Monsters Loot Swag has been officially released on Steam!
After a good two years in Early Access, I finally finished it off and pushed it out for full release. So how did Early Access go? I expect I got what most "Literally Who No-Name Indie Devs" get, very few people noticing that you exist.
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It took 11 years but it finally got "Mostly Positive" reviews - if only just |
To put this into context, when I launched Airship Dragoon way back in the heady summer of the year of our Lord 2014, my initial Steam Release Visibility Round - where an ad is placed on the Steam Front Page or other notable areas where potential interested parties may see it until either 30 days have passed or 500K "impressions" have been spent - lasted a whole 58 minutes and garnered 680K views.
After 24 days of the max 30, Monsters Loot Swag has managed ...
... a little short of 90K views in three weeks. Big oof.
Of course this may just be the normal fate of the "Literally Who No-Name Indie Devs" - narrator: "Yes it is", but of course there is another reason for this and that is quantity of releases, each of which gets it's turn to be viewed on strategically placed ads on Steam.
When Airship Dragoon released back in 2014 there were 1700 games released that year, and just last year there were over 18000 (checking I got the correct number of zeros).
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That's a lot of competition for eyeballs for Mr. Literally Who |
Way back in 2014 I was baffled why a visibility round had a cut off point of 30 days. Well, now we know, because Valve obviously had the presience to think ahead.
I must say that I was surprised at the interest from the Far East, which apparently dwarfed anything from Europe, to the point that no European country made the top 10 views. In fact most of the Curator Connect messages I have recieved are from Far Eastern countries whose primary language is not what Monsters Loot Swag has been translated to. I don't mind using Valve's offical Curator system to hand out keys as long as the group actual has some reviews recently. Way back in the day, long before Valve had the curator system in place, I would email out keys to dodgy folks thinking the worst that could happen was someone got a free copy of Airship Dragoon - I didn't realize that they were selling these things on equally dodgy key reseller sites. So once again, Gaben had the presience to come up with a system that helps to reduce that.
Anyhow, onwards and upwards ... or probably more like, onwards and sideways or at least splashing about in the same place ...
I am currently preparing for Monsters Loot Swag NG+, a big update that will add a whole host of new challenge modes for those who complete the game and fancy another playthrough with a variety of different flavours. That and some late level bug fixes.
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And some bug fixes, because spawning infinite golden taels probably wasn't what I meant to do |
In other news, I had locked Monsters Loot Swag into a late 2024 build of the free and open source game engine, Torque3D, whilst rolling in the occaisonal bug fix from later versions. There had been somewhat of a change as to how client control object creation works on server connection, which took a while to pick through and understand. Whilst non of that matters to Monsters Loot Swag, which can use it's own system just fine, I thought it was important to bring myself up to speed on the latest and greatest methods the engine uses, and took some time out to port to the latest engine version, my Elden Ring style melee gameplay tech demo, which is probably going to be my next project.
In the meantime, here's the new Monsters Loot Swag Release Trailer! Happy Catgirl Cosplaying!
(^._.^)
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