the end of august, for almost two months, i was in talks with HypeTrain Digital, a fairly large publisher, about publishing my game.
at first, it just looked like normal interest in the game. they weren't the first publisher to reach out, especially after the game started gaining wishlists pretty quickly, but the conversation became much more serious quite fast.
already in early july we were discussing opening a sole proprietorship/company abroad, and i was directly told that i would need it for a contract with them. later, i was told that they were considering signing the game.
throughout the negotiations i received a lot of feedback and actively worked on the project. i completely redesigned the UI, changed different parts of the game, later changed the name of the project (i'll come back to that a bit later), and overall started expanding the scope of the game.
IMPORTANT TO CLARIFY: some of these changes genuinely made the game better, so i don't consider the feedback itself to be a bad thing.
at the same time, the wording used in our conversations gradually became more and more confident.
at one point i was told:
“it would be awful on our part to make you redo half of the game for us without promising that we're going to sign you.”
and on july 23 i received this message:
“basically, we're preparing an offer for you, but since you're going to have a franchise, our standard contract isn't really designed for that. we'll need to adjust it, and that won't be quick. i think at least a couple of weeks.”
after that, i genuinely started treating the signing as something that was basically going to happen.
we continued discussing the roadmap, budget, franchise, marketing, future entries in the series and other things. in august i was also told that the contract was still being worked on.
because of all this, i decided not to continue negotiations with other publishers and started making plans based on the assumption that the offer was actually coming.
and this was probably my biggest mistake.
i started expanding the project and putting more of my own money into it.
for example, originally i only planned to have voice acting for the radio conversations. but because everything seemed to be moving towards an offer and future cooperation, i decided to increase the quality and scope of the project and paid for voice acting for every character in the game with my own money.
for a solo developer, that's a pretty significant expense.
and then, on august 27, i was told that after an internal discussion, the company had decided not to make an offer after all.
when i asked why, i was told that one of the issues was that the idea wasn't original enough.
that was honestly a pretty big shock for me.
especially considering that for almost two months we weren't just discussing some vague possibility of working together. i was directly told that an offer was being prepared, that the contract was in progress, we discussed opening a business entity for signing the contract, and talked about future plans for the franchise.
i don't want to claim that anyone intentionally tried to mislead me.
it's entirely possible that the person i was talking to genuinely believed until the very end that the deal was going to happen, and that's why they spoke so confidently about the offer, the contract and the signing.
but from my side, the end result doesn't really change.
i stopped talking to other publishers, spent time changing the project, expanded its scope and invested additional personal money into it because i believed that the publishing deal was basically settled.
my biggest mistake here is pretty obvious.
i started treating intentions as commitments way too early.
so my advice to other beginner developers is very simple:
until the contract is signed, you do not have a publisher.
even if they tell you they're preparing an offer.
even if they tell you the contract is already being worked on.
even if you're already discussing the budget, marketing, setting up a company, future games and other things that make it sound like the decision has already been made.
don't stop talking to other publishers, and be very careful about significantly expanding your project or spending additional money if you're doing it specifically because you're counting on a deal that hasn't actually been signed yet.
i'm still going to keep working on the game and i will definitely release it.
and i think this is an experience i'm going to remember for a very long time.
if this story helps even one beginner developer avoid making the same mistake i did, then sharing it was worth it.
#indiedev #gamedev #indiegames #indiegame #steam
FAITH: THE UNHOLY TRINITY 1.7 update is live!
- Full Spanish localization - text and voices (Brazilian Portuguese coming soon!)
- Bug & crash fixes
- Console updates coming soon!