LonelyBond #49 - Honest Time
Hey everyone! How are you doing?
(random wip from this week, ignore it for now :P)
So. LonelyBond is almost 1 year old!
And while I am not here to reflect on where I started and where I am standing (yet), I think it's a good time to open up and talk about some of the process that is going on behind the scenes and some of my thoughts.
This is going to be a long one, so without further ado.
What are my goals?
I want LonelyBond to be a success.
Defining a success is a subjective matter, but for me I measure it by the following factors:
Having people play the game
Having people CARE about the experience
Earning a reputation for future games
Some of these metrics are dependent on others (More players = more money), but after a lot of reflection I decided on 'what is considered a success for me on all metrics'.
LonelyBond is a success* if it sells 1100 copies on it's first week, and gets me a following of 5000 people on any of my channels within a year.
Now why do I use these specific numbers you might ask?
Well, as a rule of thumb, the average game on steam sales 12.5 times what it sold on the first week of launch in it's first year.
By selling 1100 copies in the first week, LonelyBond will sell just about 15,000 copies in it's first year.
You can use a price point of 15$ to calculate the gross amount of money it should make (but then throw that amount out of the window since there is the 30% platform cut, sales, and taxes).
This amount of money is the amount needed to kind of break even on this project (given that it does take me 3 years to release)
On the one hand, these numbers make my head spin. That's not a small amount of players, and I would be overjoyed to make it that far.
On the other hand, it's not that big of a number in the market.
Yet still, while these are both big and small numbers, I have a long way to go before I am able to reach any of them. So I guess that it's milestone time.
What are my milestones?
Well, to get this project going (and on time) I am working with some hard milestones.
On the one hand, I'd love to share all of the information with you. But some of them are not a shareable right now.
Still - here are some of the big upcoming ones:
Mostly, for you it means that you can expect a playable first chapter of the game soon. And by that I mean July 18th!
If you'd like to find out more once it's out, you can sign up to the mailing list.
For me, it means I have a lot of hard work ahead of me. Work that I plan on doing while following a weekly schedule.
What is your schedule?
After working on the top most priority for a long time, I learned that doing so while working alone is not as productive as one might expect.
By doing only the most important work, other kinds of tasks get's completely ignored!
So recently, I decided to stick to a weekly schedule I've made for myself to make sure that no aspect of the game is being left out.
You can see how everything is color coded and is built so that *most of the time* I'm able to do the most important task at hand, but some of the time I have to leave it be, and work on other important matters.
I think this method will create a much better game in the long run, and I hope you will start seeing the results of it soon :)
Making games is a long process, and by bettering the process I hope I am on my way to make a better game.
I'd love to share more of what has been done this week, but this post is getting longer and longer by the minute - so I'll live you with this:
I've created a mailing list page for the game *outside of the website*.
It is not being used yet - but I have some cool things planned exclusively for people that sign up to it!
Since this is one of the most important channels I have to keep people up to date with the game - please give me feedback on it!
You can see that the day where LonelyBond will go out to the wild is not that far - and you can help me get it ready and make my goals come true.
Thank you for reading this long post. I hope you've taken something of value out of it!
And I'll see you all... next week :)