Friday, August 18, 2017

The Indie Bubble Is Popping

The Indie Bubble Is Popping


Writing this article really stressed me out. I reworked it over a dozen times. To calm down a little, I will intersperse this with image that came up when I Googled "Free cute animal clip art." Here, we see a teddy bear who is addicted to The Spice.
Ive been threatening to write about the popping of the Indie bubble for some time. Everything has finally started to come together. Its a miserable thing to have to talk about, but the conversation is long overdue.

First, a brief history of the Indie bubble. In 2008, big budget developers were doing fine, but they had mostly abandoned a lot of genres many gamers loved (puzzle games, adventure games, 2-D platformers, classic-style RPGs, Roguelikes, etc.)

A few young, hungry developers stepped in and showed that classics can be written on low budgets by young, plucky people with unruly facial hair. (Braid. World of Goo. Castle Crashers. Minecraft. And so on.) They were rewarded with huge accolades and many millions of dollars.

Shortly after, other developers stepped in with their own games. They werent quite as classic, but they were decent, and these people made fewer millions of dollars. Some old super-niche developers (Hello!) were able to rerelease old games and get caught in the rising tide.

Then even more developers, sincere and hard-working, looked at this frenzy and said, "Im sick of working for [insert huge corporation name here]. I would prefer to do what I want and also get rich." And they quit their jobs and joined the gold rush. Many of them. Many, many. Too many.

And now we are where we are today.

Indie gaming has seen things you people wouldnt believe. Attack ships on fire off the shoulder of Orion. C-beams glitter in the dark near the Tannhauser gate. A deer rocketing through a forest powered by its own poop. All those moments will be lost in time, like tears in rain. Time to die.

Is it me, or is this bunny totally murdering this other bunny? ITS GETTING REAL!
My Thesis. (I Have One.)

Anyone who knows anything about me knows that I am in love with games. Video games in particular. Indie video games in super-particular. I am more smitten with them than I should be.

(That�s why I�m not angry at the big mobile game makers. They found a way to get my parents to want to be gamers! That�s awesome. I could never do that, and I lived with them!)

The rise of indie gaming over the last few years has been fantastic. It�s given birth to a lot of good, well-funded companies, that have the chance to make great products. (Like Transistor, that, as I write this, just came out.) As long as these companies keep making top-quality work on a reasonable schedule, they�ll be fine.

But lots and lots of other companies are trying to enter the space, and I�m not sure how many of them are aware that things are changing rapidly. Strategies that were sold to them as the Way To Go are rapidly becoming less effective, while forgotten strategies from back in the day may deserve new consideration.

(Of course, Im talking about PC indie gaming here. On mobile, big free-to-play stomped out the little guys years ago.)

So what this grumpy old fart is saying is that there are Issues. They should be discussed. There are new obstacles that should be planned for and forces you may blame for your problems that, in fact, you shouldn�t. If you are a green developer, face these facts, or I believe destruction awaits.

The easy money is off the street. If you want to make it in this business now, you have to earn it. Its a total bummer. Blaming Steam wont help.

Enough preamble. Lets get to the evidence, shall we?

This adorable dinosaur is mocking your dreams.
The Big, Big Problem. The Only Problem.

The problem is too many games.

How bad has the problem gotten? How towering, bleak, and painfully unavoidable? Its gotten so bad that even the gaming press has noticed it.

Steam released more games in the first 20 weeks of 2014 than in all of 2013.  I dont know why anyone acts surprised. How many times last year did we see the article, "Another 100 Greenlight games OKed for publishing!"?

This wouldnt be a problem if there were a demand, but theres not. After all, almost 40% of games bought on Steam dont get tried. As in, never even launched once! At least the people who download free-to-play games try them.

(To be clear, this isnt a problem because these games will keep people from buying new ones, though there will be some of this. People mostly dont play these excess games because they didnt want them. The problem is that a business based on selling things people dont want is not a stable one.)

Because this flood of games is so unmanageable, Steam has been doing everything it can to throw open the gates and get out of the messy, stressful business of curation.  This is absolutely inevitable. Its also going to winnow out a lot of small developers, who dont have the PR juice to get noticed in the crowd. (Think iTunes app store.)

With so much product, supply and demand kicks in. Indies now do a huge chunk (if not most) of their business through sales and bundles, elbowing each other out of the way for the chance to sell their game for a dollar or less. Making quick money by strip-mining their products, glutting game collections and making it more difficult for the developers who come after to make a sale. (I am NOT making a moral judgment here. It is the simple consequence of a long series of calm, rational business decisions.)

Indie gaming started out as games written with passion for people who embraced and loved them. Now too much of it is about churning out giant mounds of decent but undifferentiated product to be bought for pennies by people who dont give a crap either way.

Its not sustainable.

When I asked this lion, "Will Steam Early Access make things better?", it made this face. And then it mauled me.
It Really Is the Only Problem.

Its simple math.

All gamers together have a huge pool of X dollars a year to spend on their hobby. It gets distributed among Y developers. X stays roughly constant (up a little, down a little), but Y is shooting up. A fixed pool of money, distributed among more and more hungry mouths.

Those mouths are your competitors. All your heroes? Notch, The Behemoth, J. Blow, etc? They�re your foes now. Are you ready to fight them?

You can talk all you want about how mean Steam was to you, or how much "discoverability" is a problem, or about how important it is for developers to go to GDC or the PAX Indie Warren or to cool game jams or whatever. Its all a distraction.

X dollars, Y developers. Thats all that matters.

And if X stays constant, the only way to solve the problem is for Y to go down. Ill give you a second to work out the consequences of that for yourself.

Another Dimension To The Problem

I can already sense people are unconvinced with my "proof" of why a shakeout is ahead, so I need to point out something else. Its the problem with being a middle-sized developer (a problem that extends to many fields, not just games).

Suppose you are a super low-budget micro-developer like me. Its not super-hard to survive, because I can get enough sales to get by with a little cheap marketing and word of mouth advertising. Ill be all right.

Suppose, alternately, you are a huge AAA developer with massive budgets. You can afford the massive marketing necessary to generate the big sales you need to pay for your expensive games. Youll be all right, until youre not.

But suppose youre a mid-tier (sometimes called AAA Indie) developer, with $500K-$2 million budgets. You have a problem. You need advertising to get sales, as word-of-mouth wont cover it. But you cant afford a big campaign. The only way you will turn a profit is if you get huge free marketing from Steam/iTunes placement and press articles. (Which is why going to big trade shows and cozying up to the press is so important.)

But when there are so many games competing for free marketing, you have a serious problem. According to their site, the Indie Megabooth at the last PAX had 104 games. 104! At one PAX! Just indies! The games industry doesnt need that many games this year, period. #mildexaggeration

If you are an established developer journalists love, like Supergiant with Transistor, you have a chance to stand out from this horde. If you dont already have a hit, I dont know what to tell you. If I were you, I strongly suggest you write an utterly flawless, ground-breaking title and utterly blow everyone�s minds.

Its a rough spot to be in, and thats where a huge chunk of current indie development has placed itself. Some will shrink down, some will leap to the higher tier. But its going to be super rough in the middle. Again, to see how this works in real life, look at iTunes.

Oh, and by the way? If you disagree with me on any of this? I HOPE Im wrong! I want you to convince me Im wrong!

Anyway.

Um, I said "cute" animals. Come on, Google. YOU HAD ONE JOB!
Stop Blaming Steam!

I am somewhat irked by developers blaming Steam for their problems. "Why dont they publish me? Why dont they feature me? Why wont Steam make me rich!?" All of it said in exactly the tone of voice my 8 year old uses when shes angry her older sister got a bigger piece of cake.

If there has been one true hero in this story, it has been Steam. If, in 2008, Id written my dream list of what a publisher could provide to help the little developer, Steam would have done it all, and then some.

I have a private theory, thats really only in my own brain. Its this. Valve is full of really cool people, who truly love games. But, at some point, with Steam, these basically nice people suddenly found themselves in the position of deciding who lives and who dies. Its a stressful, miserable place, and they didnt like it. It just made it harder to get out of bed in the morning.

In the last few years, Steam workers were the ones who handed out the golden tickets. They gave one to me. (Everyone on Steam made a lot of money. Even niche-developer dingleberries like me. You could put Pong on the front page at $20 a copy and still make a fortune.) The guy next to me who didnt get the ticket? He was angry. At Steam, at me, at the world. But mostly Steam.

Steam found themselves in a position of being hated for something it could do nothing about. Not to mention the fact that the sort of curation they were doing was impossible in the long term. You shouldnt want the games you can buy to be controlled by some guy at a stand-up desk in Bellevue, WA. They arent wizards. They cant tell whats going to be a hit any more than anyone else. The free market has to do that job.

So they stood aside and opened the floodgates. Supply shot up and demand stayed even, which means, by a certain law of economics (the first one, in fact), prices have to drop. Which brings us to the bundles.

Christ. How long does this blog post go on for anyway?
The Bundles. Oh, So Many Bundles.

Ive long been a vocal fan of Humble Bundle. Theyre good people who want to make the game industry cooler. Their sales widgets are an amazing tool. We use them ourselves. Their bundles started out as a fantastic way to showcase what our slice of the industry has to offer and help charity to boot.

Now, however, there are a lot of bundles. Many of them. Their main purpose: help established developers squeeze a few more dimes out of fading (or faded products). They are a product of the glut.

As I write this, Humble Bundle is running two weeks of DAILY bundles. Thats, like, 3-10 full-length games a DAY. Spend a hundred bucks or so, and youll get enough solid titles to keep you occupied for years. You should do it. Its a bargain. Then youll only need to pay full price for the one game a year you really care about, and you wont need to worry about risking cash experimenting with new developers.

Then, give it 2-3 years, and you wont have to worry about new developers, because there wont be any.

Again, there is NO moral judgment here. Were all making calm, rational business decisions. Im just saying where its going. Where it has to go.

It just cant last. Bundles used to earn a ton, but they dont anymore. If making pennies a copy selling your games in 12 packs is the main source of a developers income, that developer is going to disappear. Also, all of the bundles and sales encourage users to expect to pay a price too low to keep us in business. It�s just the same race to the bottom as in the iTunes store, except this time we were warned, and we did it anyway.

And hey, I�m not blameless in this. My games have been in a million sales and bundles. It�s what you have to do now, and I�m just as fault as everyone else.

If someone tells you this is the slightest bit sustainable, they are misleading you. There are lots of different reasons to do this. Maybe they need to fool you. Maybe they need to fool themselves. Just dont believe them. X dollars, Y developers. Thats all that matters.

"FTL, what is best in life?" "To crush your enemies, see them driven before you, and to get sweet iTunes store placement."
Just One More Data Point

Actually, what drove me to write this, more than anything, was the first minute of last weeks Zero Punctuation. Its kind of a gut punch.

Its the time of year when Yahtzee normally shines his giant flashlight on some under-noticed, deserving indie game and elevates it to the big leagues. Instead, he threw up his hands and reviewed the 2012 title FTL. FTL!

Seriously, what sort of review can you write about FTL in 2014? I can cover it in four words: "Yep. Its still FTL." What? Theres an iPad version out? Fine. Ten words: "Its still FTL. Also, the iPad version doesnt crap itself."

(To be clear, FTL is a very good game. But I suspect that, at this point, its authors wouldnt mind sharing a smidge of the spotlight with a less established developer.)

With so many games out, picking the good ones out of the crowd is a huge job. As far as I can tell, nobody, and I mean nobody, is willing to do it. This is why, despite such a flood of product, so few games have broken out from the crowd so far this year.

If most of the indie developers went out of business, are we so sure that, outside of the game dev community, people would even notice? Are we so sure a hearty herd thinning isnt what they secretly want?

I Shouldnt Have Written This.

Because its redundant. I mean, we knew all of this, right? Gamers certainly know. Its been a few years since looking at the new indie games went from, "Ooh! Lets see what treats await me today!" to "Aaaahhh! So much stuff! I am stressed out now!"

Also, it bums me out. I feel like some jerk who sees a guys pants fall down and points and laughs and shouts, "HA HA! Your pants just fell down!" The pants-down guy has my sympathy. My sales are way down too, so if you hate me, I hope that fact gives you a little smile.

But all this stuff seems pretty obvious. Someday, as things shake out more, I want to try to get into a much more interesting, chewy topic: What happens next? And, if you still want to write indie games, perhaps a grizzled old survivor of multiple booms and busts can provide some helpful ideas.

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Edit: I fixed a date and corrected the number of games in the Humble Daily Bundles. I swear I fixed that once, but the correction was lost in the flurry of rewrites. Also, anyone who wants to hear more of my natterings can follow me on teh Twitter.

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Saturday, August 5, 2017

The Indie Bubble Revisited or Are We All Totally Doomed or Just Regular Doomed

The Indie Bubble Revisited or Are We All Totally Doomed or Just Regular Doomed


I hate writing this, because the situation is ugly, and it feels like Im just piling on. Ill try to add something new to the discussion.

Yeah, yeah, I know. Another stupid article about the Indie Bubble, or the #indiepocalypse, or whatever dumb thing they�re calling it today.

It�s starting to get a little old. I did my part kicking off this whole discussion with my Indie Bubble article about a year ago. Its probably the most widely read thing Ive ever written. Luminaries of the game industry read it. Many articles referenced it. Some people hated it, though a lot of these seemed to do so not because it was wrong but because they wanted it to be wrong.

It�s been talked about a lot since then. I�ve read a million articles and tweets and critiques by established indie devs who are eager to let you know that if you don�t create an eternal classic and market it 27 hours every day you suck and deserve to fail. (I�m know ... I�m exaggerating. Some days, it doesn�t feel like it.)

But I�m not gunning for ten million dollars, and I doubt most young game devs are either. We just want to earn pizza and housing money making our happy toys. We know that a few people can make a killing. We just want to know if we can make a living.

Anyway, it�s been a year, and I�d like to check in. Try to inject some reality, maybe a solid prediction or two. It seems like half of the game industry is too optimistic and the other half too lost to despair. Instead, all we need to do is look around and see a bit of what the Game Industry is like. What it was like before the bubble, and what it is reverting to being like again.

By the way, I dont want to turn this into an ugly class thing, but ... If you already have a massive hit, OF COURSE everything looks great.

A Bit Of Truth, and Then You Can Ignore the Rest of This

Some have described me as some sort of weirdo Indie Dev Angel of Death, forecasting the apocalypse. This is not what I said in my article. All I said was that, after several exuberant years, the business of writing indie games was returning to normal.

And what is normal? Heres the big take-away! Writing games for cash is a harsh, unforgiving affair. Success is rare and failure common, instead of the other way around. If an indie game fails, it shouldn�t surprise you. Success should surprise you. All I said was that, in the future, this hard reality will (and must) reassert itself.

Please take a moment to reread the previous paragraph. Then don�t read the rest of this mess. All that us Doomsayers are saying is that the simple reality in the previous paragraph is reasserting itself. There�s is an #indiepocalypse, kind of. It�s a painful return to the simple harshness of the gaming biz, same as it always was.

But if you�re still reading, since were all in the future now, I wanted to revisit my original piece and see if I was accurate.

So let us look, bravely, eyes open and clear, at the situation as it exists. Lets figure out where were going, and lets see if we can all find a way to avoid flying shrapnel.

Time for a little cheering-up break. Thanks, Twilight Sparkle! Friendship IS magic!

Now I Prove I Was Right

How can I prove that I was right, that the happy days of easy money are gone, and that we indie devs are going to have to hustle and scrape and control our budgets like in the musty olde shareware days?

Once, I dreaded writing this article. I feared having to dig up tales of high profile indie flops. I planned to rely on imperfect measures, like the increasing number of games forced to rely on massive discounts and being in bundles a scant 3-5 months after release. I thought Id need to scrape together what sales figures I could find to show that, yes, titles that once would have been massive hits out of the gate will struggle simply to break even.

Now I dont need to do any of that. I have been given manna from Blog Writer Heaven: SteamSpy.

Arent you sick of seeing this chart? (Full size original here.) I know I am.
The Mysterious Miracle of SteamSpy

SteamSpy is a new web site that uses online data mining, secret algorithms, and Magic to come up with weirdly accurate estimates of how many titles games on Steam have sold. Based on my own sales and what Ive heard from other indie devs, its numbers are surprisingly on the nose.

Its not as good for figuring out how much actual money a game has made. SteamSpy counts sales, not how much money a sale was actually for. The site  cant tell whether sales were at full price or from sales or bundles or whatever. However, if a game hasnt yet been in any bundles or big sales, its good at estimating how much the game has earned. Its pretty damn cool.

That being said, please consult the chart above.

One heavily disputed claim in my original article was that most people have only a constant amount they will spend on video games. Thus, since so many more titles are coming out, earnings will go way down.

This struck me as a pretty uncontroversial statement, immediately understood by anyone who knows anything about economics or who has had to make a family budget. If you release 10x as many games, people wont start spending 10x as much on games, as they also need to buy food.

SteamSpys chart says this is pretty much exactly what happened. Number of games shot up. Money earned per game went way down. Yes, there are still hits, and they generally earned it. Its the invisible majority of developers that are drifting into oblivion in silence.

So now Im going to make some predictions, and I hope, in a year, that I have been proven wrong. I really do.

Another chart everyone is sick of: Steam releases per month. Ignore the dumb trend line and just look at the dots. The pretty, pretty dots.

Prediction One: More People Need To Abandon Their Dreams.

As a bonus, there is another chart: Steam Releases per month. Theres no guesswork here. To know the number of new releases, you just have to go to Steam and count them. The numbers are still shooting up, as hopeful, talented young devs chase the gold rush.

Expect earnings for most developers to keep going down for a while. I dont take any satisfaction in this. I love indie development, and, as I said in the previous article, I WANT to be proven wrong. (Remember, this is my day job too.) Yet, these numbers are pretty compelling, and they speak of a rough road ahead.

Yeah, yeah. You�re probably sick to DEATH of hearing that. LOTS of indie devs say it. What nobody talks about is exactly what that rough road will look like. Who will get hurt, and how? Here�s a guess:

Basically, solid, competently made games that would have made a modest profit 10 years ago or 10 years from now will just flop. Really ground-breaking titles will do fine, of course. It�s just that, in a normal environment, you shouldn�t need to be absolutely unique and invent a new genre or whatever to make money.

(Oh, by the way? If an otherwise solid product falls to huge competition, theres no need to pile on further by saying, "You just sucked. Indies are whiners. You just want a trophy for showing up. Loser. LRN2PLAYN00B!" It really aggravates me when profitable indie devs do this. Show some humility. You just write indie games, for Gods sake. Just because your game sold well doesnt make you Jesus.)

This is REALLY important: After the hard times to come, yes, wages will be lower than they were. It will be harder to get rich, but itll also be totally possible to scrape by a nice, middle-class existence writing competent games in underserved genres.

All it will take is enough companies dying to have a few genres be underserved again. This process will be HARD. This is the so-called #indiepocalypse, right here.

To make a living without a monster hit, however, will require some reality acceptance ...

Yeah, pretty much. I suggest writing your first game in your spare, non-job time. Yes, I know this sucks. Ive been there, man.

Prediction Two: Ambitions Will Grow More Modest. Budgets Will Be Cut.

My blog is called the Bottom Feeder, because that is what I am. I am a small, fast, nimble developer, dashing in to grab the scraps the big boys leave behind. I write my games on tight schedules with modest budgets. When I can use cheap, licensed sound and graphics, I do so with enthusiasm.

As a result, our business has done well for over 20 years.

Ive watched the ramping up of indie budgets and ambitions over the last few years with fascination. Having a real team and professional assets (graphics, sound, etc) can result in a very successful game. However, the more you spend, the greater the risk. Sometimes, I suspect my fellow developers have lost the ability to make hard choices about what luxuries are worth paying for and what arent.

Indie developers tend to want nothing less than custom graphics and music of the highest quality, everything done completely fresh for each game. Sometimes, licensing a piece of music for cheap can do just as well, with far less overhead to earn back in sales.

If your game needs voicework (Does it? Does it, really?), there are a multitude of actors who can do well for reasonable rates. Instead, Ive seen several developers hire big name actors. I sincerely doubt this generates enough extra sales to justify the expense and trouble.

Team sizes. Holy cripes, but teams are big! I never would have imagined that a 10+ person indie game team would seem like a viable option. Never forget that you can make remarkable stuff with two people (one coder, one artist, buy what assets you have to online for cheap).

And as for long development times, yes, I know. Art happens on its own schedule and shouldnt be rushed. Yet, discipline is still necessary. Its way easier to stay in business when you have a new game every two years than every four. If youre spending 5-7 years to make an indie game, I hope you were already rich when you started.

Amazingly, some indie devs hire actual consultants, the greatest of all cash sponges for confused businesses with too much money. The highest profile recent indie failure, Tale of Tales, hired an expensive consultancy team to help out.  I can guarantee that it wasnt worth it.

As things get tougher, the indie business will need to focus more on the Business part. This is all to the good.

Look at the bright side. If you never get famous, nobody will notice when you have your nervous breakdown on Twitter.

Prediction Three: "PR Better" Will Stop Being the Answer To Everything.

Lower budgets mean you can sell fewer copies of your game and still stay in business. If you operate on a low enough budget, you dont need a huge PR breakthrough to succeed.

I believe a really good game, word of mouth marketing, and patience can still be enough to generate a profitable product. It�s a slow, hard road, but this is still a tough industry. It�s still was easier than it used to be, as the number of outlets for word-of-mouth and cheap marketing have gone way up since I started. If I�m wrong, we have an even more serious problem than we thought.

This is because the PR situation is becoming intolerable. I am so sick of indie devs who already made it saying, "You must spend huge resources on PR. If you dont, you deserve to fail." This is mean, lazy, and utterly neglectful of the reality now.

Look. As I write this, Pax Prime is going on. There are OVER ONE HUNDRED indie games showing at PAX. These are young, ambitious developers who are expending huge amounts of time, cash, and energy doing what their elders told them to do. For most of them, the effort will be wasted.

This isnt their fault. The gaming press only has so much bandwidth. It can and will only cover so many games, and most of those resources will go to AAA titles. They simply cant give exposure to over 100 games. Even if they could, gamers dont have the time or mental bandwidth to process so much input.

Ive heard that the press will only cover you if you go directly to them in person (expensive, time-consuming). Simple email contacts (fast, inexpensive) wont do. Im starting to believe it. The recent indie game N++ hardly got any coverage, and this is the sequel to the N series, one of the best-known, seminal series of the indie boom.

And yet, even if they had gone to cons and kissed the ring, I doubt it would have helped. Over 100 indie games on display. You cant fight that math.

(I�m assuming here that the gaming press is a pure, neutral meritocracy. If you believe that the press occasionally gives a huge amount of press to a mediocre title for unrelated reasons, well, the problem becomes even more dire.)

This is also assuming, of course, that conventional press even matters anymore. There are real doubts on that score. Reviews in old-school magazines and web sites don�t bump my sales near as much as they used to.

I believe that, of necessity, developers will rediscover building businesses the old-fashioned way. Not by getting a smash hit overnight, but slowly, game by game, building a genuine fan base that will carry them through good times and bad, counting on quality and word-of-mouth PR to get the word out there. As the saying goes, it takes ten years to make an overnight success.

Its slow and difficult. Really difficult. It may not even be possible. You�ll have to forgive me for thinking it�s possible, as it�s the only thing that enables me to get out of bed some mornings.

Pictured: The Game Industry in 2016. (Artists conception.)

Prediction Four: Indie Gaming Will Survive.

Despite all this, Im not a doomsayer. Indie gaming will survive. Gamers want us to survive, and the quality of our work is fantastic. I rarely have more fun than when I buy a Humble Bundle and try out 10 of the games these ambitious young people are making.

These new developers are driven, smart, and admirable. They are better than me, and I want them to get rich. Some of them even will.

Nobody knows what is going to happen. There are a ton of unsolved problems (like pricing and efficient marketing). It will be hard to succeed. Like it has almost always been, and will almost always be.

My advice for you personally? Its the same advice Id give to anyone planning to go into a highly competitive artistic field: Dont start writing indie games unless you couldnt possibly be happy doing any other job.

I hope youre not a broken toy like me, driven by a mad compulsion to make these peculiar, garish, little works of art. But if you are, welcome aboard. I am rooting for you.

Youre still reading this? Whats WRONG with you? Why didnt you just read 200 words, make up some stupid opinion I didnt say, and attack me for it in a Gamasutra article? You know, like everyone else?

What I Am Going To Do

The same thing Ive always done. Lay low. Work fast and cheap. Ill count on my awesome loyal fans to see me through, and Ill do my best to make work worthy of their loyalty.

My games are $20. To stay in business, I need to sell, say, a minimum of 6000 full price copies of each new game. Add on bundles, Steam sales, etc, and its a good living. For me, now, its an entirely attainable goal. If you care, you can follow how Im doing on SteamSpy.

I know life is a bummer now, but indie games are just too cool to die. If you write them, as a pro or hobbyist, be proud.

Well, better get back to work. I have two weeks to write four weeks� work of dialogue. Time to hop to it.

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Please let me know how much I suck on my Twitter.

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