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.

 

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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.

Pre-order Where Shadows Slumber on the App Store Today!

Starting today, Where Shadows Slumber is available for pre-order on the App Store! This is the moment you’ve all been waiting for…

Click here to be taken to our App Store Page!

And share the shortened link with your friends: bit.ly/WSS-iOS

If you’re not sure what “pre-ordering” means, read on…

 

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What Is A Pre-Order?

When a game is available for pre-order, it’s very close to launching on the App Store. So close in fact, that you can tell Apple you want to download the game the instant it becomes available on the App Store! Because Apple knows our game is launching so soon, they may place Where Shadows Slumber on a special “Coming Soon” section of the App Store to advertise it to their customers.

You can’t play it until the game is really available on September 20th, but you can share it with all of your friends! If you pre-order the game, you’ll be charged $4.99 USD on September 20th and the game will load on your device that day.

Tired of waiting for the game to launch? Sorry… we couldn’t pass up this marketing opportunity. Getting the game on App Store’s “Coming Soon” list is a huge boost for a small studio like ours! Besides, it ensures that we can spend the next two weeks marketing and talking to journalists before players get their hands on the game. When people start playing, I’m sure I’ll have to be glued to Twitter and Gmail answering people’s questions and giving them cryptic hints. It’s nice to have a reprieve… this is the calm before the storm.

 

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Do I Have To Buy The Game Right Now?

Yes, you do.

Ok, not really. You can wait until the game launches for real on September 20th before committing to a purchase. Some people like to wait until reviews come out from other customers or game journalists – that’s fine with us. (I do that, too) Chances are that if you follow this blog, you’ve already decided that you’re buying the game. If that’s not the case, just wait a few weeks! We’re confident that Where Shadows Slumber will be a critical success. We’ve put years of work into this game, and we know you’ll be impressed with the final product.

 

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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.

Something is Coming…

 

 

 

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That’s all for now. If you’re new to this blog, you can 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.

Our Marketing Plan

Now that the development phase of our product life cycle is behind us, the Where Shadows Slumber team is putting all of its focus behind advertising the game in anticipation of our upcoming launch. Last night, I met with Alba, Noah, and Caroline at Buzzfeed’s NY headquarters to discuss our strategy. (Jack is knee deep in wedding preparation this week, but we sent him our notes afterward) Shout out to Caroline for hosting us and giving us a tour! The Buzzfeed offices are awesome. I made sure to line my pockets with free candy every time I said I was “going to the bathroom.”

We’ve been pretty transparent about our process these past two years. Though I won’t reveal our planned iOS release date in this post, I can share with you everything we discussed at our marketing meeting last night. I hope this give you a sense of how small indie teams try to spread the word about their products. You’ll notice we’re leaning heavily on free / earned advertising, with a smaller focus on paid advertising. You may also notice that this is a ton of work. As we say all the time, marketing is really a full time job! If you can get someone on your team who does that around the clock, go for it. Wearing multiple hats is pretty stressful.

OK, enough whining! Let’s dive into the details…

 

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Teasing With Teasers

The standard formula for movie promotion these days seems to be:

  • Release a tiny teaser video that builds anticipation for a new product
  • Release a short video that announces the movie’s release date and builds anticipation for the next trailer
  • Release a trailer video that hypes up the final product once consumers can take some kind of market action (e.g. buying a movie ticket)

We decided to do something similar with Where Shadows Slumber. Over the next few weeks, you’ll see a few different videos go up on YouTube to announce the launch of the game. Alba composed different musical tracks for each video, and I’m going to film portions of the game to line up with them. (Play the audio file above to hear the rough cut – don’t worry, there isn’t supposed to be a video with it yet!)

Apple has a button on iTunes Connect that allows us to make the game available for pre-order. This wasn’t what we originally planned, but it seems like games that are available for pre-order are featured on a special part of the App Store. (Now that I have a bunch of iPhones lying around, I check the App Store constantly) If we can get on that pre-order list, we may be placed directly in front of a few million people each week. That would be awesome!

I’m not a big fan of pre-ordering games, personally. I tend to wait until games have been out for years before buying them. But I understand there are a lot of fans out there who don’t want to miss our game and want to play it the second it comes out. Also, any chance to get the game in a premium spot on the App Store is one we can’t afford to pass up. Stay tuned to this blog for more information! Teasers, trailers and announcements will all go up here as well as the Game Revenant Facebook Page, Twitter feed, and Instagram feed.

 

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Journalists and Children First!

There’s another standard industry practice we decided to go with: emailing codes to reviewers ahead of time. Apple will give you 100 free promotional codes that allow iPhone users to download your game even if it’s not released to the public. As long as the build is in the iTunes Connect system and has been approved by Apple, they can use the code to get the game for 28 days.

Journalists will get the game ahead of time, and we’re going to insist that they don’t release their reviews before a certain date. (This date will be prior to the full release of the game, but will likely be after pre-orders have begun.) This is usually referred to as an embargo. I used to think it was a dirty word, but my feelings have changed now that I’m a publisher instead of a consumer. The purpose of an embargo is to make sure that smaller outlets don’t get left in the dust by big sites like IGN. You also want to ensure that people play your game thoroughly instead of rushing out a review. By telling people that their review can’t go live before a certain date, you’re giving everyone else time to catch up with the big boys.

We have no way of enforcing this. If Polygon decides to scoop everyone else, there’s nothing we can do against a media giant. I guess I just hold a grudge forever, and don’t send them a code next time? It’s a bit weird. Anyway, if you think an embargo is something only shady game developers do, I think you’re mistaken. If we insisted on a Day 1 embargo, though… that would be a different story. Reviews for the game will definitely come out before the game is playable by the public, have no fear!

 

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The Where Shadows Slumber World Tour!

Ok, not really.

But at our meeting, we tried to list as many local educational institutions we could possibly think of, so we can go on tour giving lectures about the game. That probably doesn’t seem like something that would attract a massive audience, but I think it’s important. First of all, we’re all dying to talk about our game! We’d love to do a talk at the NYU Game Center, Stevens, some NY high schools, and any podcasts that would have us. We have so much knowledge to share!

More importantly though, we need content to post on our various social media channels to keep people engaged. We can’t just post GIFs of the game, or we’ll eventually give every one of our secrets away. So even if Jack and I talk about the game to a small room of 25 high school students, that video can then get posted to Facebook and reach 4,000 people. There’s really no speaking engagement too small or insignificant for us: everything can be spun into a good social media post.

Our list wasn’t very long, sadly. A lot of these institutions would rather see us become a success before booking us, rather than helping us attain success. No problem – I totally understand. We’ll see how the game does at launch, and try to jump from one talk to another. Hopefully we get to the point where people are dying to book us!

Do you have a classroom, podcast, or event that requires a speaker? Email me at contact@GameRevenant.com with details! We’re doing this pro-bono, so there’s no need for speaker fees or anything.

There aren’t too many conventions happening during the remainder of 2018, other than some Playcrafting stuff. So we’re definitely going to whatever Dan Butchko is throwing at the end of September / mid-October! If we put together an actual “tour,” I’ll put some kind of cool map graphic in a future blog post for you to all see. We might try for PAX East 2019, too. Man, it feels weird typing that. Remember PAX East 2017?

 

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A Website Overhaul

Caroline mentioned last night that our current website could use an overhaul – it’s basically just a splash page right now, because that’s all we really needed. Fairly soon, we’ll be ready for the professional website to go live with screenshots from the final game and a few new features. I’m really excited about that! Web design was never my specialty, but it’s so important for putting on a good first impression.

Most people will experience our game for the first and only time through the App Store. But, for those fans who find out about our game via social media or some kind of ad, they’ll probably get sent to the website. What we have up right now is kind of like a demo website – it shows off the team, some awards we won, and our demo screenshots. We’ve also had a presskit up for a year or two, but I don’t know how many journalists availed themselves of that resource.

The new website should hopefully have a separate section for the team (so it doesn’t clog up the main stretch) as well as some sweet parallax effects. We checked out the Firewatch website and got a little jealous. Don’t be surprised if you see us do something similar in the future…

 

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Wait – Are We Spending Any Money?

So far, everything we’ve mentioned has been free advertising. Since we don’t have any paid conventions planned, and the cost of train tickets to Brooklyn doesn’t really count, none of the above counts as “paid advertising.” That’s a good thing, because our tiny indie coffers are a bit empty these days.

However, we’ll be making use of a few sources of paid advertising. These ad networks let you dip your toe in the water with a little bit of money first before going crazy, so we’ll run some test ads on Facebook, Instagram, and Google Search. If you’ve ever wondered how these companies make money, this is how – from us! I also won a contest last year and was awarded $1,000 in credit for advertising on PocketGamer.com, so we may pick up one of their indie bundles.

Our budget is pretty low here: we’re talking less than $3,000 across ALL of these platforms, for the weeks leading up to launch and then a few weeks afterward. Personally, I would love to see the game make a ton of money before doubling down on these ads. I also need to check the stats on the ads themselves to see if people are really clicking through them to the App Store. If you aren’t careful, internet advertising becomes a dopamine game: put money in, see some orange bars fill up, get happy, and repeat. I want results! We may do an entire blog post about our ads if we get some interesting findings. Stay tuned…

 

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What’s Next?

Now that we have this plan in place, we have to actually do all of it! There’s still a few things left to plan, however. I want the team to have a spreadsheet listing every action item we need to do on launch day, with labels for who is responsible and the time this needs to go live. (This is stuff like “when do we post an announcement blog?” and “when do we all change our Facebook header to an advertisement for the game?”)

And of course, I need to plan out a whole series of teaser posts for Facebook, Instagram, and Twitter. Our Instagram in particular could use some love… I’m just learning how to use that app, and we barely have any followers. I haven’t really spammed those channels over the past few years, but now is the time to let people know something is coming down the pipe. I always hear that you need to see something about 20 times before you’ll buy it. I’ve heard that at least 20 times, so it finally makes sense to me!

 

 

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Thanks for reading this marketing update! If you’re new to this blog, you can 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.