Laboratory 2014 - Part 1 - Backwards and Forwards
So I wanted to share some stuff with you all. In fact, if I shared everything at once, this update would be way too long to read. So expect a few updates!
I also want to get more concrete on our remaining promises from this campaign.
So we've reflect on our first year, and we're happy with how much we've learned.
- We developed a crazy new game concept with TELEVISION and won the Most Surprising game in OUYA and KillScreen's CREATE contest.
- We successfully Kickstarted Shift thanks to all of you marvelous backers. Not only that, but your support helped push us to make it better.
- We launched our first mobile game The Strongest, which is a game we're super proud of. Simple mechanics and lots of fun!
But, we had our share of trouble as well.
- Our success with Shift did not prepare us for our second Kickstarter campaign, EJiPT. It mislead us as to the challenges of making success when success doesn't find you. It's a game we love that deserves to be printed, but it's hard to "sell". It will come back down the road.
- Most importantly, we ran out of money! We started this venture with a small budget and big ambitions. That was boosted by winning a prize in CREATE, and Shift helped a little bit too, but we ran out of funds in fall. We took on a non-games project to generate some additional revenue. That's why we've been so quite, and why this campaign hasn't hit 100% complete.
All in all, we learned so much this year. But learning something doesn't mean much if that knowledge doesn't lead to change!
So here's what's up. We've done a lot of talking. Too much really, but we've made some changes. We're doing 2014 differently.
The way people need to make games is changing. We're going to follow the interest. We're going to Kickstart more smaller projects, and see what grows. We're bursting with new games! More on that later.
Be more open.
We want to keep people better informed about what we're doing. It's not a nicety. It's part of being an independent developer and publisher.
Get the word out.
Getting people to know your games exist is hard. So hard! Oof. We're going to do a better job getting the word out. Time to think creatively!
Make new and unexpected things.
We could hammer on a franchise and hope to build it up enough to ride our own coat tails, or we can be the company we want to be and bring you new, exciting, and unexpected games.
...so that's all great, but you all probably want to know where that leaves Shift.
Expect another update later this week with answers to most of your questions.