Game Design, Programming and running a one-man games business…

Approaching Ridiculous Space Battles demo release!

Oh my god, the release of this game has always seemed to be some far off nebulous thing in the future and now I go into Early access with Ridiculous Space Battles NEXT MONTH. Argghhh. To put that into perspective, the last time I released a ‘new’ game was Democracy 4 and that was (checks steam…) January 2022. OVER FOUR YEARS. Oh my god what happened? Well the short answer is that this happened:

I built a solar farm, and it took forever, and it was stressful, but its mine and I love it :D. But also, Democracy 4 was a huge project, and also frankly a very successful one, and there was absolutely no urgent need for me to release another game any time soon. Also…I am 56, which sounds insane to me, but I am 11 years from retirement…and if I smugly retired properly at 60, I am only FOUR years from retirement. In other words, I am able, very fortunately to be slowly winding down the rate at which I make games, or at least commercial ones.

But anyway, after I finished the solar farm, I decided to mess around making a little simple game as a way to get back into game dev, and I made this:

Which is on steam as ‘Gratuitous Space Shooty Game‘. It was a piece of fun, its sold a trivial number of copies (211) and was made mostly because its something I could make in a few months. But that got me back into thinking about Gratuitous Space Battles, and how much BETTER a game I could make now, 16 years after the original. And although that started as just me messing around, I got more an more into it. Initially I was re-using GSB art, but then I decided to buy some stock models from CGITrader, re-combine them, render them, edit them and make all new fleets. Then generative AI became a thing and meant that creating the race images and module graphics could all be done as a solo developer, and then I took it way too seriously :D.

Because RSB is a passion-project, and not a big commercial endeavour, I decided to use AI where it made sense, and not where it didn’t, but not give in to the anti-AI crowd. I am FINE with people refusing to buy RSB because they have some political or aesthetic objection to AI. Not every game is for everyone. I hate the look of Terraria and Balatro, but millions of people like it, thats cool. I am absolutely not even vaguely even slightly even a little bit trying to sell this game to people who hate generative AI.

Christ I hate having to include that disclaimer every time I even mention my game…and before anyone says ‘Just hire an artist’, I do NOT WANT to hire anyone. I HATE working with people, and this is supposed to be a stress free relaxing development for me, not people management. So anyway… I am now at the point, after actual years of coding and testing and optimizing and balancing… where I have a playable demo for my game. Oh my god, its submitted to steam and everything…

Its been 16 years since I made a demo for one of my games. Demo’s used to be the default, then everyone realised they were a bad idea, as they actually cost you sales, then weirdly about 12 years later everyone decided demos were needed again, despite valve’s refund policy. Anyway…there will be a demo for RSB. Two skirmish missions, no challenges or campaign. I think its enough for people to say ‘I like this’ or ‘I hate this’ which is the main point right? Anyway…its done, complete with upsell on the main menu and from the exit screen:

I am no longer a member of many of game dev communities. Frankly I find online communities very hard to navigate. I am autistic as fuck, and that means I need a LOT of social-cue information to relate to people. Pure text is hard, and I am too quick to take offense, and also I can be too blunt, and lack a lot of the emotional skills required to converse with people purely by text. Especially anybody I do not know well. Combine that with the fact that my goals and my situation are different from most indies (I’m not new, I do not desperately need sales, I am not making a roguelike deckbuilder), and I find its just not worth me staying in those communities any more… So I am kind of releasing a new game a bit blind, without a big social group of game devs to ask opinions of, or beg for retweets etc. And to be frank, I think ‘fellow devs retweeting your launch’ has a trivial actual impact, and something I’d hate to have to do anyway…

So anyway, thats a lot of text to say Yes, I DO have a new game coming out very soon, November 16th! and I have put a LOT of work into it (longest dev cycle in my career) and I am VERY proud of it, but I absolutely do not care if some people hate it. Thats fine. I hate Broccoli, but I don’t knock on the doors of farmers to tell them. I think some people will love this game. If 1,000 people buy it in its lifetime, I will be very happy (and probably break even!).

So hey, add the game to your wishlist I guess? I DO have an ad budget, I’ve spent a few thousand dollars on it I thinks, but it doesn’t hurt to beg at the end of a blog post right? :D.