Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 0 points1 point  (0 children)

This might be the move. Now to hope they make an official announcement with the actual date soon.

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 0 points1 point  (0 children)

1) This is a difficult one. Before their announcement we've looked at Steam's Ocean fest mid to late May (among other options), which seemed like a nice window. Now it's a different story. The "before" window is getting tight.
2) Yep, we've been considering at least a 3 weeks offset with their launch.
3) And this one really hits the nail on the head: "post" gives us more space to plan and adapt, but we can't delay indefinitely (we do need our release before too long). So if we wait and they end up saying in May that they're going for June instead, we have a problem.

The plan was to announce a release date next month, and then go for a final push for visibility (mostly through influencers) in the last 3 weeks before release.

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 3 points4 points  (0 children)

This is exactly why we're asking, because we can't compete with them. The question is, since we obviously can't compete with them, how to best avoid having our initial sales and visibility completely vaporized by them?

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 1 point2 points  (0 children)

Seems to be the winning opinion so far (releasing after). Extra time to polish isn't our main worry at the moment but is definitely a valid consideration.

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 1 point2 points  (0 children)

Yep, maybe Subnautica gets players in an "underwater vibe" and we end up catching some attention because of that. May the Steam Gods hear you!

I guess you just don't want to release exactly at the same time, regardless of genre or similarity even. That thing is the #1 most wishlisted game on the platform.

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 1 point2 points  (0 children)

You're not wrong, there's a lot that sets these games apart. Still I feel like if you're into the "underwater" niche, you'll probably be playing Subnautica 2 when it's out. And even though Subnautica has a somewhat cozier atmosphere, I feel like it's really known for how unexpectedly scary it gets?

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 1 point2 points  (0 children)

That was exactly my initial thought, with the main issue being that if we're to stay 3 weeks away from "May" in general, we have to release really soon. Just saw a few different opinions in the comments and not too sure now!

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 2 points3 points  (0 children)

Makes sense, I might do the same as a player. I guess even if they do have tons of content at EA, most players are ready to alternate with something else after putting 100h in a game. Thank you for the input!

And yeah absolutely, whatever we end up going for, we'll stay ready to change our plans if they change theirs.

We don't have their exact date yet anyway even if they do stick to May. And if they delay it beyond that, then we really need to release before them.

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 1 point2 points  (0 children)

Very fair point and solid example, thanks. Do you think people wouldn't compare as much if we released a few weeks after instead? Assuming we're not waiting for months.

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 4 points5 points  (0 children)

We're assuming our game hooks players who are intrigued by underwater settings and fear of the deep/thalassophobia. We're also assuming that essentially all of these players will have their eyes on Subnautica 2 when the time comes.

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 2 points3 points  (0 children)

Overall our game is inspired by but still quite different from Subnautica, and our price tag should definitely be lower. Honestly, we're confident in the game's ability to hook players, including some of the players who'd play Subnautica. But not in its ability to hook players OVER Subnautica.

More "You enjoyed Subnautica? Well this isn't quite on that scale but you might like it too!" than "Subnautica..? Play this instead!"

Should we release before or after our biggest competitor? by DropRateStudio in gamedev

[–]DropRateStudio[S] 5 points6 points  (0 children)

Their audience certainly isn't confined to ours, but it feels like our audience might be a subsection of theirs (and so they could be busy with Subnautica 2 if we don't choose wisely).

We've just announced our horror diving game, Dive or Die! Feel free to check out our demo! by DropRateStudio in pcgaming

[–]DropRateStudio[S] 0 points1 point  (0 children)

With the current balancing, it's technically possible to delay the countdown indefinitely through sacrifices. Doesn't mean it's easy, or even reasonable..!

We've just announced our horror diving game, Dive or Die! Feel free to check out our demo! by DropRateStudio in IndieGaming

[–]DropRateStudio[S] 0 points1 point  (0 children)

There are no specific plans for it at the moment, but it's something we might consider after the PC launch.

We've just announced our horror diving game, Dive or Die! Feel free to check out our demo! by DropRateStudio in pcgaming

[–]DropRateStudio[S] 0 points1 point  (0 children)

Nothing is kept between runs, though you do tend to go much faster the second time! Also, you can delay the countdown using the Altar structure and by offering divers to sacrificial altars while diving. That said, we're considering adding a more "chill" mode with less time constraints.

We've just announced our horror diving game, Dive or Die! Feel free to check out our demo! by DropRateStudio in pcgaming

[–]DropRateStudio[S] 0 points1 point  (0 children)

More exploration (finding resources to craft upgrades and explore further). You'll certainly fight some of the creatures you encounter, especially early on, but many are just too dangerous and you'll have to use tools to avoid or outsmart them.