Well, the Kickstarter is finally over and the results have been abysmal.
We only had a hand full of backers, so thank you to those people.
Lets look at some stats:
In the last month, we have had about 1,400 people come to our Kickstarter page with only 12 people following through - a conversion rate of 0.857%.
Reddit indicates that 43,800 people viewed our adverts, with 507 clicks - a conversion rate of 1.158%.
Youtube indicates that 29,000 people viewed our adverts with only 29 clicks - a conversion rate of 0.1%.
Twitter failed to even launch the advertising campaign and our attempts to reach out to them fell on deaf ears.
Also our attempts to reach out to the gaming press also mostly fell on deaf ears with the exception of gaming on linux.
From my research a conversion rate of about 1-2% is normal.
We have taken the last month to reflect and pester the press and twitter (with no luck). We lack the funding to be able to complete Trains & Things to the leve…
The demo includes two maps, a tutorial level and Hawaii, which you will have seen in many screenshots. It is also limited to 30 minutes of play time which should be enough to give you a good taste of the game.
Finally, I've put together video running you through the tutorial level in case you happen to get stuck.
In our last blog we said:
We have decided to halt development until Godot 3.1 is released, as
there are two critical issues we require that [we] are expecting: LOD, and Multiplayer Timeout settings.
We expected Godot 3.1 to include fixes for both of these issues, however they have been pushed back to Godot 4.0 which probably won't be out this year.
Now that we have had a break I want to get Trains & Things into some sort of ship-able product. It is 80% done so why not put in some effort and get it out there?
Finally, in talking with the team, we have decided to get back on the tracks and work around the missing Godot features, and we have put together a little list of the things we want to do before we consider shipping:
1) Performance improvements
2) Polish up a set of maps
3) Deal with some pain points
It sounds so simple! In fact the biggest problem we are facing is a lack of time - which a successful Kickstarter would have provided. Instead all w…