
Enough early access!
I’ve started development on Vecter on the 7th of April 2019. It feels like forever ago… Following quite a bit of unexpected interest and encouragement, I gave Steam their hush money, uploaded it, and officially launched into Early Access on November 4th, 2019. People enjoyed it so much that Vecter has over 400 reviews and a positive rating of over 95%. Not bad for one guy in a room and his online friends on discord ey?
Vecter has been featured on GameJolt, it reached the New and Trending section on Steam’s Free to Play hub when it launched in Early Access and dozens of Videos on youtube have been made about it, thanks to you all.
But you can’t keep a game unfinished forever, at some point you have to stop being a little bug-fest and evolve into a full and complete working title. And here’s the plan to get there.
Starting July 17th 2020, Vecter will leave its Alpha phase and enter its Beta phase. What this means is that by this point the game is feature-complete and no major changes will be made going forward. Only bug-fixes, optimizations, improvements and maaaybe a minor change here and there if needed.
I will be relying on you guys to help me out and tell me everything that’s wrong with it in terms of bugs and performance issues, so that we can make it as good as it’s going to get. I want it to be SOLID on launch.
Then, somewhere between 17th-20th of September 2020, I will “PUSH DA BUTTON” to leave Early Access, making it a fully launched title for all to enjoy. Our hard work will be seen by all and they will hopefully find it to their liking.
Okay and then what?
I mentioned earlier none of this was really planned, and that’s true as I was, for the most part, making stuff up as I was going along. However there is one thing I have wanted since I started development: Multi-platform and Cross-platform.
It’s not hard to notice that Vecter is only playable on Windows PC. That’s the only thing it was built for initially in the interest of keeping development as simple as possible so I can cram in as many features and content as possible.
But I want to see it on Mac and Linux, on Android and iPhone; Switch, Xbox, PS, I want to see it on pretty much any device I can get my hands on and port to AND I want to see it everywhere for FREE.

I have an Android phone and I have a PC, so attempting some basic ports is in the realm of possibility but that wouldn’t provide a good experience for everyone and actually porting everywhere is a really expensive job.
Porting to Mac and doing a good job of it requires a Mac. Ideally two or three from different generations to test and remove all the bugs that may occur. Porting to Android requires having a few different phones to test on and see how it behaves on different hardware from different manufacturers.
Arguably porting to a console would be easier, but that has a high cost in terms of time and various changes to the game to meet the guidelines and requirements set by different console vendors.
All of the above adds up to a time and financial investment, and my regular salary cannot foot the bill on that one as I’ve been doing so far. There’s a big jump from spending £70 on a steam submission fee to £3000 on a selection of hardware to test on + other unforseen costs.
I’m currently looking at various funding options like crowdsourcing, publishing, government grants, etc. so I’ll keep you all posted on my progress on this, but I’m hoping that sheds a light on what you’ll get from Vecter after Launch. If anyone does have some good funding ideas in the UK, let me know.