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Dyer Expedition News

Release Date

[p]After 3.5 years of working on my first game on and off, it’s finally here.[/p][p][/p][h3]Dyer Expedition will be released on September 19th at 19:00 CEST![/h3][p][/p][p]While I wish the game was more than it is, I'm still very happy with the result and what is essentially my first ever finished game. It’s very very close to my vision, even if that vision doesn’t vibe with absolutely everybody. I know that. Be gentle in the reviews Steam forum or on Discord.[/p][p][/p][h2]Pricing[/h2][p]I previously announced that the price will be USD 9.99. I changed that to USD 7.99 because that seems more appropriate.
[/p][p]I know that Steam’s default regional pricing is off in some countries (e.g. Poland, which I already adjusted). If that’s the case for your regional currency, shoot me a message and I’ll adjust it to currently applicable exchange rates.[/p][p][/p][h2]Native Linux Version?[/h2][p]This is probably a question only a few people will ask. I originally intended there to be a native Linux version, mainly because I daily-drive Linux myself. But having compared the native Linux build that Unity can produce with the Windows version running through Proton, it has become clear that the latter option is the superior one. Things just don’t work properly with Linux builds straight out of Unity and I frankly don’t have the energy to debug these problems when using Proton works just fine.[/p][p][/p][h2]What now?[/h2][p]The game will obviously still receive bug fixes for the foreseeable future, but otherwise it's "feature complete". [/p][p][/p][h2]An Honest Post Mortem (you can skip this part)[/h2][p]When I first started working on Dyer Expedition, I was at a crossroads in my life. Things ended up lining up in a way that allowed me to work on the game for six months uninterruptedly, under the condition that I start my own company and earn my own money after that period (it’s a thing in Austria). So, for six months game development was my full-time job and I loved it.[/p][p]Because you can’t really release your first (and frankly badly planned) game in just six months while still having to learn how Unity works, I had to prioritize other projects that were able to pay my bills; a step that I had anticipated and was mentally prepared for.[/p][p]A thing I learned about myself in the last couple of years is that I do not have enough mental capacity to work on more than one long-term project at a time. I can only give one of them the attention it needs while the others suffer in productivity. Since DE was an unreleased and niche game, I had to put it on the back burner. Months went by without any real work on the game while I worked on other unrelated projects. One could argue that other people have released games while being employed full-time by grinding out 80-hour weeks. While I admire these people to an extent, I am not one of them. Doing that would inevitably lead to major mental health problems.[/p][p]Another thing I learned about myself is that I absolutely loathe the solo indie dev grind outside of actual development. When I started out, the two pieces of advice I got repeatedly were “advertise on social media” and “advertise in person at cons”. None of these things come easy to me, and in fact, they were extremely exhausting.[/p][p]So what now? Honestly, I don’t know. I will continue to work on games on the side, this time shifting my focus to Godot. I want to try my hands on making a boomer shooter with some kind of twist I haven’t figured out yet (a portal gun maybe?). I also want to try making a party game with a low barrier of entrance; one that everybody can just pick up and play for ten minutes. I may even collaborate with a friend and make his game come to life. I also have an idea for a Lovecraftian horror game with a modern setting.[/p][p]The one thing that matters to me at the end of this journey is that I have released a finished game because that’s what I set out to do. It’s an awesome feeling and one thing to tick off my bucket list.[/p][p][/p][p]Thanks for reading.[/p][p]
Chris[/p][p]
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Game releasing "soon™"

[p]Hi![/p][p]It's been a while... again.[/p][p]I've been working on the game a lot lately and I'm happy to announce that it will finally be released in either August or September.[/p][p]Internal QA tests and the redesign of the Steam artwork are the only things that are still in the way of release, but I'd rather wait for both and leave the release date vague, than rush out something that has game (and immersion) breaking bugs (fingers crossed). I'll make another announcement if I have a precise date to announce.[/p][p][/p][h2]Pricing[/h2][p]The price will be USD 9.99 with Steam's regional pricing applied and a launch discount of 10%. I am aware that Steam's regional pricing is off in some countries so please let me know if that's the case for you and I'll adjust it accordingly.[/p][p]If you think USD 9.99 is too much, don't worry. There will be plenty of sales in the future and the discounts will likely reach 75% at some point in the future.[/p][p][/p][p]- Chris[/p]

Halloween Update

Hi!

It's been a while but I've been working on an update for the demo. Most changes were behind the scenes and the biggest visible new thing is a new area at the end of the old version of the demo.

I'd like to thank Peter and Barny again for their relentless and unpaid QA testing of the game. The demo would have gone out with game breaking bugs without them.

After working on the game on and off for almost two years now (good lord that's way too long) and experiencing some major life events in between, I finally sat down to dedicate a large part of my week to the game again. In the last month I've been working on an overhaul of the demo and the game's foundation.
  • An upgrade from Unity 2020 LTS to Unity 2022.3 LTS for some much needed engine features (e. g. light cookies, decals, much less painful custom post-processing).
  • Lots of code refactoring and tossing out old junk thanks to having more experience with the engine.
  • No more baked lightmaps. They look awesome but baking lightmaps in Unity is a PITA and it slowed down development tenfold. A better understanding of Unity's lighting system allows me to approximate the current look really well I think.

All of this allows me to focus on building the game world and implementing gameplay without having to stop and wrestle with engine specific details.

If you have any feedback you can hop on to our Discord server or just use the Steam forum.

Discord: https://discord.gg/XXzPyCJECu

Steam forum: https://steamcommunity.com/app/2179390/discussions/

I talked about the game on a podcast

Hello. I've never used this feature on Steam before so here goes nothing.

I was invited by Jared Parisi to be a guest on his podcast "Indie Game International". We talk about the game, the demo and the future.

Spotify Apple Podcasts Google Podcasts

You can always join our Discord server if you want to talk: https://discord.gg/XXzPyCJECu