česky english


News & Announcements

Developers' diary


June 2014

May 2014

April 2014

December 2013

November 2013

September 2013

July 2013

June 2013

December 2012

October 2012

August 2012

June 2012

May 2012

March 2012

February 2012

January 2012

July 2011



Filed in Developers' diary by Dan @ 5:19 pm UTC Nov 21, 2013

Our pitching tour over, we went back to work. A moderately nervous team was waiting there for us. “How did it go? Does anybody want it? Are we going to carry on? Can I take a mortgage? Should I be looking for a new job?” “You know, we’d like to know that, as well! But this, ladies and gentlemen, is the gaming industry, and that means everybody has plenty of time!” Everybody but us, of course.

If you, like our colleagues, were expecting our phones to start ringing off the hook one day after our return, swarming us with promises of millions of dollars, then you were expecting incorrectly. The first call finally came about a week later, and it was from our agents, letting us know who had already passed on our game. Very disheartening.

One of the biggest blows was being turned down by a very promising, international publishing company. Although the U.S.-based wing of the corporation seemed very excited about the project, their European representative let us know that they didn’t think the game would fly with Americans. We’ve faced rejection from other companies, too, of course, but that one was perhaps the most painful. Read more...



Filed in Developers' diary by Dan @ 5:19 pm UTC Nov 21, 2013

Me and an unnamed publisher.

Last time we left off just at the point when we were embarking on a pitching tour of publishers to try and push our game on them. So it’s obvious what’s coming this time. Yes, you are about to find out what was conjured up at those mysterious meetings with the people who decide what games you get to play. Will ours be one of them?

We were fairly well prepared for the trip – I would say even well above standard. We had a working version of the game that looked good and contained a half-hour quest with all the basic game mechanics fully functioning, a several minutes long trailer, lots of screenshots, a presentation and a nice flyer on luxurious paper – all data recorded on flash disks shaped like gold bars and packed in leather cases. You’ve got to make an impression, and when I compare it to how we pitched other games in the past, this is a whole other league (you can read about the preparation of these materials in our previous blogs hereand here). Read more...