The sales goal for SCAVENGER ZERO is to sell 3,000 copies. We're not aiming to be the next Undertale or Risk of Rain or anything on that level.
End goal is that the game will sell enough to make another game after it. I'm confident we'll be able to do it, but it won't be easy.
Posts by SCAVENGER ZERO | 2D Mech Roguelike
Twitter and Bluesky saw a bump in impressions but generally low engagement / no new followers.
YouTube Shorts got 103 subscribers, over 60k views, and shorts I posted aligned with wishlists on Steam. I will probably continue to make shorts in the months leading up to NextFest.
Yesterday marked the end of daily social posts for my game after about 108 days. I'll make a post in the future going over the analytics, but I've decided to stop daily posts to focus a bit more on development.
#indiedev #gamedev
Today's progress: I finished the boss fight for internal version 0.4.0. I am NEVER going to do a mission this ambitious again. I ended up having to rework multiple core systems due to the scale of it. Fun stuff
#gamedev #indiegame #mecha
Still working on 0.4.0. Confirming we'll be at Steam's June NextFest too.
We've got enough funding to make it to release, but we'll be running a Kickstarter during NextFest to fund additional voice acting and features for the game we couldn't do otherwise.
#indiegame #gamedev
Preparing for April. We'll be revealing the new key art, plans for launch/demo stuff, a press kit, and a casting call for voice actors too.
Super small budget (voicing the FULL GAME would literally be impossible), but I figure we can at least do mid-mission dialogue!
#indiegame #gamedev #mecha
I can't think of a good post today so here's a processor computer thing I'm working on for the next build
#indiegame #gamedev #pixelart
Quick preview of a new item I added recently. It gives you a friendly ORBITER enemy to bring into combat
#indiegame #roguelike #pixelart #mecha
For those who missed it; yesterday's short showed off three new mech sets I added to the internal 0.3.4 build recently. Total part count now over 150. Goal is 200, so we're almost there.
#indiegame #gamedev #pixelart #mecha
Going to be finishing up SCAVENGER ZERO 0.3.4 today, testing, releasing to the rest of the internal team tomorrow. I've fixed some major issues with terrain generation, added a bunch of new content, etc.
#indiegame #indiedev #gamedev #pixelart
An item I added recently, called "SURPRISE MECHANICS." It's essentially an ammo loot box; it gives your weapons a chance to fire a completely random projectile.
And I mean RANDOM. It can be the projectile of a different weapon, or even an enemy's attack.
#indiedev #gamedev #pixelart
Version 0.3.4 of SCAVENGER ZERO is almost ready to release internally but there's one small issue; the player is constantly on drugs and the effect NEVER goes away... I need to fix this tomorrow lol
#indiegame #indiedev
The head, torso, hands, legs, and feet are all separate so that you will be able to visually see what you have equipped.
Time to make some equipment!
#pixelart #rpg #indiegame #solodev #animation #isometric
I haven't been doing as much social media stuff recently because I've been extremely focused on the actual game for the last two weeks.
At some point I'm just going to lock in for a night and make a month's worth of posts at once
#indiedev #gamedev #indiegame
I was very tired from the last few days and overslept a bit (15 HOURS OF SLEEP)
Now I will continue work on SCAVENGER ZERO
#indiegame #gamedev
Some mock ups for different biomes in my prototype project.
#pixelart #indiegame #solodev #isometric
Even more progress today. Development speed has basically tripled since internal playtesting began. It's definitely given me a surge of motivation. I've been making major progress on bugfixing and balancing + compiling a new build every 2 days lmao
#indiegame #indiedev #gamedev
Added a battle log today! This gives a quick break down of what abilities are used and how much damage people are taking. It comes complete with a scroll bar, pooled log entries and reusing old entries once you're past 40 to help with memory usage!
#indiedev #gamedev #solodev #godotengine #srpg
More progress since last post; I compiled internal version 0.3.1 which fixed an issue with save data and graphics pop-in. Now working on version 0.3.2 which will add some of the things that didn't quite make it into the first internal build
#indiegame #indiedev #gamedev
I forgot to post this morning. I stayed up for 24 hours to finish the first internal build of the game. And I am very tired :)
#gamedev #indiegame #roguelike
For sure adding a day night cycles to this game at some point.
The style is starting to come together. Time to make the boars actually do stuff now.
#pixelart #indiegame #indiedev #solodev #rpg
I'm still working on UI today so here's the short I made yesterday
#mecha #indiegame #pixelart
I'm so tired. I've been doing nothing but coding UI for the last day and a half. Please pretend like I posted something cool about my game. Thanks.
#indiedev #gamedev #roguelike
Early WIP for the pawn shop. Giving the player a place to sell some of their items for money if they need to
#indiegame #roguelike #pixelart
Recap of progress on my game over the last few months. Talking about the game being funded, release date trailer, press kit, and more. Stay tuned for March.
store.steampowered.com/news/app/3168670/view/520865584878977796
#indiegame #roguelike #mecha #pixelart
For those who missed it; here is yesterday's short showcasing a few of the updated weapon sounds
#indiegame #mecha #pixelart
Great work!
Refactoring success. Its now way easier to manage the context based A-Button, and the Entity system is a lot more SOLID.
Pots are now throwable and breakable. A very important feature for this style of game.
#pixelart #zeldalike #indiegame
Power outage on the station
#indiegame #pixelart #ใใใ็ตต #roguelike