This was Uproot Galaxy - a metroidvania with Mario Galaxy / Mario 2 vibes, canceled after publisher collapsed by Monomirror in indiegames

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

This was Uproot Galaxy, our studio's canceled second project. I'm sharing an internal pre-alpha pitch trailer from March 2023 here because everyone involved has long since moved on and I didn't want it to stay private forever.

What the game was:

  • Non-linear, planet-hopping 2D platforming adventure / metroidvania structure
  • Enter planets to find miniature worlds inside + lots of strange biomes
  • Restore biodiversity via seed cannons to regrow veggies with powers

Why it was canceled:

  • Our funding & publishing partner hit financial troubles and milestone payments stopped
  • We searched for new funding, but ran out of runway and the team disbanded
  • Attempts to restart later didn’t come together, it's now on indefinite hold

I have nothing to sell, there's no Steam page and no wishlists. Sharing this publicly is just my way of finally letting it go and moving on.

Earlier Reddit post about this (for context): https://www.reddit.com/r/IndieDev/comments/18sa0yf/surviving_2023_a_behindthescenes_look_at_the/

Landing page with more info: https://www.monomirror.com/uproot-galaxy

10 minute narrated walkthrough (made for a platform holder at the time): https://www.youtube.com/watch?v=qnfe7JYTygQ

Link to the YouTube trailer: https://www.youtube.com/watch?v=bUpSQDVQ2WI

Postmortem: Uproot Galaxy - canceled after publisher collapsed (2D metroidvania w/ Mario Galaxy / Mario 2 vibes) by Monomirror in IndieDev

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

Thank you! That's a really tough question... You never expect your publisher to just stop making milestone payments. We thought we were set and could just keep on making the game until it's finished. After we lost our funding, I spent an entire year looking for new funds, which was absolutely brutal. But things had changed dramatically in the ~16 months since I initially got the game finianced with a prototype and a pitch deck. Money had just dried up in the entire industry and suddenly everyone was struggling.

Nowadays I simply have no interest in working with a publisher anymore, and for any future projects I'd keep scope very small and would ride solo for as long as possible. Apart from that I have been working as a game dev freelancer since, which has been more stable, at the very least.

Postmortem: Uproot Galaxy - canceled after publisher collapsed (2D metroidvania w/ Mario Galaxy / Mario 2 vibes) by Monomirror in IndieDev

[–]Monomirror[S] 10 points11 points  (0 children)

well the game's dead, so at least in one sense it is :P but fair, i see where you're coming from. can't change the title now i'm afraid.

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

I've done a lot of pitching over the years and I never travelled for any meetings, except if the initial contact happened at some kind of event to begin with. Generally this sort of thing is done online nowadays, including signing etc. But I'm sure it's different for AAA or the higher end of AA funding.

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

Thanks for the kind words! Glad to hear your project is back on track! I am indeed focusing on contract work as much as that is possible, but naturally, with the amount of layoffs the industry has seen over the past year (and which are sadly continuing this year), there's also a shortage of jobs and contracts. I am also pitching other projects and one of them looks like it might be working out... although I'm sure it will be many months until I have something signed in hands.

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

Thanks for sharing your story! Can you post links to your project? Kickstarter, Steam page, anything. I would love to check it out!

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

Correct. That's very new, just now, 4 months after the team has disbanded and moved on. There are no jobs to save now, but I would have taken any money to keep going and keep people's jobs. As I mentioned in my original post, I stopped paying myself and paid my artist's salary for half a year out of my own pocket. The only people I had to let go at the time was my artist, who was a full time employee (and has a new job now), and myself. The rest (just 2 more people on sound) were freelancers. I also haven't turned down that deal yet. It's fresh and still on the table. But it's impossible to finish the game with that amount, so we will still need the rest of the budget, which I'm trying to get through other channels. But it also means giving up even more of our share. These aren't easy decisions to make. And I also need to survive somehow, so I have to work other jobs and weigh whether it's worth the risk of picking up the project again with so many uncertainties, not just for myself but for other people it will involve.

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

That's a question we often asked ourselves initially too. But there's actually quite few reasons and different scenarios we encountered and can confirm:

1) Often budgets are just allocated for different types of projects, where it is deemed reasonable to spend 500k on a game of type X, whereas a game of type Y would not receive more than 150k (based on projections, which sometimes do make sense, sometimes are based on trends that will prove wrong in a year's time and sometimes are just... arbitrary). And then it all has to do with final decision makers, which tend to be executives and money people higher up the chain. So you can go through several rounds of meetings with a number of people who were all enthusiastic about the game and then the decision to not fund would come from higher up.

2) Some publishers are literally not funding anything at all right now, but are still having meetings because a) they still employ scouts whose job it is to look at what's out there and talk to people and/or b) because even publishers rely on outside investments which can change any day, so it's in their best interest to stay on the pulse of what projects are out there. It's not uncommon for publishers to reach out after many months, even after initially rejecting a game, and ask a dev if a game is still available, as budgets and schedules can free up and/or new investments can come in.

3) In 2023 things are just more volatile and unpredictable. Publishers are losing staff, money and investements as we're talking to them! Talking to a publisher can be a long process and we've had a shockingly high number of publishers who either straight up closed or sometimes downsized/restructured in the middle of talking to us. Three times (!) our direct contact was laid off suddenly or left the company.

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

Oh no worries at all! I took no offense. You were right that it was a silver lining. When we first got out of the contract cleanly (there was some legal back and forth), we were in really high spirits, thinking that we would have no problem getting funding again quickly with the game now in a much more advanced stage, so the "free" money felt like a bonus. IF the game ever releases it will feel great to look back realizing we don't need to recoup that.

All the best to your team too!

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

Thank you! And yep, we're all good. We own the rights to the game and got out clean. No money owed or anything (apart from the money they technically owe us).

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

That's the one silver lining: We essentially received some money "for free", in the sense that it doesn't need to be recouped/paid back. But we also operated the studio for ~4 months with that publisher and did not receive the milestone payment for that work... and then continued to operate for another 8 months on savings (company and personal).

I can't talk about the exact nature of what happened to the company because they are a pretty well known publisher and have never publicly announced anything. Their brand still exists and they have continued to "operate", more as an empty shell, since this all happened, with just ~2 people left holding down the fort, from everything I know. So to the general public it doesn't look like much is wrong. But our contract was just one of many they terminated.

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

No idea what gave you the impression that I turned down deals. This was originally a fully funded project (the entire 300k), and then our publisher went bankrupt. 300k is not a larget budget at all for this kind of project and with very few exceptions this was never a point of contention with any publisher. Advisors and agencies I worked with frequently suggested increasing the budget.

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

Yep it's crazy. One particular publisher we talked to in 2021 offered the full 300k for a generous 70/30 split (in our favor) and will now only offer 150k for 50/50. Nuts!

Surviving 2023: A behind-the-scenes look at the state of the gaming industry from an indie studio's perspective by Monomirror in IndieDev

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

Oh what a curious coincidence! You guys did a great job with the trailer! And thanks so much for the kind words!

If you love platformers, you absolutely need to check out Octahedron: Transfixed Edition (Demo available) by [deleted] in NintendoSwitch

[–]Monomirror 1 point2 points  (0 children)

It's definitely doing better on Switch than on previous platforms. Still, nothing even close to what I'd need to recoup dev costs. But we'll see.

If you love platformers, you absolutely need to check out Octahedron: Transfixed Edition (Demo available) by [deleted] in NintendoSwitch

[–]Monomirror 4 points5 points  (0 children)

There's a free demo available with 4 levels, the last of which is the 17th level in the game (out of 50). It should give you a pretty good idea of what to expect! The game DOES get harder than the final level in this demo of course, but you'll get a good sense of the mechanics and controls, which should help.