Trick or Treat, Scammers!

It’s that time of year again – the leaves are changing, the air is getting colder, and everyone is getting their costumes ready for Halloween!

But mischief is also in the air…

We’ve been enjoying watching Where Shadows Slumber take off on the App Store since we launched last month. However, not everyone is happy for our success. Some people have tried to scam us out of our hard-earned game by trying to get free promo codes even though they aren’t journalists, YouTubers, streamers, or influencers.

Apple doesn’t want us giving these codes out to regular customers! That’s why you only get 100 at a time. They even give you a massive contract that lays out what the codes are for, specifically so you don’t fall for people’s stories. And while I understand we’ll never be able to do anything about software piracy, there’s no reason I need to fall for cheap tricks…

So in the spirit of Halloween, here’s two ridiculous stories of would-be scammers attempting to pull one over on yours truly. Share this funny article with your friends, even if they’ve never heard of Where Shadows Slumber! I think anyone who works in customer service will find this hilarious.

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Scammer #1 – The $8.00 Heart Operation

Our first scam attempt comes from Salama Youssef, who emailed us at contact@GameRevenant.com with this touching copy/pasted tale:

Oct 8, 2018, 6:15 PM

Hello,

I always have an appreciation for Where Shadows Slumber application….

You can offer me a promo code for (Where Shadows Slumber for iphone) application because currently i have lost all my money on the Health of my family (my father suffered a heart operation that cost more than 8.0639 US Dollar (USD) so I am forced to tell your team that my situation finaciere can not allow me and my family pay the rent)

Sorry for the trouble I have caused for you, but, sincerely, I will be very happy if you discharge me from this sum.

God Bless You

Even if we believe this sob story about an $8.00 heart operation, can someone explain to me why this man needs a free copy of Where Shadows Slumber? As far as I’m aware, we don’t offer any of Apple’s new live-saving wearable functionality. It’s a puzzle game! Come on, dude. Also, the Google Translated English is a nice touch.

I didn’t even reply to this email, and he never followed up. It’s probably just an auto-generated email. Good for a chuckle, but time to move on.

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Scammer #2 – My Daughter Ate My Homework

Our next scam took much longer, because this person kept pestering me. Say what you will about Mr. Youssef, but he knew when to find a new mark. But “Zahid Aslan / The Sunflower” just wouldn’t leave me alone, so I had some fun with him. Here’s the initial scam email:

Sat, Oct 6, 4:16 PM

Hi! I’ve purchased Where Shadows Slumber in iOS and was adoring it, but it seems like my daughter accidentally deleted it and when I was planning to reinstall, the appstore didn’t allow me to redownload the game for free for some reason. (No idea why, nothing I did to fix it worked, I even contacted Apple but they weren’t much help) so I was wondering if it’s okay if you can send a redeem code so I can reinstall the game? Thanks! Great game and worth $5!

Sent from my iPad

Not bad. I’ll be honest, this seemed real at first. A+ on this first email. He complimented the game, blamed two other people (his daughter, and Apple) and made it seem like contacting me was a last resort. He even put in the “sent from my iPad” bit at the end. Is this a pro Genji?

I had to dig a little deeper though, because I know how the App Store works. The error he’s talking about is impossible – you can’t “delete” something from your library of purchased iOS apps. So I replied immediately, and nicely asked him for some proof.

Wow I’m sorry to hear that! That’s very strange – it should be tied to your App Store account forever once you purchase it. We used all of our promo codes already, but I can try to see what the problem is.

Do you have the receipt in your email from when you bought it? Send me a screenshot of it and I’ll see how I can direct you. Unless you requested a refund, they should have it in your library permanently from now on.

Apple is pretty strict about refunds, so they’re keeping your money unfortunately [ x_x] but I’ll see what I can do!

-Frank

We hadn’t actually used all of our promo codes… that was just a little lie to get him talking. Then, he blew his cover with one of the worst things you can ever do: fake graphics. Read on…

Yeah it’s strange, I think this is the first time I’ve experienced it, Apple actually told me this

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But Apple does provide more codes after each update I think, so I guess I will wait for that, since the refunding system for me is a mess and I don’t want to risk it.

Thanks anyway!
Sent from my iPad

Oh, Zahid. You flew too close to the sun, my friend. This is clearly a conversation he had with himself or a friend over Twitter DMs, with their names cropped out. Two dead giveaways here:

  • How could there be a “new bug” with iOS 11 a few weeks after iOS 12 launched?
  • Apple never tells customers to ask developers for promo codes.

Besides, he followed Game Revenant’s Twitter account with his own “Sunflower” Twitter account a few days earlier. When I noticed the similarities between the avatars, I did some snooping and found this:

Scam-Tweet

He must be some kind of weird man that emails developers for keys, and then hands them out on Twitter to boost his popularity. Not today, kid.

Here’s where I stopped responding. His game was up. I knew he was lying to me, and I didn’t have to call him on it. I planned to just ignore him.

But he wouldn’t stop.

If At First You Don’t Zahid…

As it turns out, we actually did update the game around October 7th for unrelated reasons. He apparently caught wind of this. Two days after the first email, he’s back in my Inbox:

Mon, Oct 8, 6:25 PM

Hi, I’ve seen you updated the game a day ago. Do you have a code now? Apple usually refreshes them after each update.

Sent from my iPad

I couldn’t believe he was still trying this! But I didn’t reply. Surely he’d go away, right?

Wrong!

Oct 9, 2018, 12:10 PM

Hello?

Not cool, man. You don’t get to flood my Inbox with annoying messages when you’re trying to scam me. And where’s the “Sent from my iPad” signature? Sloppy. That’s when I decided it was time for an early Halloween trick.

Apple promo codes are 12 digits long, and highly specific. All I had to do was create some random ones and make sure I didn’t accidentally give him real codes.

Sorry Zahid, I took off for Columbus Day! Here’s two codes, one for you and one for your daughter:
U1R7MR99G4Y0
G3TR3KT7N3RD
Have fun!!
-Frank

Apparently he didn’t notice that the second code is “GET REKT NERD” with numbers instead of vowels. These are totally fake! He tried them, and of course they didn’t work.

Oct 9, 2018, 5:12 PM

These are both invalid? Can you double check?

Sent from my iPad

Happy Halloween!

Oct 10, 2018, 5:37 PM

Hello? The codes you sent are not valid.

Sent from my iPad

LOL

Oct 11, 2018, 10:42 AM

Hi?

Man, he never gives up! He probably thought he had me, and got so close but lost out in the end due to chance. It was time for a Twitter conversation over DMs, apparently.

Once More, With Trolling

The Sunflower gives up on email, and decides to try Twitter. Mind you, this is the same Twitter account that has a picture from August where he’s handing out codes! It’s easier to just post the images of our conversation:

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The last code I sent him? Read it again – it spells “NICE TRY BUDDY.”

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He says he’ll check, but we both know the truth – there is no receipt. There never was a receipt. There never was a daughter. There never was an iPad, either.

I haven’t heard from him since, but I hope he reads this blog post!

 

Why Did You Do This, Frank?

Listen, if you think I just did this because I’m a petty artist with too much time on my hands, you’re absolutely correct. Although in my defense, I normally don’t go out of my way to troll people – “The Sunflower” just kept pestering me and I wanted to get him to go away!

The reason I wrote this blog post is to warn indie developers, not just troll people. It’s very easy to fall for these scams when your game first launches – you’re excited that it’s on the store, but there are unexpected bugs all over the place, too. People are reaching out to you for help with issues, puzzles, or writing articles. There’s no time to really tell what’s what, and it’s easy to fall for a sob story about heart surgery or a dastardly daughter.

Customer service will be a new experience for you when you first put your game on the store, but the customer isn’t always right. Sometimes, there never was a customer.

Happy Halloween, scammers!

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Where Shadows Slumber is now available on the App Store! bit.ly/WSS-iOS

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

Calling All Androids

Greetings, Android fans of Where Shadows Slumber!

I realize many of you were dismayed that our original Sept. 20th launch was only on the App Store, but we have good news. We’re knee-deep in Android testing as we speak, which means you have the opportunity to play Where Shadows Slumber on your Android device before the game launches on Google Play later this year!

Read on for details…

 

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What To Expect

Where Shadows Slumber is now available on Google Play through their BETA program. This free download allows you to play the first seven Levels of our game. We haven’t updated this thing since March, so if you played it back then you’ll definitely want to give the BETA another shot!

Remember that the purpose of this test is to help us with our upcoming Android launch. If you were hoping for more than seven Levels, we’re sorry! The team is more focused on solving hardware problems than providing a fun experience. (You’ll have to buy the full game for that…) There are 2,500 Android devices in current use, across six different functioning operating system versions. A ton of people still use Android 5.0, but Google is already up to version 9.0! There are so many combinations to test, we can’t possibly handle this on our own.

The BETA will allow you to see if the game runs on your old phone, see how well it performs, get a sense of the game’s controls and puzzles, and experience a tiny snippet of the game’s story. That’s all you need right now!

When you complete the BETA (which should only take 10 minutes) be sure to fill out the survey in the app description. For your convenience, here’s the link:

Google Survey

Happy testing, everyone!

 

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What’s The Plan?

Currently, we have 3,275 people enrolled in the Google BETA, which is awesome! There’s just one problem: Google doesn’t let you let people download your BETA for free if your game costs money. Our game will be $4.99 on Google Play, just like it is on the App Store. So the way we handled this issue was by splitting our game across two store pages. It’s not ideal, but it means that when the full game launches on Android, the BETA will still be hanging out and it will still be free. I guess it will serve as a kind of extra demo until we take it down? This is in addition to our current Demo, which has been on the store since 2016. How confusing!

Our hope is that having three different entries on the Google Play store directing people toward the full game will be better than having just one. It’s a shame we can’t bring all the BETA people directly over to the final game later, but we assume that those who care will follow our prompt when the game launches. We’re thinking of updating the BETA one last time with something that says “ok, the game is out, go buy it!” Whether it will still be playable at that point is still up in the air.

Stay tuned for more news about our upcoming Google Play release. I can’t promise a concrete date just yet, but we are certainly striving to get the game on Android before 2018 ends. That’s all I can say right now!

 

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Where Shadows Slumber is now available on the App Store! bit.ly/WSS-iOS

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

2018 Tour Dates

This blog post contains all of the conventions, seminars, lectures, and events we’ll be attending during 2018. Keep checking back for more as we update this post, and feel free to recommend en event to us in the comments if you don’t see it here!

 

October

We didn’t get to do too much during our launch month of September, since we planned to stay close to our computers unless all hell broke loose. Now that October is upon us, we have some great educational and promotional events lined up!

October 15th – Lecture @ The Academy of Innovative Technology, Brooklyn NY

A teacher at this really awesome public high school approached us during Play NYC 2018 to see if we’d be willing to come teach her students for a class or two. We were happy to accept! I’ll be speaking to the students in a closed setting about the reality of launching a mobile game on the App Store, our ongoing Android testing process, and life as an indie developer. This event is not open to the public, but I still thought it would be cool to mention it here!

October 20th – Panel @ College of Arts and Letters Alumni Panel, Hoboken NJ

This is another educational event that isn’t open to the public unfortunately, but it is exciting! Last year I was invited to return to my alma mater to field questions from incoming high school students about the art program at the Stevens Institute of Technology. I’m returning again this year, and since Where Shadows Slumber is out on iOS you can bet your tail I’ll be mentioning it every other sentence.

October 23rd – Postmortem @ Stevens Game Development Club, Hoboken NJ

Jack and I have been invited back to our old stomping grounds at Stevens in order to stomp on the ground. (We’re fantastic at it – it’s all about ankle strength, really.) The Stevens Game Development Club was a fantastic resource for us during our college years. I don’t know if I would even be making games if not for the connections I made during my time with the club. We’re returning to do a full postmortem about Where Shadows Slumber and field questions from an audience of aspiring young indie developers. Come join us if you’re in the area, it’s free!

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October 27th – Playcrafting’s Halloween Game Expo

We’re so glad Playcrafting is doing their Halloween Game Expo again this year. After a brief hiatus from the Microsoft Technology Center in Manhattan, Playcrafting is back at their usual spot for a fun-filled Halloween weekend event. We still have pictures from last year, where Jack went as Buster from Arrested Development and I went as “Frank forgot you had to bring a costume.” It was a blast, and we can’t wait to return with our finished game! The Playcrafting general audience has been waiting for Where Shadows Slumber for a long time.

 

November

November is an exciting month! I’ll be travelling to Australia to hit up two conventions “down under.” I originally wanted to hit up PAX Australia while I was going to be in the country, but we didn’t make it into their indie section. (It will be easier to apply to this stuff now that the game is finished – submitting dev builds is always shaky) Here’s our November schedule:

November 2nd – 4th – Supanova Adelaide

I’ll be visiting sunny Adelaide’s showgrounds to check out the first of two Supanova shows, Supanova Adelaide. I can’t wait to show off the game to an entirely new audience that’s probably never even heard of us before. If we meet any fans down there, I’d be pretty shocked. Surprise me, Adelaide!

November 9th – 11th – Supanova Brisbane

After Supanova Adelaide, I’ll fly to Brisbane for the convention the following weekend. It’s fortunate that they ended up right on top of each other, because Supanova has shows year-round. Lucky! For Supanova Brisbane, I’ll be in their chic Bytes and Backlots section, where are the cool people are.

 

What Did I Miss?

We don’t have anything solid in December yet. Are we passing up your favorite video game convention? Don’t let us make a terrible mistake! Leave a comment or harass me through some other digital medium, and I’ll update this post!

 

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Where Shadows Slumber, now available on the App Store! bit.ly/WSS-iOS

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

 

The Long Climb Ahead

Now that our game Where Shadows Slumber has been on the App Store for nearly two weeks, I’m getting a better sense of how things work on the platform. The team was very excited to see our game near the “big boys and girls” of the App Store during our launch weekend. However, since then, our ranking in the Puzzle section has dropped. Where we were once #3, we are now only #196 as of this writing. It changes every day!

Apple’s algorithm for displaying these games is likely based on sales figures and the app’s rating – a combination of quality and popularity. Our rating is 4.2 out of 5 as of this writing, and it also changes every day as more reviews trickle in. This blog post is about our struggles this past week to keep our rating in the golden zone.

 

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Mark Cuban always says “treat your customers like they own you – because they do.”

I’m Now A Customer Service Agent!

I did not expect this unlikely transition, but I’ve gone from head artist on Where Shadows Slumber to Game Revenant’s sole customer service rep. Between responding to reviews on our app page through App Store Connect, fielding questions over email, chatting with people through the Game Revenant Facebook Page, and even responding to bug-report tweets (!) most of my time is spent communicating with customers.

That’s a lot better than not communicating with customers of course, but I still wish I had more time to dedicate to promotion. For example, I’ve been dragging my feet releasing a full 1 minute long trailer. It still hasn’t gone live! I also planned to sign up for physical events where I can go to hawk our product in front of real customers, but I haven’t prepared as much of that as I would have liked.

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Even so, responding to customers is my number 1 priority. We want our rating (4.2) to be as close to 5.0 as possible. You’ll never get a perfect 5.0, so the question becomes “how do we get our average rating as high as possible?” Most of our friends and family probably already reviewed our game at this point, so we can only get new 5 star reviews from new fans. But my strategy is to be super nice to everyone who left a 1-star review, in the hopes that they change their mind. This has already happened once, so the plan is working! (See above – this user experienced crashes and left a 1-star review. After some compassionate understanding and furious debugging, they changed their mind!)

 

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Furious Debugging and Patching

Speaking of furious debugging, if you read Jack’s post last week, you’re aware that some players have encountered serious bugs with our game. Those problems are gone now, but it’s a shame so much of our launch week was spent focusing on these issues. I’ve learned a valuable lesson about Static Objects and the Memory readout in Xcode – one I shall not soon forget! I had a feeling our first few weeks would be focused on debugging, but I was hoping the errors would not be so widespread.

This caused a delay in responding to customers as well, because I didn’t want to reply to them before the issue was fixed. I’m happy to say that we’re mostly good now, at least on Apple devices from the last three years. If you’ve encountered any serious errors your first time playing our game, please download the most recent version of Where Shadows Slumber from the App Store and you’ll find it good as new!

 

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Help Us Out!

Don’t forget to pick up your copy of Where Shadows Slumber on iOS and leave a 5-star rating. I’m going to ask for that every single time I make a blog post from this point on! It’s super useful and it helps us climb back up to the top of the chart where this game belongs. The higher we are on the chart, the more people will see our game. That means a higher potential for sales, which is money in the pockets of everyone who worked so hard on the game.

And if you’re waiting for Android… just wait longer! We’re ramping up Android testing as we speak. I hope to have more details for you next week.

 

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Where Shadows Slumber is available on the App Store ==> bit.ly/WSS-iOS

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

BUGS!

What up team?!

If you’re reading this blog, then you’re definitely among the people who know about the iOS release of Where Shadows Slumber last week. If you somehow managed to miss that news, then guess what – we released Where Shadows Slumber for iOS last week! If you have an iOS device and you haven’t gotten a chance to download it yet, you should – and if you have downloaded it, make sure you give it a 5-star review!

The whole team has been working really hard on this game for a long time, so it’s a great feeling to finally release it into the wild. On one hand, it’s very freeing – theoretically, the game is done, so I don’t have to spend all of my time working on it. On the other hand, we’re all very anxious to see if the rest of the world likes the game as much as we do. However, there’s one thing that’s on our mind right now above all else.

Bugs.

We’ve put a lot of work into making sure that Where Shadows Slumber is as stable and bug-free as possible, but with such a small team, some things are bound to fall through the cracks. Unfortunately, experiencing a bug, especially a bad one, leaves a terrible first impression. People are justifiably upset when something they’ve paid for doesn’t work – and that’s a perfect recipe for bad reviews and poor sales numbers. We’re spending this week working on addressing many of the bugs that have come to our attention, and, in the interest of transparency, I want to share some of them with all of you!

 

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Unexpected Crashes

The bug: The biggest issue people have been running into so far is that the game will crash unexpectedly. This usually occurs just as a level is starting, or shortly thereafter. For most users, it will happen consistently, although some users might see sporadic crashes.

Cause: We somehow missed some poorly-compressed textures before releasing. This caused the game to consume way more memory than it should have. For older devices, or for people with something else running on the device, the operating system will kill the process to retrieve the memory, thus closing the game.

Fix: Obviously, the fix to this is to update the compression settings on the offending textures! We’re currently going through all of our assets to make sure they have the correct compression settings (along with making a few other tweaks to our memory usage).

Workaround: Until the next patch is published, the best way to play the game is on a device with enough RAM to handle the memory problems. This means either making sure that nothing else is running on your phone, or using a relatively recent device, which has enough RAM that it’s not an issue.

 

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You can tell just by glancing that this level is freezing.

Unexpected Freezing

The bug: During some levels (particularly in the Hills and Summit Worlds), the game will simply freeze. The OS won’t kill the process, so it’ll still be on the screen, but nothing will be moving. Sound will still play, but the only option you have is to kill the game.

Cause: At some point, we thought it might be due to the snow particles (since it only seems to happen on snowy levels), but it seems that’s not the case. Rather, it’s due to Obe’s footprints.

Whenever Obe (or any character) takes a step, he leaves behind a little footprint. These stay around for a bit (usually up to 15 seconds), and then they disappear. This gives us the juiciness of footsteps appearing, without peppering them all over the level.
This bug is caused by some of the footprint objects (specifically the snow-related ones) having bad settings. Rather than disappearing after 15 seconds, they disappear after 150. So, when you walk around the level a lot, wayyyy too many of the footsteps are being created. The overhead of managing so many game objects is causing Unity to freeze up.

Fix: This one’s an easy one – we just updated the number from 150 back to 15. After some testing, we’re unable to reproduce this bug, so it seems like this one is in pretty good shape.

Workaround: You’ll have to beat these Levels in as few steps as possible, to reduce the number of footprints. If you can beat the Level in under two minutes, you may be able to escape the deep freeze.

 

summitTitlecard

Go ahead, try to click it. See? It doesn’t work!

Level “Titlecards” Not Working

The bug: A few people have mentioned this bug – apparently, the level titlecards (which let you know which level you’re about to play) will appear, but they won’t disappear when you click on them! This prevents the user from continuing into the level.

Cause: Unfortunately, our team hasn’t yet been able to reproduce this bug. We’re going to continue to try to do so on our somewhat limited range of hardware until we can figure out what’s causing it. Since the titlecards themselves are pretty simple, the cause of the bug is most likely something fairly innocuous.

Fix: Once we’re able to reproduce the bug and know the cause, it should be fairly simple to fix, as the titlecards aren’t incredibly complex.

Workaround: Until we push out a fix to this issue, the only way around it is to close the game and restart it, since you can’t access the menu from the titlecard.

 

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Those who’ve watched the story know that a lot of people ask Obe this question…

Disappearing Blocks

The bug: If you’re savvy enough to fight your way past the other bugs mentioned here, you might get a chance to experience this one. As the final level of the game, World 7’s fifth level is a tricky one which introduces a mechanic not seen anywhere else in the game. It involves “teleporting” blocks from one section of the level to another. Unfortunately (and apparently randomly), the blocks will disappear from one section, but never appear in the other! Obviously, this is pretty bad, since you need all of the blocks in order to complete the level, and some of them just get ejected into the æther!

Cause: When the blocks are teleported, their parent gameObjects change in Unity. I’m expecting there’s some error in the code which is causing the gameObject to inherit the wrong parent, so it doesn’t appear where it’s supposed to be. This bug has also given us some trouble in terms of reproducing. Since it’s likely an error in the code, it’s only useful to reproduce on a device where we can do some amount of development, but we have never successfully reproduced it in the Unity editor. We’re going to keep trying to do so, but do so on a variety of devices until we find the root cause.

Fix: This one is pretty straightforward, if not easy in the traditional sense. Once we determine why the blocks are disappearing, we simply have to determine how to update the logic of the mechanic to ensure that it no longer happens. Obviously, it’s more complex than that, but I don’t want to get into the nitty-gritty of it here (especially since I don’t know what the exact fix would be).

Workaround: Aside from the bug that literally prevents you from playing the game, this is the workaround that I’m least happy with – the only way to fix this issue is to reset the entire level through the menu. Since it’s such a long level, that means losing a good bit of work. We’re working on all of these bugs, but this one in particular I want to fix. Since it’s the last level of the game, and you lose so much progress when you restart it, the user ends up with a bitter taste in their mouth, which is exactly how we don’t want players to finish Where Shadows Slumber.

 

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Other Issues?

Of course, these aren’t all of the bugs. That’s one of the first things you realize when you let someone else use a piece of software you’ve created – there’s always a fresh horror just around the corner. This list is just the biggest offenders we’ve discovered so far. I can personally guarantee that there are others, and I’m tasking each and every one of you with finding them!

If you do happen to stumble across a bug that I haven’t discussed here, there are a few things you can do for us:

  • Tell us about it! We’re active on Facebook and Twitter, and you can always shoot us an email at contact@GameRevenant.com or join our Discord Channel. If you do, make sure you include details about your device. We want to make Where Shadows Slumber as awesome as possible, but we can’t fix bugs we don’t know about!
  • See if it happens repeatedly, and if there’s some pattern to when and how it’s happening. This helps us immensely when we’re trying to reproduce the bugs. After all, it’s a lot harder for us to fix a bug that we can’t reproduce. Screenshots are great too!
  • Don’t leave a disparaging review. All too often, we see people giving us a poor rating and review because of a bug. In a lot of these cases, it definitely makes sense – you paid for a product, and it’s broken. One out of five! The problem with this is that reviews and ratings are our best way to get other people to start playing the game. If our ratings start to tank, nobody is going to download the game! It’s definitely better to tell us about a bug and help us fix it than to simply hurt us by leaving a bad review (and then not updating it when we fix the bug, thus leaving us with a permanent scar on our rating).
  • Share app analytics with the developers. I think that this is a setting somewhere in iOS that will share data and statistics about app crashes. A detailed email from you is usually better (because not all bugs count as “crashes”), but checking this allows Apple to send the crash logs straight to us.

 

Thanks for taking the time to read about some of the bugs we’ve experienced. Putting something that we’ve worked so hard on out into the wild is always a big question mark. We’re happy with the amount of publicity we’ve managed to stir up, but we’re also a little annoyed by these bugs, as I’m sure many of our players are. We want to make sure that you all know that we know about these issues, and we’re doing everything we can to fix them as fast as possible.

If you are experiencing these bugs, never fear! We’re fixing the major ones, so you can keep your eyes peeled for a new version of Where Shadows Slumber later this week! Once it comes out and you update the app on your phone, some of these bugs (and maybe some others) should be taken care of.

Next week we’ll share more details about how our iOS launch is going!

 

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You can always find out more about our game (and tell us about bugs) at WhereShadowsSlumber.com, find us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, join the Game Revenant Discord, and feel free to email us directly with any questions or feedback at contact@GameRevenant.com.

Jack Kelly is the head developer and designer for Where Shadows Slumber.

Where Shadows Slumber, out on iOS!

The long wait is over… Where Shadows Slumber is finally out on iOS worldwide! Grab your iPhone or iPad and download the game from our store page by clicking the link below:

STORE: https://itunes.apple.com/us/app/where-shadows-slumber/id1221749074

If you’d like an easier link to share with your friends, try this one:

SHORT LINK: bit.ly/WSS-iOS

Thank you to everyone who followed the development of this game via our blog for the past few years. Your support means the world to us. The entire team (Jack, Alba, Noah, Caroline, and myself) want to express our gratitude for your comments, Likes, Shares, and Retweets over the past few months as we prepared for this day.

We’ll have more news in the coming days as journalists post their reviews, but for now we have some exciting news to share…

 

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Apple Placed Us On Top Of The Games Tab!

This is incredible – the whole team is freaking out right now on our team chat. I went to the Games tab today because I’ve been checking it frantically, and the very first image you see is Where Shadows Slumber!

This spot of the store is reserved for brand new titles, but you are never guaranteed to end up here. Nothing on this list is random. In fact, Apple put us all the way to the left, which means you don’t even need to swipe through the other titles of the day (Jurassic World Alive, Rise of Civilizations, Maze: Shadow of Light) to see our game.

NB: This is the U.S. App Store – I checked a few other countries and we are placed in different sections depending on the region. For example, in Australia we’re still in the “Coming Soon” tab. Every region manages their own curated list.

This should lead to a massive surge of impressions, sales, and reviews. But we still need your help, loyal Where Shadows Slumber fan! Read on to find out how you can help…

 

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You Should Review Our Game on the App Store

When you launch a game on the App Store, it doesn’t matter if it’s something you spent 3 years working on, or a weekend project that you’re uploading on a whim. The App Store treats both the same way: your game is sort of hidden, you can only find it by searching for the title, and it says “This app hasn’t received enough ratings or reviews to display a summary” under Ratings & Reviews.

We don’t actually know how many ratings we need in order to get an App Store ranking, but we’re going to assume it’s “a lot” and try to get as many as possible. So if you have an iOS device, you should go review Where Shadows Slumber, whether you’re reading this on launch day or months from now. A good review always helps!

Let’s go over the difference between a rating and a review:

Rating: You choose a star value from 1 to 5 to “rate” our game. The higher the number, the better. If you were being objective, you’d assess if the game was outstanding (5), awful (1), or somewhere in-between. Don’t be objective. Give us a 5! After all, Where Shadows Slumber is outstanding.

Review: Along with a star value, you write down the reasons why you’ve chosen this value. Perhaps you’ve given a game a 3 because it’s good, but the game doesn’t let you tweak with the sound settings the way you like. In our case, we hope you’ll give us 5 stars and also write a short message about why you love the game. Don’t mention that you’ve “followed the game for years and loved the demo” because that will make it sound like you haven’t played the current version. When in doubt, just say you love the puzzles, the aesthetic, the music, the story, and the game’s originality.

As you can imagine, a Review is better than a Rating, and a Rating is better than nothing. Go find our app by searching Where Shadows Slumber on the App Store, and support us by reviewing or rating our game positively! Don’t feel the need to be “objective and fair” by giving us 4 stars. Anything less than 5 stars will harm our rating in the long run. Remember, we’re a tiny indie game going up against goliaths like Fortnite for mobile, which has a 4.6 out of 5 score and over 2.5 million ratings. We need your 5 star rating to fend off the occasional spoil-sport who gives us a 1. Go go go!

NB: You’ll need to purchase the game first before you can review it.

 

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Spread The Word!

When we launched as a pre-order last week, it was a little difficult to “sell” people on the game. “Hey man, there’s this great game on the App Store! All you have to do is pre-purchase it and… wait longer!”

Well, now the game is out and ready for download today! No more waiting. So please, spread the word about the game, and feel free to use any of the information found in our press kit to do so: WhereShadowsSlumber.com/press

That secret page is really for journalists, which is probably why you’ve never seen it before. However, in the age of Facebook recommendations and retweets, sometimes word-of-mouth goes further when it comes from real fans instead of professional writers. So use those materials and share, share, share!

 

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Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.

In The News

Things are crazy over here at Where Shadows Slumber HQ right now. We’ll tell you all about it in a future blog post, because a lot of what’s happening is confidential. For now, here’s a roundup of all of the news organizations that have written about our game so far!

Apologies if you’ve read some of these already – part of the reason we do this is to aggregate them and make sure we don’t lose track of the articles. You may have seen some of these on our social feed throughout the week. If you have, you don’t need to read them again… share them with your friends instead!

Shameless reminder that you can still pre-order the game on iOS if you act now:

bit.ly/WSS-iOS

Okay, on to the articles!

 

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The team nervously reads what everyone thinks about our game. (Dramatization)

 

Pre-Order Reactions

When we launched as a pre-order on the App Store, many in the news media were pleasantly surprised to see our game. Others had been waiting for it patiently. Below, you’ll find some of the coverage people wrote before they got a chance to play our game. (Some had already experienced our free 2016 demo, which they mention in their articles.)

“It’s like someone took the ingenious shadow manipulation of Helsing’s Fire ($0.99) and mixed it with the hypnotizing isometric puzzling of Monument Valley ($3.99), which is a mashup made in heaven if I’ve ever heard one.”

-Jared Nelson, TouchArcade

Stunning Puzzle Adventure ‘Where Shadows Slumber’ Finally Arrives September 20th

 

“Personally, I’m excited to get my hands on the game at last and hope there’s a good chunk of content to dig into.”

-Emily Sowden, PocketGamer

The curious puzzler Where Shadows Slumber is finally up for pre-order on iOS

 

TouchArcade and PocketGamer are two of the biggest and most influential websites in the mobile game industry, so it’s nice to see how interested they are in our game! But it wasn’t just English speaking sites that noticed us, we also got some attention from other countries…

 

Where Doze the Shadows is a colorful puzzle where you have to control the shadows and solve difficult tasks with their help.”

Alexander Yarovoy, App-S.ru

“Where Shadows Slumber”: the Wanderings of a Lonely Old Man [Pre-order]

OK, that one had to be fed through a translator to actually read it. You can’t control shadows in our game, so Google Translate probably messed this one up. But we like the idea of referring to our game as a “colorful puzzle.” Incidentally, “the wanderings of a lonely old man” would be an excellent title for my future autobiography one day.

Finally, here’s an interview I did with Megan Meehan over at Blasting News.

“For as long as the game will run on existing hardware, it will be an enduring cultural artifact that people will enjoy for generations.”

-Frank, the guy writing this blog post

Where Shadows Slumber: Interview with Game Designer Frank DiCola

 

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Our First Review: AppUnwrapper

We sent Lisa of AppUnwrapper a promo code last week once we went live on the App Store. Apparently she knew about our game even before we reached out to her, but I never directly asked her how. (The demo, probably) That in itself is cool enough, but she also decided to review it and posted the article today! I don’t want to give away her reaction, because then you won’t click the link. So go read it!

‘Where Shadows Slumber’ Review: One Lantern to Rule Them All

It’s so strange to read reviews of our work. The feeling hasn’t really sunk in yet. I wonder when it will?

One more thing: our Metacritic page has been automatically generated by their system, but it’s looking a little empty right about now. Let’s hope it gets filled up with 5 and 10 star reviews in the coming weeks!

 

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Want a promo code? Email us with proof that you create content for a website or YouTube channel and we’ll send it right over! For everyone else, find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, or Twitch, and feel free to email us directly at contact@GameRevenant.com.

Frank DiCola is the founder of Game Revenant and the artist for Where Shadows Slumber.