Patch 1.0.10 Notes

After PAX East this year, Jack and I spent the entire car ride taking a critical look at our game based on the feedback we received. It may seem weird to continue iteration on a game that’s already been released, but we wanted to make the game as perfect as possible before it heads to new platforms later this year.

Many of these changes are substantial – altering the solutions to puzzles, the artwork, and even the order in which you solve puzzles. Some changes are so small you wouldn’t notice unless I told you, which is precisely the point of this post!

Here’s all the changes you can expect in the latest patch, which we hope will go live sometime early next week:


10 Artistic Changes

Some of the design problems with Where Shadows Slumber are actually just bad artistic cues – which is to say, these are things I made that looked cool to me but ended up communicating the wrong ideas to our players.

Most of these fixes are focused on the beginning of the game, since that’s the “make or break” period for gamers. If players aren’t impressed after the first five minutes, or the game is frustrating, we’re destined for a 1-star review. So here’s a visual walk-through of all of these changes, with the old versions on the left and the new versions on the right.

The Forest Levels

Forest Level 2, “Bridge”

This is the player’s first interaction with the design pattern we use for Draggable objects, but sadly it’s on two Non-Draggable objects that appear Draggable. (The ancient, crumbling bridges in the water) We decided to cover them with moss so they don’t look interactable.

The Jail Levels

Jail Level 1, “Light”

Before we changed this puzzle, it was very difficult for players to tell when the bridge was being repaired by the shadow. Now the bridge is much longer, which gives you more space to explore and see what the shadow is doing to the bridge.

Jail Level 3, “Lock”

This Level badly needed clarity and simplification. My earlier attempt at color-coding the different gaps in the bridge with really dark, indistinguishable colors and incredibly small little gemstones did not work. The new version has bold colors, big pieces that still connect the bridge even when it’s broken, and one fewer draggable light source.

Jail Level 5, “Pressure”

Similar to the puzzle I just mentioned above, 1-5 needed a lot of color to clarify what’s going on with different shadows affecting different objects. I like how it turned out!

The River Levels

River Level 1, “Docks”

The corner of the land mass above is not traversable. As you can see in the old version, it’s not clear that there’s a gap in the walkway. (We put a gap there because we only want players to see this shadow illusion in a specific way) This fix makes the gap more obvious.

This Draggable raft was giving players a lot of trouble, too. The square pieces are halfway into the water, so it’s not obvious that you can drag them. We want to try the new design, where the Draggable squares lie on top of the surface so they’re visible.

River Level 3, “Guide”

This Level featured a large tree that had some kind of light inside of it, and you could close the shutter to hide the light. This shadow was used to change the bridge in the center. Ultimately, this puzzle had too many elements going on in it. We can keep the same design without requiring players to figure out what’s going on with the tree.

River Level 4, “Ebb”

The shadow-casting wall in this Level is really big now, because it was awkward how you could shine your light as you walked down the steps here. Some people accidentally solved the puzzle on their way down the staircase!

The Hills Levels

Hills Level 5, “Rest”

This Level received a huge change, as well as numerous small ones. The most noticeable change is that the center island is no longer one big draggable, but instead is a platform with a draggable pillar on it that slides freely. We feel that this will allow players to more easily solve the puzzle, though the solution remains the same. There are also a bunch of small changes to where pillars come up to stop you along your path.

The Summit Levels

Summit Level 2, “Blind”

This one is super subtle. Can you see it? We added some footsteps for the invisible ghostly Knight who is patrolling around inside the shadow realm. (If you’ve never played the game before, I’m sure that made no sense at all.) We hope this helps players determine where he is as they try to solve this difficult puzzle!

Six Design Changes

Not everything we’re changing in this patch has to do with artwork. One of the largest changes is really subtle – you’d only notice it if you played the game a lot. New players would never even realize what we did.

These changes were made based on lots of user feedback with the final product, as well as in preparation for a future version of Where Shadows Slumber that’s free to download and has paywalls interspersed. Here are six non-aesthetic changes happening in Patch 1.0.10…

No More Riding Draggables

The largest change, and one that spawned a whole bunch of other changes, is a clarification to the way draggable objects work. Obe can no longer stand on these while they move, so a few puzzles had to be updated. Now you’ll always see the image above when Obe is standing on a draggable bridge, and we hope this is less confusing.

Forest Level 3, “Monolith”

The draggable pillar now begins raised out of the water instead of submerged. We felt like it was not obvious that it could be dragged, since it was so well hidden by the rock and moss.

World 1 Order of Levels

We’re rearranging this World in order to make the introduced mechanics flow better. (The actual screen won’t look as it does on the right, that’s just a diagram I made to show you how the puzzles are moving around.) The previous section used the old World 1 numbers.

River Level 3, “Guide”

In this Level, you used raised walls to cast shadows on the center bridge. This involved “dipping” the center in shadow briefly either by letting the walls go up and down, or by walking Obe in and out of the corner to see the change. In the end, it was a relic of a way shadows used to work very early on in the game’s history. We eventually changed the walls into pillars you can walk around, to be more consistent with the rest of the game.

Title on Device

We’re changing the build name from Shadows to Where Shadows Slumber. I chose “Shadows” because I knew it would fit nicely on everyone’s phone screens. But it seems like poor branding to have everyone refer to our game as “Shadows” from here to eternity. We also considered “WSS” but that seemed to cryptic. Let me know how it looks on your phone screens!

Paradise Level 5, “Gates”

Last but not least, the most difficult puzzle in the game just got a whole lot less tedious. Now there are doorways to any of the four colors in this puzzle, available from any color area. No need to keep going back to the yellow zone!

Coming Soon To A Phone Near You…

I had hoped to get the patch out already, but there are still some tiny fixes left to do and a lot more testing. But once it’s all ready and this patch is uploaded to the App Store and Google Play, you’ll get a push notification to notify you that it’s been downloaded. Please try it and let us know what you think of the alterations!

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store!

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, 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.

How Much Do Premium Indie Games Really Make?

Hello, loyal readers! If you’ve been following this blog for a while, you know I’ve been teasing a money post for quite some time. The fateful day has arrived! Spreadsheets, I summon thee!

If this is the first time you’re reading this blog, thanks for tuning in! My name is Frank DiCola, and I’m the CEO of Game Revenant. I was the artist and animator for Where Shadows Slumber, a premium indie puzzle adventure game that released late last year on the App Store and Google Play. We have a whole archive of posts going back two years if you want to take a look at our design process! However, this post is dedicated entirely to examining the financials of our launch window on the global mobile market.

Why put this information out for the world to see? Well, something that impressed me about Monument Valley back when it originally launched was how open the developers were about their income & expenses. Jack and I vowed to do something similar once Where Shadows Slumber launched. Of course, at the time, I hoped to also make as much money as Monument Valley, but as you’ll see below that didn’t exactly pan out. Even so, I expect this blog post will be really informative for indie developers who are just starting out. I wish I could tell you once your game hits the store, you’ll be rolling in money. But it’s probably better for you to hear the truth, in plain black in white.

This blog post will chronologically address the income and expenses related to publishing Where Shadows Slumber, covering the following:

  • Our pre-marketing budget
  • Our development costs
  • The revenue Where Shadows Slumber made
  • Our break-even point
  • The marketing effort going forward

This is going to be a dry one if you came here for art, programming, music, or other fun game design stuff. The part no one tells you about running your own indie studio is that you spend a lot of time examining old bank account statements and crunching numbers in Excel to get your taxes in on time. Read this post if you want to know what it’s like spending money to promote your game!

DISCLAIMER: The income and expenses here are 100% related to Where Shadows Slumber. Costs related to running a business (paying an accountant, office supplies) are not included in this post!


2016: The Early Days

If you’ve been following us for a while, you’ve heard us talk endlessly about how we started our development with a demo / vertical slice version of the game. Because that didn’t launch until late 2016, this year was mostly spent in heads-down development mode. And since Jack and I were working together on the game for free (well, for future revenue share) there were no salary-related expenses either.

In fact, there were so few expenses in 2016, I can just list them in a sentence: we paid for an IndieCade submission, bought a standing display banner, entered into the PAX East Indie Showcase, bought the Where Shadows Slumber domain name, and started an Apple developer license, for a grand total of $402.15 for the year.

2016 Expenses: $ 402.15

2016 Income: $ 0.00

With nothing to sell, and no ads in our (unexpectedly popular) free Demo, we didn’t pull in any money during 2016. That’s fine though, because we weren’t expecting to make anything that year! Things get exciting in 2017, though…

2017: Hitting The Road

This was the year we started to really spend money on the game’s development, as well as pre-marketing. We spent a few thousand dollars, so it’s worth going category-by-category to discuss where we allocated money. The largest categories by far were Contract Labor and Travel Expenses, as you can see below:

Our Advertising budget was mostly spent on physical stuff we hand out at shows, like drop cards and Where Shadows Slumber buttons. The reason Contract Labor cost us so much is because Alba and Noah came in during the end of this year to make the game’s audio (worth it!), but we also paid our friend Zak Moy to make the logo and got our Demo professionally translated into multiple languages.

The number you see quoted here for Events actually reflects event submissions, as the only event that really cost money was the original PlayNYC at Terminal 5. You can see how team Meals really stack up over time, but the big culprit for doing events is Travel Expenses – it’s hard to get hotels and train tickets for cheap! Between travel, hospitality, and then stuff like parking and Uber receipts, we racked up a small fortune in travel expenses. The totals for this year were:

2017 Expenses: $ 10,456.74

2017 Income: $ 0.00

Once again, we didn’t do anything that would generate income. The game would still need another 9 months of development before it was ready for prime-time, and Game Revenant didn’t sell anything related to Where Shadows Slumber like T-shirts or plushies. No income yet, none expected!

2018: Finally… Money!

2018 was the year we finished development and launched the game on the App Store, Google Play, and the Amazon App Store. Our marketing efforts before launch consisted of a ton of travel, as you can see below. Contract Labor and Travel Expenses dominate once again, making up nearly $12,000 of the budget!

The Contract Labor section is dedicated entirely to paying our hard-working musicians, and the other categories fall into predictable camps (internet ads and swag for Advertising, full game translation for Professional Services, and Event fees for spots at Play NYC and Gameacon) The reason we racked up so much in Travel Expenses is because in 2018 we went to MAGFest, SXSW, and PAX East. Actually, most of the cost is from SXSW because of the flights to and from Austin. Driving to shows is really important!

2018 Expenses: $ 15,105.04

2018 Income: $ 21,229.24

We finally had some income now that the game was made available to the general public! While it felt good to have income for once, the total amount was sort of underwhelming. Premium games are a dying breed, and we knew that going in. Lots of people told us to fill the game with scummy ads and videos instead of charging up front, but we didn’t want to do that to you. Integrity comes at a steep cost though – our income from 2018 left us still at a deficit, meaning the game cost more to make than it made in revenue! I’ll talk more about that in the next section, but first let’s examine some details about the launch.

Breakdown of sales by percentage of revenue earned in 2018.
iOS (96.05%) Android (3.5%) Amazon (0.45%)

We launched on iOS on September 20th and then on Google Play on November 20th of 2018. I expected the App Store to make more money than Google Play, but since we released two months earlier on the App Store these numbers are a bit skewed. Apple got a head start, no fair! Even so, my gut tells me that Google Play will continue to under-perform the App Store as time goes on. As you can see in the Tasty Circle chart above, iOS dominated our sales and it wasn’t even close.

But what really disappointed me was the abysmal performance we had on the Amazon App Store – I knew it would be bad, but I didn’t think it would be that bad. The number shown there is from two sales, one of which is me. (I needed to get the game onto our Kindle and that was the quickest way)

The area graph above gives you an idea of the bumps in sales we got, as well as their impact. Don’t be mislead – although the line is hugging the bottom of the graph and sales are poor, we get a tiny amount of money each day. I don’t think we ever had a day where no one bought the game, which is good.

We hoped the buzz from Launch Week, where we were featured on top of the Games Tab, would extend forever. But once we left that prime-time slot, sales plummeted and never recovered. We were able to boost sales with events like the Halloween Sale and Cyber Monday, where the game was offered at a discount. Then we got surprised with the Game of the Day announcement in early December. Kudos to Apple – they really did a lot to promote our tiny indie game, and I’m sure they’ll include it in a few articles sporadically throughout the coming year. But it’s really hard to get eyes on the game without them holding our hand, as much as I hate to admit that.

(There isn’t enough interesting data to show from Google Play yet, so I’ll have to put a chart up for that sometime later this year once there’s more to see.)

2019: Break Even, Break Out

Starting on January 1st, 2019, Where Shadows Slumber needed $4,734.69 to hit our break-even point. It doesn’t pay to list that number in terms of “units required to break-even” because sometimes the game is on sale, and other times people buy the game in other currencies that don’t convert neatly into $5. Here’s a better way to put it into perspective: Apple is going to send us $2,764.77 on January 31st, and Google already put $879.87 in the company account on January 15th. So we’re already down to just $1,090.05 before we break even, which I predict will be reached by the end of February.

Of course, breaking even is pretty lame since sales are just barely trickling in at this point. Ideally, we would have broken even a long time ago and found a nice rhythm where our daily sales can lead to a good projection for each quarter’s revenue. We’ll break even without any extra effort just because people are randomly finding out about the game – but in order to break out of this slump, it’s going to require more effort. One cause for optimism is that we haven’t launched in China yet, though a publishing deal has been in place since 2017. (Not their fault at all, obviously!) Now that the blockade on new government approvals seems to be ending, we’ll get up-and-running in that country hopefully by Q3 2019.

As far as the rest of the world is concerned, I recently told the team my plan to re-invest the money Where Shadows Slumber made back into marketing so we can escape the doldrums. Only this time, that money won’t have to be paid back to the company. Game Revenant isn’t in debt or danger of bankruptcy, so we can use this money to boost the game. Then, each quarter’s revenue will go directly toward profit sharing so that everyone (including myself) can finally get some money in their bank accounts.

So, if you haven’t purchased our game yet, please do so! Hopefully our next financial report will be a bit more exciting. For those of you who are already super-fans, be on the lookout for some related merchandise coming from us in the coming weeks…

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store!

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, 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.

Merry Christmas (Sale) 2018!

Merry Christmas, everyone! Instead of the usual Tuesday blog post, since today is Christmas, I don’t have too much for you. (My family is going to be here in about an hour) I guess that’s sort of underwhelming for the last blog post of 2018… sorry!

But Where Shadows Slumber is on sale for Christmas until New Year’s, so I wanted to take a second to let everyone know about the upcoming deals. We’re offering the game for just $1.99 USD (or regional equivalent) for two weeks! It’s a little different for each platform though, so pay attention:

 

App Store (iOS) Christmas Sale: December 25th – January 6th (link)

Google Play Christmas Sale: December 27th – January 3rd (link)

Amazon App Store Christmas Sale: December 22nd – January 6th (link)

 

That’s going to be it for 2018, so take some time to play our game and relax! We’re heading to MagFest 2019 next weekend to kick off the new year, so I’ll see you all on New Year’s Day to give you some updates about it.

Hope you had a good 2018, everyone!

 

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store!

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, 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.

We Were Game of the Day!

Every once in a while, we’re going to use this space to just brag about something awesome. We hope you don’t mind! Yesterday, Where Shadows Slumber was featured in the Today tab on the App Store as the “Game of the Day.”

Every day, the App Store Game editors pick a game they feel deserves a moment in the spotlight. The impact it had on sales was pretty severe, as we’ll show in our upcoming financial tell-all blog post. But more importantly, it’s a nice ego boost to some struggling indie devs. Someone out there cares! Thanks, Apple.

Unfortunately, you can only read the official article if you’re on an iPhone or iPad. So just to make sure everyone gets a chance to read it, I’ve copied the text below as best as I could. What follows is the full text of our “Game of the Day” article, which was written entirely by staff at Apple and not by us. How cool is that?!

 


 

 

History-GameOfTheDay2018-Snippet

Most games treat darkness as a threat. In the melancholy Where Shadows Slumber, shadows shed light on perplexing spatial puzzles.

History-GameOfTheDay2018-Pics01.png

Magically repair a broken bridge by passing the right combination of light and shadow over it.

You’re Obe, an old man equipped with a mystical lantern that can change and morph each mazelike level. As you progress, objects and other light sources create shadowy patterns. Activating switches causes objects to slide and move, altering the location of the shadows and revealing previously unseen paths – and dangers.

Obe eventually has to coax other characters to press buttons and switches. It ramps up quickly; within a few levels, you’ll have your hands full puzzling out the right patterns to open the way forward. It’s typically brief, however. Where Shadows Slumber is filled with aha moments when the solution suddenly becomes evident. You won’t be stuck in the dark for long.

History-GameOfTheDay2018-Pics02.png

What’s wrong with all these people? It gets pretty creepy.

With an evocative animation style and stark use of color, Where Shadows Slumber paints a dreary, beautiful picture. A strange, rhythmic soundtrack amps up the tension, while brief, menacing cutscenes featuring mean-spirited beasts give glimpses into the game’s mysterious narrative. Where is Obe headed, anyway?

It’s all a bit hazy. But while the story is deliberately ambiguous, Where Shadows Slumber’s unique, shadow-manipulating mechanic shines clear as day. Step into the light.

 


 

We’re so thankful to the staff at Apple for featuring our game. Please share this article with your friends if they haven’t purchased the game yet – what more proof do you need that our game is awesome?!

See you next time!

 

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Where Shadows Slumber is now available for purchase on the App Store, Google Play, and the Amazon App Store.

Find out more about our game at WhereShadowsSlumber.com, ask us on Twitter (@GameRevenant), Facebookitch.io, 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.