A look at how the Kickstarter sausage was made


Hey fellow co-conspirators!

Boy, do I have cool news to share with you! First off though, I wanted to let you know what I've been up to this week. It's honestly been a week of analysis and reflection. I've been focusing mostly on bug fixing, with two major bugs that have been finally fixed: cooldowns for abilities and the turn timer for traits are finally working! No longer can you use surveillance on a unit once and then coast through that!    

 

 A lot of people have asked me why these mechanics didn't exist in the Kickstarter demo, and it's basically because they would break the whole game :P. Now they are there and they make the game a whole lot more strategic. I've also spent some of my time gathering data from the campaign and analyzing it. I wrote a three piece article on how the campaign startedhow it performed, and the lessons I learnt. If you've ever wanted to see the behind the scenes of a kickstarter, this is the place to go.

   


 So what's the big news? Well as I mention in the article, right now one of my main priorities is to increase the community and make sure there's enough people who have heard about the game for it to have a good shot once it's free in the wild. This, plus the steady stream of fixes and new mechanics, gave me an idea. We should start a:  

Rolling Alpha!

Now what is that? In the coming weeks I'll begin a process of sending a special build of the game with each devlog. It won't be the full game, nor it will be as polished as traditional open alphas are. Just a sliver of the latest development, good or bad. That way you don't have to wait for several weeks for me to drop a new build, and I get a steady stream of feedback. For the moment, these builds will be exclusive to the mailing list subscribers; mostly so I can pay close attention to each individual's feedback. 

To sign up, just join our discord, and sit tight; I'm still putting the final touches on the pipeline ;)  

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