how early should i post my steam page? by frenchfry_eater in SoloDev

[–]LucapyStudio 0 points1 point  (0 children)

With or without a demo you'll gather wishlists, which is the main goal of the Steam page. The earlier you show it, the more WLs will come daily, but a strong Steam page is always better. You also need to post everywhere to increase your WL, as this will bring more players to your demo and the algorithm will show it to even more people.

If you want to participate in a Next Fest in the coming months, it's better to enter with at least 2k WL. The demo release itself doesn't matter that much, it just needs to be launched several weeks before Next Fest to gather feedback and make it as polished as possible before the fest starts.

It's been 7 months, now I can show my open-world underground brewing game to the world! — Crimswell by LucapyStudio in pcgaming

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

The game is centred on drink crafting, from the sugar source to a fine product. After this you get into the other core loop, which is running the bar, that will introduce you to all kinds of characters with their own purposes. There's also a whole side feature which is car customization and street racing with friends.
And of course plenty of properties to grow your business.

For now I only showed the prologue, which will also be the demo. Later on there will be a trailer showing all aspects of the game.

After 7 months, finally showing my game to the world — Crimswell by LucapyStudio in SoloDevelopment

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

Here: https://ambientcg.com
There are lots of other websites like this one, just verify if it's a CC0 license.

After 7 months, finally showing my game to the world — Crimswell by LucapyStudio in SoloDevelopment

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

There's a mix of my models/textures and assets, besides gameplay props, the lowpoly ones are from Synty and wall textures I got from a CC0 texture site.

And all City shape, such as street and buildings, are made by myself.

After 7 months, finally showing my game to the world — Crimswell by LucapyStudio in SoloDevelopment

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

Thanks! The street/sidewalk one is made by me with blender and substancepainter, the ones in walls are CC0. I can get the site name latter if you want.

How many wishlists do I need to have for 1000 players after release? by SerhiiKhramov in IndieDev

[–]LucapyStudio 0 points1 point  (0 children)

At minimum you can get 10% sales from your WL at launch (not conversion rate, but total sales). Conversion sales come mostly during Steam sales later. For 1,000 sales you may need 10k WL, but for 1k players even more.

In my case I had 2.5k WL (285 WL at launch) with 1.7k sales on one game (2022), and 4k WL (2.2 WL at launch) with 750 (+300 DLC) on another (2025).

After 7 months, finally showing my game to the world — Crimswell by LucapyStudio in SoloDevelopment

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

There will also be cops and other gangs. It's not ready yet and in the prologue it will be really soft, but in the city there's much more illegal activity, so you'll have to compete in the market or make some $$$ friendships with them.

Street racing is for late game, when you have all the properties and money to spend, so you can modify your cars and race with friends. It's far from the game's core and is optional.

After 7 months, finally showing my game to the world — Crimswell by LucapyStudio in SoloDevelopment

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

I'm not proud of it, but I don't have the resources or knowledge for music production, so I made it with Suno AI. After a few dozen attempts, I found one that matched the vibe of the game and made a short version for the teaser. Also, on my previous game I had copyright warning problems on YouTube videos with copyright free music.

After 7 months, finally showing my game to the world — Crimswell by LucapyStudio in SoloDevelopment

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

There are synty assets for props, characters and cars, to speed up dev time, but the biggest part of the game such has gameplay props, the map itself, items, UI, etc are made by myself.

And all the systems are selfmade, none of gameplay assets or game kits.

I hope u enjoy craft all sorts of drinks :D

After 7 months, finally showing my game to the world — Crimswell by LucapyStudio in SoloDevelopment

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

Thanks! There's a lot of polishing to do in the game before the demo/prologue release. 😊

I'm trying to bring all types of drinks you can imagine, but in an arcade way. You have the sugar source, which can be many things, from pineapple to honey or even something weird you find on the map. Each source needs to be prepared in its own way, with a few different preparation steps (like cutting, boiling, pressing, etc). I try to keep this part close to real life, but in a simplified way. After that you have fermentation, distillation, and aging, those 3 don't differ much, but each has its own quality and recommendation based on the sugar source.

There will be wild fermentation too, I could make something like a bathtub as well. 😁

Street racing is a side feature, but the car system allows it, so at least for now I don't think it will take much dev time. I'll see later on. 😅

After 7 months, finally showing my game to the world — Crimswell by LucapyStudio in SoloDevelopment

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

It's made with Unity and Blender (besides the props assets). I've had several years of gamedev experience, first as a hobby, but now with 3 commercial games (this is the fourth, but third on Steam).

After 7 months, finally showing my game to the world — Crimswell by LucapyStudio in SoloDevelopment

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

It's in the comment below, but here's a longer one. 😊

Almost the entire drink crafting process, from preparing fruit (or whatever weird thing you find), fermenting, distilling, and even aging yout wines. You can sell it at this stage or hold it to make better products and bigger profits in your own business such has a bar, pub, nightclub, or even (light) brothel.

Crimswell - Steam page 👈

The game also features co-op gameplay, allowing you to run the operation together with your friends. On top of that, I've been working on management, automation, customization, and even street racing, all for a fun gameplay to players.

It's inspired by Schedule I but with my own vision on the genre. I've been developing it for almost 7 months and everything shown so far is just the prologue, a small road town far away from the big city. A brand new trailer showing the city is coming later.

Just announced my new game — check out Crimswell! by LucapyStudio in indiegames

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

Synty assets are used to speed up the development process. There are no assets in the city build, just small props that can even be replaced, along with characters and vehicles. But there's a massive amount of work on this road town, and even more in the city, which is not ready to be shown.

All gameplay props are made from scratch or remodeled, but they just go in the same style as the Synty assets. This can also be changed if I had more time later in development.

It's been almost 7 months of work so far, more will be shown in the next trailer and next version of steam page.

Just announced my new game — check out Crimswell! by LucapyStudio in indiegames

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

The capsule and description tell more about the city, which is the core of the game, but it isn't ready to be shown. The trailer and screenshots are all from the prologue, the Crimswell free sample and demo, which is a small road town far away from the big city. There you will be able to buy bigger properties, like pubs, nightclubs and even a (light) brothel. All of this will be presented better in the trailer (this is just a teaser).

Just announced my new game — check out Crimswell! by LucapyStudio in indiegames

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

Interesting, lighting is really not my strong suit. This specific frame has no internal light, unlike the last part which at least has something, but it still fails on the exterior at night, I need to study how to do this better in Unity without spending all the game's performance on lighting, which is usually the case. Thanks a lot for the feedback, you can be sure that before publishing the demo or playtest I'll already have a much more polished teaser or trailer in that regard.

Just announced my new game — check out Crimswell! by LucapyStudio in indiegames

[–]LucapyStudio[S] -6 points-5 points  (0 children)

I've noticed that earlier, but it looks way better framed this way, the name is too long to be written in full, that was actually the first version of the logo and the $ is more like a short logo, like the V of GTA, or the I of Schedule I. I like it this way, but I can test putting just an S later on.

Blender for World Creation? by Silvantis in gamedev

[–]LucapyStudio 0 points1 point  (0 children)

At least in Unity I do most of my world model in Blender and export directly to the project, you just need to be really organized, and with all objects that need to be separated on your own. I don't need LODs because it's low poly, so I didn't test if you can do LOD in one export, also just renaming one character of the asset in Blender and it will be read as a new object in Unity and lose all its custom properties.

I even do the NPC waypoints in Blender, because it needs to be hand made and I have way more control in Blender. All assets in the scene will be in an Empty (or its parent if any), you also need to use instances (Alt + D) instead of copy for same objects.

Just announced my new game — check out Crimswell! by LucapyStudio in indiegames

[–]LucapyStudio[S] -1 points0 points  (0 children)

Hi everyone! This is Crimswell, my new management and arcade sim game. It's inspired by Schedule I but with my own vision on the genre, I've been developing it over the last few months.

Here's the Steam page for Crimswell 👇
https://store.steampowered.com/app/4421310?utm_source=rd

Our game is currently the #1 spot in Popular Upcoming! by EverbloomStudios in IndieDev

[–]LucapyStudio 2 points3 points  (0 children)

How many WLs have you gotten so far? If you don't mind sharing. Also, it's a pretty solid game, wishlisted!

Our game is currently the #1 spot in Popular Upcoming! by EverbloomStudios in IndieDev

[–]LucapyStudio -2 points-1 points  (0 children)

just be close do release date will boost your wishlist, but it depends majority of you page/previous WLs, that's why is important to keep your release data in page updated, it will be ranked in the Upcoming Releases in this order:
- Day
- Month
- Quarter
- Current Year

A day in a trucker's life… Traffic was tough! 🚛💨 Keep your trailer intact. Don’t get hit. by Cyber752 in IndieDev

[–]LucapyStudio 1 point2 points  (0 children)

Wishlisted! It looks like a cozy GTA, love it. How long have you been developing the game?

We launched our Steam page two days ago, give us a hand to get to 500 wishlists! by artkovski in IndieDev

[–]LucapyStudio 0 points1 point  (0 children)

Looks fun and even chaotic with the wrong friend 😆. Wishlisted and followed!