Organ Trail 1.6.6 Patch Notes

We are currently updating the game across all our platforms; iOS, Android, Steam, Humble Store, Desura. Take note that the iOS build has to be approved so it might be a few days before the changes go up.

ver 1.6.6 Patch Notes
New

  • Added art for Car upgrades in the menu
  • Added art for Combat Training in the menu
  • Added ability to tweet “hostage” and “put down” situations
  • Added endless scoring explanation and current score to info display
  • Added the ability to set your resolution (No option for this on Linux)

Bug Fixes

  • Fixed (again) a bug where you could return to town when you shouldn’t be able to
  • Fixed a bug where you could quickly exit a lost job and still get the reward
  • Fixed some missing click sounds on some buttons
  • Fixed Fat Cat, Loner, There Can Only Be One achievement bugs
  • Fixed an infinite loop when you run out of new Points of Interest
  • Desktop: Removed ability to barely use scroll wheel on scrolling pages
  • Desktop: Removed unsupported Facebook button
  • Linux: Maybe fixed missing stats on the Stats tab while on the road
  • Steam: Fixed high scores so they show the actual top 10, not 10 relative to you
  • Steam: Fixed the Silver Bullet achievement

Gameplay Balances & Tweaks

  • Reworked Highscore Screens
  • Doubled medkit scavenger effectiveness
  • Reworded shooting tutorial
  • Reworded Point of Interest scroll text
  • Reworded “Distance to next landmark” message
Please note that mobile did not get 1.6.5 so here are the changes exclusive to mobile from 1.6.5

ver 1.6.5 Patch Notes

Bug Fixes

  • Fixed a bug that resulted in defense combat never ending on rare occassion
  • Fixed the 3rd combat slot button
  • Fixed road map not displaying distance traveled info
  • Fixed some stupid “My Grave” saving issues
  • Fixed “I Know a Guy” achievement bug
  • Fixed some spelling

PAX East Postmortem 2013

First off, numbers! Here is the cost of the booth if say… you were a new indie studio who wanted to go to PAX East for the first time with the setup that we had.

Breakdown of cost and materials

  • $1800 – 10×10 Booth
  • $1200 – Airfare for 4 (we also flew to San Fran and back so I guessed)
  • $950 – New Game Teaser Costs
  • $600 – Hostel for 4
  • $400 – ~2000 buttons
  • $382 – MacLocks iPad Standing Security Enclosure (Awful)
  • $203 – Standing Banner (Organ Trail: Director’s Cut)
  • $202 – 4 Hats’ hoodies
  • $200 – Shared Indie MegaBooth Costs
  • $195 – 2000 postcards
  • $100 – Other various transportation
  • $91 – iCade
  • $88 – Monitor
  • $66 – Shipping some shit back
  • $80 – My nice hat
  • $73 – MacLocks iPad Security Enclosure (Awful)
  • $56 – Hanging Banner (The Men Who Wear Many Hats)
  • $12 – Pens, Rubber Bands & Miscellaneous
  • FREE - ~100 posters (left over from kickstarter rewards)
  • FREE – iMac Mini (Owned)
  • FREE – Laptops x2 (Owned)
  • FREE – ~40 Business Cards (Left over from the last time we ordered)
  • FREE – a box and a tablecloth! (Owned)
TOTAL: $6700

We were showing Organ Trail: Director’s Cut mostly. It was on the standing iPad case and a laptop, with the trailer playing on the raised monitor. We went through all 2000 buttons about half way through the 3rd day and had about 60 or so of the postcards left over. We were aggressively handing them out on day 3 because they are a pain to carry back home.

We had another computer showing a teaser with an upcoming project, Wizards and Warp Drives, which you can see the teaser for on Touch Arcade. We had a mailing list below it and got a modest 136 people to sign up.

Finally, we had an arcade game we made for a game jam to make games for an arcade machine we built here in Chicago. The game is Max Gentlemen Presents: A Gentlemen’s Drinking Game. Polygon did a nice write-up about all that. So we ported the game to iPad and brought an iCade (a tiny arcade cabinet designed for the iPad.) We put a sign on it saying that the top score for each day would win “Hats’ games for life.” This was the show stealer. We have a lot of people coming back to try and get the high-score and a lot of people asking us where they could buy the game. So, in light of that, we’re looking into making a “free” version to put out fairly soon.

The point of our booth was to make it interactive and to show a variety of things. We wanted actionable items for people who visited our booth. You could buy Organ Trail right then on the platform of your choice and if you were interested in the new game you could sign up for the mailing list. If you were familiar with us and wanted to try something new, we had Max Gentlemen playable.

We were in the Indie MEGABOOTH which was awesome and I couldn’t have asked for a better placement, right between Vlambeer (Super Crate Box, Ridiculous Fishing) and Young Horses (Octodad.) We had a steady enough stream of traffic that we were never empty for more than 30 seconds but it wasn’t too busy to take some time and engage with our fans and really talk to people that came by. If I had to guess… I would say maybe 5000 people stopped by.

One thing I would do differently next time is to print out steam keys and sell them there at a discount. I think that’s a great way to capture potential customers who might forget about your game by the time they get home.

The real reason for going to PAX East is to meet all the other cool developers. We met them. They are cool.

Anyway, that’s our PAX East. It was cool and I would love to do it again. The best part about it was seeing people really respond to a tiny game we made and I’m glad we decided to show it. And the worst thing was not having a giant spinning pillar of hats above our booth.

Cheers!

photos courtesy of Jamie Sanchez

Steam Sale and Pay-What-You-Want Soundtrack

We have released on Steam! We are 20% for PAX East week so get it now while it’s hot! http://store.steampowered.com/app/233740/

Also, the soundtrack is available on bandcamp for whatever you want to pay. Check it out! http://bencrossbones.bandcamp.com/album/organ-trail-directors-cut-original-soundtrack

It’s really awesome to be able to look at the front page of steam and see our work up there guys. This is so cool.

Steam Launch Date, Indie MEGABOOTH & New Game

It’s official. Our launch date for Organ Trail: Director’s Cut on Steam is March 19th. You can see the store page up right now. http://store.steampowered.com/app/233740/ Right after we launch we will be updating to 1.6.5 on all platforms which is mostly bug fixes.

We are also part of the PAX East Indie MEGABOOTH along with 62+ other amazing games. We will be teasing our next game there and we will probably post something here for those of you who can’t make it.

Be sure you buy Organ Trail on Steam and force you friends to buy it as well so we can put all that delicious money into our next game. Thanks in advance. ;)

More good news to come.

Indie MEGABOOTH Gameplay Trailer from Shaun Barrows on Vimeo.

Organ Trail Greenlit & Pocket Gamer Awards

Yay we got greenlit! We are currently working with Valve to get the game out on Steam. We don’t know how long this takes but there is a process so bear with us. Our absolute deadline is the 22nd (PAX East) but if we can get it out sooner we will. Thanks everyone that voted for us, the positive comments after getting greenlit made me teary eyed. It was a nice contrast to other sorts of comments we were getting just before that.

Also if you still love us… Organ Trail: Director’s Cut has been nominated for a Best Strategy/Simulation Pocket Gamer award. So go vote for us and spread the word if you would.

http://www.pocketgamer.co.uk/pgawards2013.asp

We are up against a lot of great games in that category so I don’t expect to win but it’s an honor to even be nominated.

Expect more good new shortly.

 

Why Releasing a Game is Like Having a Kid

(I don’t have kids and I don’t want to discredit the actual  hard work of being a parent.)

We released Organ Trail: Director’s Cut on mobile Aug 9th and for PC/Mac/Linux on Jan 10th. We’ve used a lot of channels to communicate with our audience since it’s release and continued support.

I’m of a firm belief that supporting a game after release is part of what makes it a strong title. Letting fans know you are listening to them and that you care about your product is important, but it’s also a large time commitment.

My daily routine starts something like this:

  • Check Twitter
    • Respond to questions or fan posts
    • Stalk the hashtag #OrganTrail for news posts or cool fan stuff to re-tweet
  • Check Greenlight
    • Respond to any questions
    • Obsessively stare at greenlight statistics
    • Swear under my breath
  • Check company email
    • Respond to press inquiries
    • Respond to bug reports (I normally have to ask for details (“The game broke” is not helpful)) and log bugs
    • Respond to people who lose links to shit we gave them after double checking we sent it and updating all the appropriate spreadsheets*
    • Respond to criticisms
    • Respond to hate mail
    • Ignore businessy spam emails
  • Check personal email
    • Same thing… sometimes I had to use my personal email to sign up for shit
  • Check Desura
    • Check Sales
    • Respond to comments, criticisms and bug reports, log bugs. (curse you Linux!)
  • Check Blog
    • Respond to comments, criticisms, bugs, etc.
  • Check Kickstarter
    • Respond to comments, criticisms and bug reports, log bugs.
    • Respond to people who say they didn’t get their shit or lost their emails; check and update the spreadsheets*
  • Check iOS app store
    • Check sales
    • I can’t respond to people here which is annoying
    • Log bugs
  • Check Google Play
    • Check sales
    • Log bugs
  • Check Facebook Fan Page
    • Respond, etc.
  • Check Reddit
    • If we have something posted there which we usually do any time there is an announcement
  • Check Google Reader
    • For recent news posts or reviews (I read them all)
  • Check Touch Arcade Forum
    • Usually a good source for bug reports and reasonable fans
  • Check Humble Store
    • Check Sales

*Between all the Kickstarter rewards, PAX pre-orders and various other gifting related options, we have a lot of spreadsheets attempting to keep track of what got sent where to whom. Keeping in mind a Kickstarter user would get physical products, a copy of the game on any of the platforms and the soundtrack (all done through different services.) *phew*

Depending on the day, this process can take maybe an hour or so, but after we put out new patches or launch some news, I can end up spending my whole day in bookkeeping and PR mode. Obviously some of these come up less frequently; Kickstarter being one that I rarely have to deal with anymore since it’s a year gone by. Part of my time problem is that I respond (in full human sentences) to people as if I care about them and I were talking to them (because I am and I do.)

I think it’s worth it, we saw a comment on the Google Play store from a fan saying “These developers are awesome and they respond to emails.” We also get comments like “I love these developers,” and “Thanks for responding so fast, I did not expect that.” I don’t know if all this directly helps me put food on my plate but I do know it feels good and I like treating customers like individual people and not like a mass.

Oh right, and I also try to keep up on writing blog posts (like this one.) I also have to deal with all those bugs we log, which is why we’ve put out so many updates since launch. Keeping in mind now, that updating the game requires us to make 6 different builds and update the files in 12 locations through various means. (soon to be 10 builds and 16 files to update (shhh secret stuff.)) You can imagine that trying to test on all the devices with a team of 2 is mostly unrealistic at this point. We still try.

I do this full time (Although I do have a part-time job (teacher) and a social life.) Mike, the other guy for those keeping track, does this part time hwever. I try to keep up on all the stuff mentioned above while he manages the builds and fixed the super technical bugs. He also manages all our business stuff. I literally have no idea how that all goes or what that takes. I know he watches our money and supposedly we have an accountant(?) Mike also writes up all our contracts and manages payments to contractors (making money takes up time too!)

I hope all this gives you a vague idea of what it takes to support a game after release. There are a lot of large one time things I failed to mention or stress; Things like press, conventions, community, actually fixing bugs and exploring other opportunities and platforms. The point is… for our first game, I got to spend almost all my time just making the game. This time around it’s a juggling act.

Conclusion

I think part of the problem is that I keep trying to be “done” with Organ Trail. That’s really the wrong frame of mind. It’s more like having a child. Each new game you make is a new child you have to care for. Your previous titles will slowly start grow up and take care of themselves but you still have to check in on them once in a while. I think Organ Trail is maybe 14 years old at this point. There’s still some room to grow. I could take this perfect analogy a step further and say that releasing on iOS is like getting your game into elementary school and trying to get on  Steam is like getting it into the best University (Harvard?) It’s all super stressful and has a real impact on the title’s future.

And then at some point I try to make new games. I’ll have to check my schedule.

Android Intel Devices Don’t Work With Unity

So we’ve been getting reports from a few Android users that our game, Organ Trail: Director’s Cut, is refusing to launch.  Unfortunately (we have discovered) this is because Unity doesn’t support Intel powered Android devices, so we won’t be able to support those devices until they add support.  In addition Google Play for some reason doesn’t keep people running Intel powered devices from downloading your game even if you say that it doesn’t support Intel devices.

All of this adds up to: some customers were able to purchase our game, but are not able to play it and we’re very sorry about that.  The problem should be resolved for now by manually adding the following devices to the rejected list:

  • HTC Droid DNA
  • Intel SP-A20i
  • Intel Orange San Diego
  • Intel Xolo X900
  • Motorola XT890

The really annoying part with the Google Play setup is that the device list is sorted by manufacturer, the devices inside each manufacturer are not sorted alphabetically, and there is no way to sort by processor type.  Also when a new device comes out it’s automatically approved and we get no notifications that a device has been added to the list.  This means that every time an Intel device is added to the currently 1800 devices in the device list we won’t be notified and it will be automatically approved.  Also googling “Intel Atom Android Phones” is incredibly unhelpful and searching for tablets is even less so.  I’ve tried my best to find all the devices that are currently using Intel Atom chips, but it’s entirely possible that I’ve missed one or two so if you have one that’s not on this list please let us know right away so we can make sure other people don’t try to download it.

If you have one of the devices listed above and you’ve already purchased the game, please send in a request for a refund and we’ll get you refunded as soon as we can confirm your device type (and again we’re really sorry that we can’t support your device and that Google Play isn’t smart enough to figure that out without help).

Organ Trail 1.6.4 Patch Notes

1.6.4 is out now on Desktop, Android and iOS. We’re awaiting approval in the iOS app store, but it should go live soon.

A few known issues:

On iOS the restore purchase button might not work due to some weird thing they changed in iOS 6 that makes it impossible for us to test. If you just try to buy the expansion again (assuming you have once already) then it should restore the expansion without charging you again.

On android, since we upgraded to Unity 4, you need to have openGL 2. So I’m told that some older phones won’t be able to (or shouldn’t) upgrade to the new content. There’s not much I can do about that sadly. Just know that when you upgrade your phone, you’ll have new content waiting for you!

Anyways. We’ve had a lot of strange bugs come up switching to Unity 4 so keep letting us know and we will try to keep on top of them. Here are the latest patch notes.

ver 1.6.4 Patch Notes
Bug Fixes

  • Fixed a bug where you would eat double food while healthy instead of incapped
  • Fixed a bunch of time related bugs for scavenging and fording horde size
  • Grammar tweaks
  • Fixed a bug that would sometimes skip town when events happened as you arrived
  • Updated some incorrect “stranger” advice about reviving incapped passengers. (You can with medkits)
  • Fixed a bug where you could not pass up your own tombstone
  • Fixed Armored Windows car upgrade (you should no longer get bit)
  • Fixed some other car upgrades that might not have been working

Gameplay & Balance

  • Fording and hunting should be easier during the day (as intended all along)
  • The game should tell you when you die on the road now

Organ Trail 1.6.2 +Expansion (accidentally) released on iOS

So uh… oops. That wasn’t supposed to come out yet. We have a few bugs we wanted to fix.

Just… don’t enter an epitaph if you die. It might break things.

Otherwise… The expansion is now available for $2!

We are going to push 1.6.3 as fast as we can with a few fixes and that’s when we will update android. Bear with us here.

ver 1.6.2 Patch Notes
New Expansion Pack

  • Endless Mode! Featuring Loadouts and Modifiers.
  • Earn skulls as you play to earn more loadouts and Modifiers.
  • Combat Training
  • Physics based minigame
  • Over 40 new road events

Gameplay & Balance

  • Tutorial Skip
  • Suicide difficulty added
  • Combat slightly harder
  • Added ammo spawns during final mission
  • Pickup frequency changes based on difficulty
  • Rearranged some menus
  • Easy easier, hard harder
  • Rebalanced events based on difficulty
  • Added Achievements and Tombstones to main menu
  • Added ability to tweet your tombstone

Bug Fixes

  • Added save redundancy to help combat save file corruption
  • Fixed a bug that sometimes wiped some save data
  • Fixed 12 Achievements that were not tracking progress
  • Fixed a ton more Achievement bugs
  • Fixed issues with hostage combat happening when you are alone
  • Players cannot die the turn they become incapped
  • Can’t buy infinite car parts when the store runs out
  • Fixed an issue where horde sizes were incorrectly “large” most of the time
  • Fixed an issue where fat zombies did not count towards achievements
  • Fixed “time taken” variable not resetting… leading to lower scores after repeat playthroughs
  • Fixed a bug where music would stop playing after you stop at a tombstone
  • Fixed a road event giving resources instead of taking them
  • Fixed a bug where party members would report dying of diseases they no longer had
  • Fixed a bug where starting a new game would sometimes have you putting down the wrong person
  • Fixed not being able to find your own tombstone if you quit the game
  • Fixed a bug where you could repair your car past 100% in the autoshop
  • Credits updated

Organ Trail PC/Mac/Linux Release!

We are happy to announce you can buy Organ Trail right now for PC/Mac/Linux!

We are super excited to be selling through the Humble Store (organizers of The Humble Bundle) because this means if you buy through them, you will retroactively get a Steam key when we get greenlit! You can also get a Desura key from the Humble Store or just buy directly on Desura.

Speaking of… the next wave of games being greenlit is on the 15th. We are currently rank 12! So free free to spread our greenlight page around.

The PC version includes some new expansion content for free:

  • Endless Mode! Play until you die
  • Complete mini challenges as you play to earn more loadouts and modifiers for endless mode.
  • Combat Upgrades
  • Bonus ridiculous physics based driving game
  • Over 40 new road events

We also tightened some knobs, and fixed some bugs so this newest release, 1.6.2, should be pretty solid.

Mobile will be getting updated shortly with the expansion as a 2$ download. (so the prices are the same, really.)

Also, This: