XaiJu
Shattered Pixel
Shattered Pixel

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Post-Steam Release | Patreon Weekly #147

Hey Patrons!

Firstly, there’s an audio Q&A in this weekly! This time there are 10 questions from 5 Patrons, and I was able to give each question a decent amount of time. You can find the timestamps at the bottom of this weekly.

In this weekly, I’m going to share some details on how the Steam release is going, and on an upcoming patch.

Shattered’s First Week on Steam!

We’re almost a week into the game’s release on Steam, and so far things are going very, very well. It seems my efforts to market the game prior to launch have worked out, with the game selling well and sitting around the top of steam’s new and trending list for several days!

I’d like to avoid specifics, but in terms of sales the game has completely blown past the already great performance of the iOS release. In its first 24 hours Shattered sold more copies on Steam than it did on iOS in the first 2 weeks and generated more revenue than iOS did in its first month! For active players (which is public thanks to sites like steamcharts), Shattered is averaging 200 active users at one time, with a current peak of about 350.

The game is doing quite well on the user review front as well, with over 200 reviews and a 96% positive rating. If I can get to 500 reviews while keeping the score at or above 95%, Shattered’s reviews will have the coveted “overwhelmingly positive” rating. I think further improvements to desktop UX and tutorialization are the best ways for me to keep this score high.

v1.2.1

I’m currently working on finishing up a patch for v1.2.0, I expect that this time around I’ll just need to do one patch before moving on to 1.3.0 work.

v1.2.1 is mainly including technical fixes, including corrections to magical fire rooms which are still a bit wonky. Several fixes are for the Steam version of course, including cases where achievements aren’t unlocking correctly, various minor UI fixes and a nasty one that causes the game to crash for windows players that use Asian language characters in their usernames.

There’s also a bit of new UI work in v1.2.1 as well. I’m trying to make surprise attacks a little more visually distinct, and I’m adding a ‘new game’ and ‘menu’ button to the main game screen after the player gets a game over.

Audio Timestamps

Comments

You can ask a general question basically anywhere. If you wanted to ask something for one of the audio QAs, I run the every month and mention when one is up-coming. You can always just post a question and say you want it answered in the next audio QA though.

Shattered Pixel

A full guided tutorial is definitely possible, but I worry something that hand-holdy might water down the roguelike aspect of the game a bit too much. I've already gotten complaints that the current guidebook is too much. Probably the most I would ever do is have a single floor guided tutorial that is mostly about explaining controls and basic game interaction.

Shattered Pixel

where do we write our questions

Xiaver Lucio

It would be fun if there was a fizzy lifting room where if you pop a levitation potion you just slowly go up and up and up to the first level (as the very smart and good balance solution to levitation being a solution to everything)

Spam Account

How would you feel about making a tutorial world? That would probably be a lot of work but you could make a super forgiving 5 floors that teaches you how to play, I've noticed a lot of people completely ignoring the guidebook tips when I show them the game. Just an idea however.

Joseph Dupas


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