Build Branches (Demo vs. Commercial)
Added 2024-10-15 15:01:59 +0000 UTCHi!
Here's a little update related to build branches that are part of this Phase 2 roadmap.
Basically the project is now separated to two different builds: Demo and Commercial.
This current demo build will get bug fixes and those upcoming 3 demo patches like promised but this other commercial branch will go through totally different pipeline in terms of contractor work, development priority and upcoming Phase 2 features.
Here's few key things that are related to this topic:
In game development, when you are developing a commercial game, one extremely important topic is "launch windows". This basically means that there are certain windows in each year that could be potential launch windows for a commercial indie game. Good launch windows are basically periods when there's relatively little competition in terms of other similar games etc. These windows need to be researched really early and they kind of direct the entire roadmap and production pace from this point forward.
Another thing related to commercial games is so called "ramp-up" towards the release. Road to Vostok is not yet near this, but the topic is kind of important already now. Basically "ramp-up" will require increasing efforts financially, marketing-wise and some sort of game plan on how to approach the release once it becomes closer and more relevant.
Then third thing related to this commercial branch is some sort of "X-factor" that creates a clear difference between the free demo and the commercial product. You could also think this topic as "overdelivering", meaning if you have formed some sort of expectation about the current demo, the commercial version should provide something that exceeds that by a big margin.
The reason why I wanted to mention these topics now is that starting next month, there will be pretty huge changes on development priority and so called "feature highlights".
For example, you will start seeing some new stuff that I haven't even talked about yet related to this project and this for example is related to that "X-factor" thing that essentially should provide feelings like "I haven't seen something like this in any other game..." etc.
I think this post will provide a pretty cool "inside view" on these upcoming things, since you can kind of see how I approach this upcoming phase and what kind of strategies I'm going to use.
I also want to highlight that none of this means that Road to Vostok is rushing towards some specific launch window, I just wanted to give you a small glimpse behind the scenes on how I'm going to approach this commercial build and Phase 2 in-general.
ps. The first "X-factor feature" is going to be related to shelters and how you actually customize those :)
-Antti (Developer)
Comments
We're approaching very exciting times for the project. Really interested to see what the game will have up its sleeve that we don't see coming...
Fonzi
2024-10-16 01:26:12 +0000 UTC"Nothing else" is a bit deceiving in this context because even though I don't plan to add any other monetization methods to the main game, there's so many other avenues for game companies to make revenue that are not directly linked to the game production or game related merch. But yea, no buyable in-game stuff, skins or DLC's since they don't fit to the vision that I want to build in the long run. I do have all kinds of business plans of course when it comes to operating this game studio after the early access but these plans are too early to unveil yet, they would probably just seems weird until there's some more information about the Phase 3 (phase after the early-access launch). But maybe to give some small idea, RtV is eventually going to be a "hub" that will have multiple different branches. The game will always be the center of this but these other branches are going to enforce the game idea and even though I hate using the word "universe" in this context, I really like to see how far a game idea can be extended especially when it's related to IRL locations etc. And I'm not talking about any trendy metaverse thing here, just other forms of media production, lore building and linking up everything together so there's much more depth to this game idea. In terms of Patreon, I think something like this can always provide a win-win scenario for those who want that behind the scenes look and for me as developer, because I can really quickly get feedback on certain topics and I honestly enjoy having this "closed" group of people who are interested about the development. I will definitely also extend this Patreon to have much more detailed content in the future about the development nuances, business side of things etc, but that will require some extra hands in terms of media production etc.
Road to Vostok
2024-10-15 21:27:31 +0000 UTCThe item placement is still going to be the main element of this customization but there's much more planned on top of that :)
Road to Vostok
2024-10-15 21:06:07 +0000 UTCI personally enjoy how you can decorate your hideout, have a shelf full of food and supplies. Just wish we could rotate on both axis
Mike D
2024-10-15 20:35:22 +0000 UTCSee, you did your Homework related to Marketing and Release Windows. Can't wait for Phase 2 and to see new Features even i don't know about. Another Question that did come to my mind when reading about the financial aspect. I know you have planned to release the normal and the supporter Version as well as Merch and nothing else. No buyable Stuff like Weapon Skins (even if i think they would be cool) and no DLCs?! Do you Plan another sort of Income before/after EA Release. Tbh i would totally love to support the Game monthly even after Release, so i was wondering if this Patreon Site will still be a thing then to support the Development?
SavRoyale
2024-10-15 17:58:55 +0000 UTC