Are you going to be in Washington D.C. next weekend? The Where Shadows Slumber Global Tour™ continues with a trip to AwesomeCon 2019. The lovely organizers of MAGFest’s Indie Videogame Showcase were nice enough to invite us to AwesomeCon once again. Why is it a triumphant return, you ask?
The last time I went to AwesomeCon, our game was still in development. Returning again reminds me of a few blast-from-the-past AwesomeCon moments, like this dorky video I took at the show:
Look at those screenshots! The game was so early in development just two years ago, I can hardly believe it. We were still testing a lot of those designs and none of the art looked good yet.
I hope you enjoy that quick trip down memory lane. If you’re new to the blog, keep reading – our archive is full of embarrassing Where Shadows Slumber history like that.
Most importantly, if you’re going to be in Washington D.C. next weekend, we can’t hang out because you need a badge to get into AwesomeCon. But if you’re at AwesomeCon next weekend, stop by the table and say hello! We have the full version of Where Shadows Slumber for you to play, and you can ask me war stories about the game’s development.
The show was a full week ago, but PAX East seems like yesterday! Jack and I are still exhausted from our travels to Boston, but I didn’t want to let too much time pass without recording our thoughts on the trip.
Day 0: The PREGAMER Show
This year’s PAX began differently than in recent years. I’ve never made it up to Boston a day early for Playcrafting’s PREGAMER party, but I’m glad I went for it this year. (The regular fee was included with our booth) Dan got a bar at the convention center hotel and covered the whole room in indie games! It was a nice way to start the show – essentially like a Spring Play esque Playcrafting event in a different city, the night before PAX East!
Your setup is pretty simple – two bar tables pushed together with a chair for each one, and a power strip behind you. I was next to an adult party card game (similar to Cards Against Humanity) so I don’t think the games are sorted into categories, it’s kind of a free for all. The event had a lot of people in it, but not too much traffic – meaning that I didn’t see too many people at the table as the night went on. Maybe that’s my fault for not bringing my cool Where Shadows Slumber banner? In any event, the people that played it really enjoyed it. One dude even bought it in front of me!
I got to chat with some young developers who are basically where Jack and I were at two years ago – they just graduated college and have a beautiful demo of a promising indie game, with a lot of work ahead of them.
Next year, if you’re going to be in town for PAX anyway, you ought to at least show up to the party before the real convention begins! Also, if you happen to be at PAX but you couldn’t get a booth, this is a nice way to still represent your game and maybe get some media attention before the news storm hits.
Days 1 and 2: Showtime!
When the show began in earnest, I was shocked at how busy the event was from the moment it started. In recent years, Thursday has been a terribly slow day. Almost one of those days that makes you say “man, why does PAX even start on a Thursday anyway?” But this year Thursday felt more like a Friday, which was great!
It’s hard to quantify crowd sizes. Every year, Where Shadows Slumber has been at different spots on the show floor. (PAX East Indie Showcase in 2017, Indie MiniBooth in 2018, now Playcrafting in 2019) You don’t just want “a lot of people at the show”, but rather “a lot of people who come to your table excited about your game, eager to engage.” It would do us no good if 1,000,000 people came to PAX East but only cared about Roblox.
I can’t put it into hard numbers, but we felt busy all through the show. Tons of people remembered the game from last year’s spot at the Indie MiniBooth. A few diehards remembered the demo days, which is always heartening. And we bumped into some old friends from Stevens, too! There’s a suprising amount of them that either live in Boston or make the journey north just for PAX. The more of these shows I do, the more I look forward to just making connections with devs, industry people, journalists and old pals.
Our placement at the Playcrafting booth was perfect, too! We were facing out toward the aisle near a corner, with nothing in front of us. And since we were next to the Bose AR-cade (also run by Dan) we got a lot of spillover traffic from them, too. Jack joined the fun Thursday night, which was just in time, because I was already feeling tired. PAX East is a marathon, not a sprint!
Day 3: How Our Panel Went
Before we even had a booth at PAX East, I took the liberty of submitting a few panel ideas to the show just so we could talk about Where Shadows Slumber. This would be a special PAX, since it’s the first time our game is available on the market for sale instead of just as a demo or beta download. Some of my more selfish ideas didn’t fly, such as an entire 1 hour lecture on the greatness of our game, how beautiful it is, and how handsome the developers are. However, our panel “How Much Do Premium Games Make” was accepted!
It was scheduled for 1:30 pm on Day 3, Saturday. We didn’t get to pick the time, and I wouldn’t normally miss the busiest time of the show to do a panel, but we ended up getting a great crowd! Here’s a shot I took from the podium of them coming in:
The panel was a fantastic success! Jack and I were joined by Dan Butchko of Playcrafting, Kati Nawrocki of Dots, and Adriano Valle of OrcPunk. (Though, to be honest, I know all of them through Playcrafting!) It was a frank and honest conversation about how difficult it is to be a premium indie game in a crowded marketplace. We talked about changes in consumer patterns, and new business models that can appeal to today’s phone gamer. The short version is that free-to-play isn’t just a “good idea” – it’s a requirement on mobile. Or… don’t focus so much on your game making money!
I want to thank our fellow panelists, everyone who came to the panel, those who asked questions, and Matt our theater manager for making the event so successful! We’ve all leveled up and become “game devs who do panels sometimes” which I’m sure is just a few steps from “game devs who are incredibly successful and happy.” So close!
BONUS: I think Night 3 was when we got to try an awesome party bluffing game called Pluck Off! that is still in development. It’s a card game, so don’t expect to see it at too many video game events in the future, but if you can get a print & play it’s totally worth it. (Warning: don’t play with Jack, he’ll destroy your face)
Day 4: An Exhausted Success!
By the time Day 4 rolled around, I had basically checked out and spent most of the day collapsed in a chair in the back of the booth. This ended up being a mistake, as I actually missed a lot of people who planned to stop by the table but hadn’t scheduled a time. (Sorry people!)
We can call the weekend a success though, because we nudged so many people to buy & review our game that it brought our Apple rating up from a 4.4 to a 4.5! This may seem insignificant, but it brings us past the threshold that Apple uses when deciding which games to feature. Some games, like our muse Monument Valley, are featured at least once a week. If we climb the ranks, Apple might give us at least a feature every month. Bring on the Today tab, boys!
I don’t know about Jack, but I’m still recuperating from the weekend. I have no idea how some devs did three shows back to back in March… (This is the SXSW / GDC / PAX East Trifecta, sometimes called March Madness or dying.) I’m hoping to get back on the wagon soon though, because we have a lot of little changes to make to the build in response to your wonderful feedback. Jack and I spent the entirety of our 4 hour drive back to Hoboken planning what we can do in the short & long term to improve Where Shadows Slumber. I’m excited to put the plan into action!
Thank you to everyone who visited our table, bought our game, gave us a review, or attended our panel! You helped make a good PAX great. Wish us luck finding the energy to keep going!
We just teased this at PAX East over the weekend, but now it’s time to make a formal announcement: the Where Shadows Slumber team has been hard at work on an exciting new mobile game, and it’s available as a free download today! Read on for details…
Life Simulators Are All The Rage
Jack and I can be stubborn in our own ways, but everyone has to adapt eventually. We can see the writing on the wall – puzzle games are out, life simulators are in. Why solve cerebral brain puzzles when you could live vicariously through a digital avatar? Why go on a daring adventure when you could play as a character that eats, sleeps, showers, goes to work, and dies of old age?
That’s why our next game is SlumberLife™ – a life simulator based on the deep, specific lore that lies at the heart of Where Shadows Slumber. Starting today, you can embark on your own journey through the eternal nightlands seen in Where Shadows Slumber.
It all begins by customizing your very own character. Choose your biological sex, age, ethnicity, and vague religious affiliation. We hope that choices like the one between “Old” and “Geezer” are compelling decisions for the player!
Since the game is still in development, some options are limited. Check back later for more exciting paths!
Live The Life Of Your Dreams
In SlumberLife™, you can live the life you’ve imagined. But nothing in life is free, so nothing in life simulators should be free either. Whereas most life simulators use money or “gold”, we have Lantern Fuel. Use your hard-earned fuel to pimp out your ponchos, lanterns, and hats!
You collect fuel by working at various jobs. Then, if you work hard enough, you might get an exciting promotion!
Prison Guard (promotes into Prison Warden)
Thief (promotes into Kidnapper)
Ferryman (promotes into Murdered)
Knight (promotes into Corpse)
Walker (promotes into Torch Walker)
Rebel (promotes into King)
Lumberjack (promotes into Tombstone)
…and “many” more!
Everyone needs a place to live. But your character begins as a homeless wanderer, lost in the woods or whatever. Spend that fuel to give him an awesome new home to live in while he wastes away!
Choices include squalor, a swamp cage, a desert hovel, an “abandoned” mountain cottage, a desert palace, a winter fortress, a floating Bermuda house, and more!
Some of the better dwellings cost lots of fuel. Get ready to grind! This isn’t a premium game – it’s going to cost a lot of your time if you want to really get the most of it.
It’s not a life simulator if you can’t make difficult choices as you navigate your strange old person through a shadowy, unforgiving world. Our thrilling menu-based gameplay lets you choose between living a stable life, or doing something funny.
From the menu, select Crimes to make your character do something unhinged. If you weren’t worried about the mental state of the game developers before, you certainly will be once you choose one of these options!
After you play long enough, your character eventually dies!
Our Development Partners
Everyone is thrilled to be working on this game! Just listen to these real testimonials from the crew:
“When Frank told me about this game, I said ‘what?'”
Jack is the lead developer and designer of the original Where Shadows Slumber.
Me too, Jack. Me too!
“This is a real game we’re working on, and this is a real quote.”
Noah is one half of PHÖZ, along with Alba S. Torremocha. They created the beautiful audio of the original Where Shadows Slumber.
Classic Noah right there.
We’re also bringing SlumberLife to the newly announced Apple Arcade! Here’s a confirmation email I can share with you, straight from the source:
But we haven’t even told you the best part yet…
There’s no need to wait before jumping into your new life as a strange old man. You can download the open beta for SlumberLife™right now! (You’ll need to be approved for the TestFlight build if you’re on iOS) Links below:
It’s the moment you’ve all been waiting for – PAX East 2019 has arrived! I’m heading up to Boston tomorrow to get ready for the PAX PREGAMER party Wednesday night, and set up for the big 4-day main event. Before I go, I wanted to give a shout out to the other games in the Playcrafting booth with us.
Congratulations to everyone else who will be at the booth with us, whether it’s for all 4 days or just a couple! I wanted to give every game a quick shout-out and a run-down of the mechanics, but there’s no time – I need to pack for Boston and get out there tomorrow by early afternoon for setup. That will have to wait until my triumphant return from the frozen north!
Thanks again to Dan Butchko for this wonderful opportunity. This is our third PAX East in a row, and we hope to keep our streak going!
See you in Boston…
Look out for a real announcement next week that will be life-changing for all of us over on the Where Shadows Slumber team. Don’t sleep on this one. You won’t believe it when you read it… stay tuned to this blog for the big reveal on Monday!!
An informal survey suggests the most common questions were “how did you do this?”, “what did YOU do specifically?,” “how much money did you make”, and “what degree would I need to do this.” Fortunately, all of those questions and more are answered on this blog! Just go back to some of our old posts. Also we might not have actually covered the college angle here…
This blog post is mainly to let said students know how they can follow Game Revenant for more news about Where Shadows Slumber, as well as testing information for future games. Due to school rules, no one was allowed to take down the students’ info for use in an email list or anything. So I told them to follow us and look out for this blog…
I enjoyed talking to you all about Where Shadows Slumber, my indie experience, and how to become a game developer. Please feel free to ask me anything, anytime – I’m honest to a fault and I’d love to take your questions. (That goes for anyone else who’s reading this) Leave a comment below or reach out using the platforms above! It never hurts to ask [^_^ ]
Hello everyone! The days are getting busier and busier and it’s getting harder to get these blogs out in time. I ought to start working on them days in advance, honestly. We’re also working on a bunch of stuff with different groups that have us under NDA, so sometimes we just can’t share what’s going on! Sorry about that.
This is just a quick post to let you know we are alive, and that we’ll be at PAX East 2019 later this month! You can come to PREGAMER (PAX East Edition), visit us on the show floor, attend our panel, or do all three if you’re a true fan. Info below…
PREGAMER PAX East Edition
When: Wednesday, 3/27 from 6pm – 11pm
Where: Laugh Boston, 425 Summer Street, Boston, MA 02210
This event is free, but you need to register here!
Kick off PAX East in style with the 3rd annual PREGAMER party!
Game developers will be showing off their latest games one-on-one to a crowd of 1,000 people. For developers, this is a great opportunity to show off their games (finished or unfinished) and get direct feedback from players. For everyone else, it’s a unique opportunity to try out the biggest collection of games outside the show floor itself. Each game gets its own section as players meet the developers and try out their games. Throw finger food into the mix and let’s start “pregaming” for PAX East!
All ages welcome. ID required.
When: All Weekend
Where: Booth Number #19135
The kind folks over at Playcrafting have generously invited us to showcase NYC’s most awesome games! We’ll be representing Where Shadows Slumber and helping our fellow New Yorkers demo their stuff. Come play the full game (until we kick you off) or interview us! You can schedule an interview by emailing me here: contact@GameRevenant.com
When: Saturday, 3/30 from 1:30pm – 2:30pm
Where: The Arachnid Theatre, but I have no idea where that is
We’re doing a panel on “How Much Do Premium Games Really Make” which is combination of our personal stories of game development + research into others who have made their financials public. We could use your support in the crowd! Don’t throw things at us, please. To aid in our quest to rid the world of devastation, we invited some awesome NYC friends to join us. Come to our panel to see me (Frank DiCola), Jack Kelly, Dan Butchko of Playcrafting, Kati Nawrocki of ComputerLunch, and Adriano Valle of OrcPunk talk all about the state of premium mobile games!