

If you're going to spend years of your life making a game, for practically no pay, with no idea of whether it will succeed, make something you love! AS deserves to be finished. Would I have made a simpler game now, looking back? Probably not. Not that we’re slacking, I just was clueless about how time-consuming it all is. I thought we'd have the game in its present state after a year of development. Taking time estimates for anything in game dev and doubling them still proves to be a good rule. And that's just half the lessons learnt! One step at a time. So much happened, from learning how to use Unity, to forming a company, to recruiting, to putting the pre-alpha on sale and updating it. Looking back, it's still astonishing to me that it's 2 years since we started work on Atomic Society, even longer since the planning stages began. Something positive gets added to the game every single day, big or small, and that's good enough. But a slow and steady January helped and progress is smooth and steady again. On the downside, we exhausted ourselves getting the version out and even a 2 week Christmas break wasn’t quite enough to recover fully. But, like it or hate it, the marketing paid off (pun intended), enough cover a few small bills at least. I’m not sure how I managed to do it all in hindsight as we were all so busy. Showing off that trailer wherever I could think to post it without seeming rude.

After it was out I decided to bite the bullet and do a marketing splurge to announce it, which is always a fight against shyness. But there's a lot to do first.īefore Christmas we released the 5th chunky update for the pre-alpha version of Atomic Society, the one that finally brought saving and loading and various other stuff that I've talked about in previous blogs. 2017 should be one of the most hectic but rewarding years for us yet as Atomic Society gets ready for Early Access in the summer. Welcome to the 17th monthly dev blog for Atomic Society.
