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Hello everyone!
It has been some months since the release of Three Minutes To Eight, and I'm writing this DevLog to reflect on the nine months that have passed since the games launch.
Developers often share insights into the development process (as I did in a previous DevLog and a video interview partially featured on the games Steam homepage), but it's less common to hear their thoughts nine months post-release.
Well, here I am! I must admit I'm a bit disappointed with how things are going with Three Minutes To Eight, both in terms of sales and player reviews. I consider Three Minutes To Eight the best game I've ever made, yet the sales and reviews are worse than some of my previous games like ENCODYA or Clunky Hero. The market isn't at its best right now, but adventure games are still selling a decent number of copies.
I'm not here to whine about bad luck or things like that. There are hundreds of video games released every month; its normal that some do well while others dont. However, we launched with a decent number of wishlists (about 30K), yet the reviews are mixed, and sales are so-so. This is despite receiving a solid 5/5 from Adventure Gamers (registered as 100/100 on Metacritic) and winning the Best Indie Game award at the Game Development World Championship, Summer Edition 2023.
So, what's the reason behind this "meh" result?
I believe the strengths of my game are also its weaknesses, at least for some players. The unique aspects that make my game stand out among many adventure games are also considered its flaws. Three Minutes To Eight is a classic example of a game that you either love or hate. The limited locations, repetitive actions, time loop, and narrative structure (or lack thereof, with ten different narratives that coexist in a clockwork mechanism, without a main story) have apparently displeased a good portion of gamers. Yet, I think these aspects also make it a great and unique game. Not to mention that the soundtrack, voice acting, dialogues, and aesthetics are top-notch, a fact recognized even by those who didnt leave a positive review.
Overall, I think it's a game that requires time to fully appreciate its mechanics, philosophical messages, and psychological puzzles filled with secrets and Easter eggs. Unfortunately, in 2024, with the constant bombardment of new titles, players often dont have the time to get captivated by such a game. Thats my fault; I should have designed it differently or provided more engagement from the very first minutes of gameplay.
It is what it is. But I still hope the game will find its special niche, becoming a cult title beloved by a growing elite, if not by the masses.
In the meantime, I've been working on a new game, which is totally different, called Speedollama. It's coming to all platforms (PC and consoles) this fall.
Furthermore, today, together with Assemble Entertainment, we have created a special discounted bundle with all my adventure games, including the acclaimed ENCODYA, Three Minutes To Eight, and Soul Tolerance, another title that deserves more recognition.
Have a look! Its a great chance to get a bunch of good games at a cheap price!
And if you haven't played Three Minutes To Eight yet, give it a chance. And if you like it, please consider leaving a Steam review. It truly deserves more attention!
Yours, Nicola
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