Feb 13, 2016 by TeeGee
We’re an interesting case. Even though I wish we weren’t. If you’re not familiar with our work, three and a half years ago we’ve released Cinders. A fairytale visual novel, which became quite successful for such a niche genre, earning … Continue reading →
Sep 24, 2014 by TeeGee
So hey! The much rumored Steam overhaul is here, promising to bring all the changes you’ve ever been hoping for! It’s still too soon to judge how (and even if) it’s going to affect things in the long run, but … Continue reading →
May 30, 2013 by TeeGee
In the Cinders postmortem, I’ve talked about how social networks completely overshadowed the press when it came to generating traffic. Of course, the press is still important for igniting that initial spark of interest (which I’m now painfully learning through … Continue reading →
Apr 26, 2013 by TeeGee
Let’s move on to part two of Cinders postmortem. Part one was a critical assessment of the artistic merit of the game. This one goes backstage — to the production and business aspects. How the development worked, how we marketed the … Continue reading →
Jul 30, 2012 by TeeGee
Long story short: a friendly indie developer released their first serious game — Rune Masters. It didn’t sell. They worked for over a year on it. The game’s not horrible. And yet it sold only 8 copies as of now. … Continue reading →