Healthy game launch. Yay! March 14, 2019 cliffski So you may have missed it, but we launched Production Line out of Early Access almost exactly a week ago. It looks like we have had a pretty good launch. We were in various charts in various categories, sold a lot of copies, got some good word of mouth coverage, and a fairly minimal amount of bug reports. I have remained relatively calm, and relatively sane, and am still motivated to improve the game and continue to do (some) work on it for the next few months. Woohoo. TBH this is the smoothest game launch is Positech’s history. This is the first time I’ve done early access, so its the first time I’ve had literally tens of thousands of people hammering the game code *before* I officially declare the game *done*. Frankly, these days most indie games get a way bigger EA launch than a final product launch, so its not as gentle a ramp up as it sounds, but it still resulted in a pretty bug free departure from Early Access Something I was very happy with was that I could set the ‘final’ build live for all the EA players, not touch the game *at all* for a few days, and when I was absolutely sure everything was fine, just literally click the ‘release out of early access’ button knowing that things were pretty stable. I highly recommend this! So far we have had ONE patch since release, which fixed a short list of things, and there is another one on the way in maybe a week or so, which will be the accumulation of a bunch of bug fixes (even some pretty rare crashes) and some UI features people have asked for like a camera speed slider, autosave interval slider, and some extra stats. It feel so good to be in a position where people are saying ‘the game needs a better UI for feature X’ instead of ‘the game needs feature X’. I definitely have plans to do some paid content for the game (DLC) alongside regular updates. I’m obviously not in a position to even tease anything like that yet, but as I prefer content-heavy DLC to code-heavy DLC (its just optimal given that I am the only coder), such things do not take *much* time to do (although there is of course a big art budget cost). Right now I’m pretty happy with how Production Line has gone. Even if the game makes NO MORE MONEY AT ALL, I’ll be happy (but amazed!), and I think over the long tail of the next 2+ years there is a good chance of it making at least 50% of its current earnings again, which I’d be very happy with. I’m currently minded to *not* go mad with sales and discounts, as I think this is getting a bit out of control and games are being devalued, but I may think differently about that in a years time. Anyway, this is nothing but good news, which is a change from the usual indie ‘I sold no games and have eaten my pets’ stories, but I’m not going to pretend things went wrong when they didn’t. I always blog openly about my screw-ups (2 recent games still in the RED for me :(), so I may as well be honest when things go well. Thanks to everyone who bought the game so far!