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zeekerss
zeekerss

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Busy month, short post, random thoughts

Hi, it has been a while again. This is the most busy I've been in any December. The image here is some concept art from May 30.

Where is Version 45??

Even though there's technically enough finished content in this update, I sort of held myself back from updating the game this weekend to flesh out the new stuff, adding some nuances to it that make it feel like it's really a part of the game. 

I don't want to spoil the new stuff. However I will say the radar boosters are getting a buff as well as spider movement speed, and enemies will gently push you off of railing. I'm also going to try to improve baboon hawks along with upping their spawn rate. They've felt more illusive and rare than any other enemy, which is nice because seeing one feels like a surprise. But still, I do hope they get their first real time to shine this update. Looking ahead, I think I will want to release updates a bit slower than bi-weekly. So far I've noticed it's much easier to add new items and ship unlockables than it is to add new creatures, but I am going to try to focus on adding more than just one creature per update. I have to remind myself I don't have to rush to keep the game "alive". The video game isn't alive, there's no quota.


The crazy attention and success Lethal Company brought has led to a time of suspicion and uncertainty for me and people I know, as I think it's pretty reasonable to be suspicious of any incredible amount of success and praise getting suddenly thrown at you. A constant question I find myself asking is, "How big is this, actually?" My life has been busy and frantic while my mind hasn't caught up yet (which has led to some feelings of dissociation). There is now the possibility of scaling up--hiring a team, signing deals of many kinds, making merch, and more--but I do not feel ready for it.

Welcome To The Dark Place puts the past few years/games into context

Back when I was actively working on Welcome To The Dark Place (the game that was started in 2017), I think the main fear expressed in that game was my fear of the future. That fear became so strong that I became paranoid sick I wouldn't be able to finish the game before the future stole me away somehow--as if the game carried the weight of my last words alive. It included every possible prediction of what could happen to me, but it all boiled down to the fear that I wouldn't be able to "stay afloat." The game itself turned into a piece of floating debris I clung to, becoming full of meta-commentary on its own existence, far too caught up with my sense of identity which I saw as precious. This is a big reason I had to drop that game before finishing it. Every time I've finished a project and chosen to work on a new one instead of going back to the Dark Place has been like a reminder of what I learned from that game. Now there is enough distance from it that I would be able to come back and get the game finished, and it will feel very ironic, especially after this. When I made Welcome To The Dark Place back then I was fearing the future in a different way


Busy month, short post, random thoughts

Comments

I'd definitely recommend taking it slow. This game is lightning in a bottle that has already done what it needs to do, people have had their fun for the price tag, and you don't owe the community anything. From an artist perspective, there isn't a reason not to keep improving the game, it can be so much more. And from a business point of view, there is more money to be made in updating the game to keep players and attract new ones. Whatever the hell you do the only thing that really matters at this point is taking care of yourself while you do it. Consider taking a break if you haven't already, the attention and coverage must be a lot.

Medi

your game is amazing zeekerss!! continue to be amazing and do what you love to do. we want quality over quantity and time is needed for that to happen. hoping you’re feeling a little better with the update being out now. :] ♡

evanrosso

The game is a masterpiece. Excellent work. The only thing I think the game needs is some more variety (and I mean it's in early access so that's to be expected), outstanding jobs, I hope people look to this game for inspiration on their future works

Samuel Lafortune

I think we need to realize that, for dealing with these enemies effectively, the game is likely intended for us to use things like the Zap Gun & Flash bang - Tools that I feel a lot of players (including myself) end up avoiding using, due to cheese mechanics like the rail. Going forward it'd be more important for the developer to focus tweaking those tools, rather than having to balance those tools while the majority of players are just standing on railings to overcome most enemies.

Maxwell

Honestly I second this. Slimes would be manageable if you don't corner yourself but thumpers without the railing strat are close to impossible to deal with.

Just Pea

Not trying to copy everyone else but taking your time will lead to the best results. When I bought and played the game, I had some of the most fun playing an online horror game than I have in a while. I had no idea it was a 1 person project. The amount of content and replay-ability this game has made me think there was a whole team behind this. No one else but you knows what this game needs and when it needs it. You’ve made an indie masterpiece and I don’t think there is a need to rush when the game is as fun as it is right now. We (or at least me) trust in what you are doing and won’t have a problem with waiting. Don’t stress too much and keep up the amazing work! Side note: Out of curiosity I was wondering if you have considered/want to release lethal company on consoles in the future? With the amount of clips that have blown up I can imagine that a lot of non pc gamers want to play.

Jared

Baboon hawk update? Interesting choice - I honestly already thought Baboon hawks were some of the most unique in the game. Seemingly, they have many behavior patterns, as I've noticed they choose to attack only when they think they can pull it off, but otherwise can be passive if confronted. I really liked how natural it made them feel, so I hope you keep with that in the improvements! Yelling at baboon hawks always felt like it made them less likely to attack. Kind of like how some animals require you to stand up to them or they'll attack. I don't know if it's true or not, but it'd be a fun mechanic if so...

Maxwell

Just want to say i think the amount of content youv'e already put into this project as a solo indie dev is insane so don't sell yourself short or have any doubts about that. Creating a functional and coherent expereience is enough of a accomplishment already. Things can feel particurlaly intense when there's a larger voice exited for the game's development but remember this is your project and this game wouldn't exist without your personal process. Also an update every two weeks is already crazy and beyond most indie devs. A monthly update or even a bi-monthly update is more than fair. Though it's easier said than done try to trust your own ability and make sure you can still have fun with the project at your own pace. This is one of the most enjoyable and thrilling indie horror experiences that me and my friends have enjoyed in a while. Excellent work and i can't wait to see what you do in the future. Also I love the Garfield worm in the middle.

Snob Goblin

Great to hear the update, congrats and many cheers to you Zeek! Consider taking a very slow sample size approach into upscaling. Hiring a small gig person you trust to manage discord or bug test. Popping out 1/2 merch items for the holidays like a plush and hoodie.

ZupetheWalrus

That sounds fair.

Matt Bishop

I would say, dont over work yourself developing the game, as soon as this update comes out comminicate with the community that you need to spend some time creating a specialized team or something, and the next update or two will only be whatever takes a small amount of your focus at this time, the last thing we want is for this game to suck the life and fun out of you and be abandoned

Ches Phendshil

I have to disagree, i think it should be a minigame when you are cheesing a thumper, they dont instantly push you off, but if you dont fight it you will slide off. I dont like cheesing thumpers.

Ches Phendshil

Love seeing concept art. Thanks for the share

Griffin Gibbs

Sorry I shouldn’t have come off so dismissive in my first comment the work your doing is inspiring and I hope all is going well! Love your game and the work you are doing!

Matt Bishop

Honestly, I feel you... Solo team development especially the sheer size that your game has grown is scary because people then begin to get incredibly impatient at the rate of which you are able to update the game. Just take your time and don't rush because of the community, the people that stay and wait are the player base that you deserve. I'm excited for the new update but in my opinion being pushed off the rails by enemies like the thumpers could make the thumpers far too dangerous.

Fastjet1600

Lovely update! Definitely looking forward to the tweaks, and dreading the rail nerf; I've relied on it to Not get mowed over by several-a thumpers. I hope you're doing well given the crazy amount of attention LC has given you, and yea there's no rush for updates, don't feel pressured to adhere to some strict timeframe. I admit I don't know much about Welcome To The Dark Place other than it is an old project; but I hope you may revisit it in the right headspace someday. seems very close to your heart! (I can sympathize with that feeling) (and, love seeing the concept art, always. I love seeing the phases something has gone through and I looove that look on the middle one's face. :} )

Pangolin-404

I think thumpers and slimes shouldn’t push you off rails

Matt Bishop

Wicked excited to see whatcha got for us next. Regardless of how you decide to go forward with LC!

LazzyRats

Don't rush yourself! Your success was only a matter of time tbh your work since It Steals has been consistently amazing. The Upturned was my favorite game of last year and I'm glad that you're finally getting the eyes you deserve.

LazzyRats

the game is absolutely awesome, please don't rush things. take your time and make sure your mental health is okay aswell, don't overwork yourself. millions are enjoying your game and most aren't even expecting an update soon (i thought the next one was going to release after 2023 until i read this post lol)

wahwah

As someone who's been playing your games since It Steals I can assure you that you had this success coming! It just took a title like this that would be shared a bunch for your game dev prowess to finally get the recognition it deserved. Take your time and don't feel rushed. It's still early access after all, so nobody can complain about you taking your time polishing everything. Also consider making similar posts like this on Steam too! Keep the BTS stuff like sneak peeks on upcoming monsters on Patreon, but communicating upcoming changes like this would allow more people to give their feedback and suggest other changes. And speaking of which, consider nerfing the Thumper before you nerf standing on the railing (also don't forget to nerf standing on objects overall, you can stand on pipes in corridors and similar objects the same as standing on railings too). Though its a super cheap strat for Thumpers and Spiders, it's the strongest counter that nearly everyone exploits against Thumpers. Taking that away in any degree will probably frustrate people (personally I don't care, they aren't that hard to beat up on foot imo). Depends on how severe the railing nerf will be, but personally I think Thumpers should deal less damage when not at full speed or get stunned when charging into terrain.

CaliberPlex

Thanks for the update :) I’m sure these past weeks have been chaotic. I can’t pretend to fully understand how it feels to be in your shoes right now, but I want to stress that while there may be booms and busts in popularity, your thoughtful game design and great ideas are what has and will keep people engaging with it. In that vein, know that you’ll always have support and please take your time with large decisions like hiring a team and signing deals! In the end, this is your creation and the way it grows and evolves should not leave you feeling regrets. I wish you well 😊

Juicyslew

Keep up the great work man! RIDE THE HYPE WAVE TILL THE END!!! :D

zmanspam

I will tell you this, people love your game. And this comes with my years of experience in game development and running a community: It's okay for you to take your time. If you want more detailed explanations about why I'm always down to share my experiences and observations about game communities and management from a dev perspective. But in short, consider how long TF2 goes "starved" for content with people still LOVING the game. I would dare say this has the ingredients of a timeless game. This game also has what it needs to be very sandboxy and open to a variety of styles - just like Team Fortress 2 or Garry's Mod. ---- Btw with monsters able to nudge players off rails I do hope thumpers will get a slight nerf... like maybe making them thump their head and be stunned shortly if they run into walls, y'know :) Btw I'd love to make a creature for your game... mod community is already getting there so I'm gonna get a head start and try modding something in.

Chdata

I get your fears of scaling up, but always remember to keep the indie game mindset, what makes this game so adored and good is its style, it's very repeatable and community driven gameplay, the interactions between players and their environment, so never forget that. If you hire people, make sure they know the game well and play it often. Never let the ego and fame get to you, because what makes this game and community so good is the passion that has gone into it. TLDR: Don't change your mindsets and thoughts just because of the new fame and whatnot, always keep that indie dev mindset, always keep that passion, as it's what makes a game have character to it

Number1Riker

I can't help but feel quite skeptical when it comes to monsters nudging players off railings, especially when it comes to Thumpers and slimes. I think slimes should remain unable to nudge players as getting on an object is a very reasonable way of avoiding them. When it comes to Thumpers, they have essentially 0 counter other than railings, and even then you essentially become stuck there as long as you don't have a weapon, so I would recommend a slight Thumper rework. Have them work off of momentum, where they gain speed in straight-ways but struggle to make turns, sometimes even stunning themselves for a few seconds if they crash into a wall fast enough. That way it doesn't turn into a unreasonably hyper-speed Thumper running around you at all times.

Number1Riker

Looking forward to the update and seeing if you continue work on WTTDP! Just as a reminder, you are ultimately in charge of your projects, and if you cannot convince yourself something is good or can't justify something, it's going to be harder to convince others. Just keep breathing, keeo being focused and look at your projects from loads of different lenses whether that be metaphorical or by literally asking different kind of people for opinions! Nothing wrong with doubt, it's only natural ❤️

BVSSIC

As long as you keep doing things you have my support and likely other patrons also.

MoongladeCat

I would agree with MoongladeCat. I've been a fan of your games for a while, and I think its wonderful that your art is finally getting some kind of mainstream recognition. The viral success of Lethal Company has almost certainly created additional pressure on you, but the important thing is that you're making things you enjoy. Lethal Company is done, the game is out and fun and if people really want infinite content for it thats what modding is for - make what you like. Make updates you think are necessary and meaningful, not for the sake of some imagined pressure. Most of these people will move on in time and you can't let yourself be burned out for their sake. Have a lovely week and look after yourself.

smallgamedev

While the game has gone a long way I feel like you are just finally receiving the recognition you deserve. While your games are far from perfect, they really show their character and creative personalities. You are a very smart and creative person. To not have perfection is a good thing as striving for perfection is the fastest way to get burnt out. I would also personally say your games are never really that big. Lethal Company is kind of getting big but I feel it’s a result of you taking your time and working in bite sizes. It is very understandable to be uncertain about things and suspicious of them. Keep that in mind and approach your future with a critical mind. I think it is best to keep yourself mindful and focus mostly on the here and now and the little parts. Whenever I work on something I always get lost in my own thoughts if I focus on it all as a whole all the time. I wish you good luck and hope everything goes well. Remember to give yourself breaks like you said especially since the game is not “alive.” People will play the game anyways when they want to play it.

MoongladeCat


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