This build has the following changes:
Fix cable for desk lamp in the activity room.
[/*]Fix another wall culling issue in the activity room.
[/*]Fixed incorrectly placed hint bubble in room 2C.
[/*]Changed the order of hints in room 2C.
[/*]
I am currently investigating a potential issue with \\[completely black screens on new games with AMD hardware. If you have AMD hardware, it would be useful for me if you contacted me with information about whether or not the game works and the CPU, GPU, and graphics card driver version you use.\n\nIf you have any problems with this build, please report the issue on the forum. In the meantime, you can roll back to a previous build using the beta branches feature while waiting for a fix.\n
MAGWest is a 24-hour music and gaming festival run by the non-profit MAGFest, Inc. which features a gaming hall, planned concerts, and community-run panels. This year, it took place from 2025-08-08 to 2025-08-10 and it was the first MAGFest event that Ive attended.
Now that I live in the San Francisco Bay Area, it was pretty cheap and easy for me to attend. The only problem I had to solve was arranging transportation. Thankfully, I was able to catch a free ride with another indie game developer that was exhibiting there. The local game developer community here is pretty nice.
Normally, I would be telling people that the game was going to come out soon. But, since the game had come out a few weeks before the event, I could just tell them that the game was out right now. This felt a little strange. A little bit like well, thats it. Im finally done. And I kept telling people that for three days straight.
plays
This time, I let players play as much of the full game as they wanted to instead of limiting them to just the demo, allowing players to stop whenever they wanted to. I expected this to mean that I would have less players than previous events, but I actually ended up with more players instead. During the event, I logged a total of 51 plays across all three days:
[table equalcells=\"1\" colwidth=\",\"]day
[/th][th]plays
[/th]2025-08-08
15
2025-08-09
22
2025-08-10
14
This actually ends up being more than any other in-person event Ive been to (per day averages are rounded down):
[table equalcells=\"1\" colwidth=\",,\"]event
[/th][th]plays
[/th][th]per day
[/th]STAPLE! Austin
19
9
Delta H Con
3
3
2D Con
39
13
San Japan
44
14
Steam Next Fest
434
62
Fantastic Arcade
33
33
Toronto Game Expo
17
17
ATX Game Makers Showcase
26
13
GodotCon Boston
43
21
MAGWest
51
17
However, its still less than the per-day averages of GodotCon Boston and Fantastic Arcade. I think MAGWest was still really great though; clearly, the audience is interested in checking out indie games and there was a lot of attention from potential players.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44922280/0ed8d77f2a756b199861958c1265294289978235.jpg\"][/img]
I enjoyed watching people play the game together. A moment I remember is a kid backseating an older player (who was going along with it) telling them what to do in order to solve the mystery of where the coffee stains may have come from. So cute!
One player even got to the activity room in one hour, which was the fastest that I had ever seen for a casual first-time playthrough. Another player returned the next day to continue playing.
other notes
The indie game showcase was in the same room as the 24-hour arcade (Im looking at you, Delta H Con). This meant that there were always attendees coming in and out of the room, which was great! but it was also quite noisy, which left me really stressed out after three long consecutive days on the floor. Thankfully, event staff had volunteers helping us out and local devs helped each other out one of them even organized and delivered lunch orders on one of the days. Overall, I felt supported at the event.
Since then, no signal got to 50 reviews on 2025-09-08, 45 days after the game was released. Since the game only has one negative review, Steam now classifies the game as having a Very Positive reception instead of just Positive. I only need 50 more to qualify to apply for the Godot front page! I would be very happy to be able to do this.
The bug reports have also largely simmered down and now Im left with mostly cryptic bugs that I dont know how to resolve like black screens after starting a new game. I think it might be related to AMD graphics card driver issues, so if you are running AMD and have any information about that I would love to know even if its just that you cant replicate the bug. Contact me with your CPU, GPU, and Graphics driver version to help me narrow down the scope of the issue.
The setup I had for the convention was pretty spartan; most of my stuff is still packed up in storage since my decision to move to California. I still live in a temporary housing situation and I miss having all of my stuff and I miss my cat. I have also been looking for a job, but as you may expect its quite hard for anyone to find work right now. As you can probably tell MAGWest was a month ago! Ive been really stressed.
Ive been struggling a lot with depression, in part due to these stressors, but for now Ill continue looking for a job, trying to feel better, and finding the energy to work on the next game.
Join us next week for a no signal developer commentary playthrough and AMA stream at https://twitch.tv/exodrifter_ on September 6th 10:00 AM PT!
This was originally posted on my blog one month ago and I recommend reading it there instead: https://www.exodrifter.space/blog/20250731075133
one week after no signal
Its been one week since no signal was released.
If youre not familiar with no signal, its a thoughtful hard sci-fi adventure game about loneliness made in Godot. You explore an abandoned space station orbiting a black hole, follow messages left by the long-gone staff, and discover what happened and the secrets they left behind. The game was made primarily by me and Tanuki, although we did have some brief help from several individuals with different aspects of the game (QA, logo, physics homework).
I am not good at math. Those relativity equations you see in the game are, in fact, the physics homework of someone much smarter than me who graciously offered them for use in the game.
The 20% off one-week release sale for no signal has ended and I wanted to spend some time reflecting upon how the outreach, sales, and reception of the game have gone so far.
outreach
I reserved one month before the release of no signal to exclusively work on marketing. With marketing, Ive tried to stay true to my guiding principles and build meaningful relationships. For this reason, I eschewed key mailing services in favor of reaching out to as many influencers and press with personalized messages as I could.
To find contacts, I asked my friends and my audience for help, looked for people who had covered the demo of no signal or Gender Dysphoria with the help of SullyGnome and the game category feature on Youtube, and reached out to people I already know through streaming. I also gave keys through Steams Curator Connect to people that solicited them from me.
[table equalcells=\"1\" colwidth=\",,,,\"]Percentages rounded down. Replied means they sent me a response (even if it was a rejection), Activated means they redeemed the key, Covered means they actually covered the game.
Type
[/th][th]Contacted
[/th][th]Replied
[/th][th]Activated
[/th][th]Covered
[/th]Streamers
17
13 (76%)
10 (58%)
5 (29%)
Played Before
7
1 (14%)
2 (28%)
1 (14%)
New Contacts
39
5 (12%)
12 (30%)
3 (7%)
Solicitation
17
3 (17%)
6 (35%)
1 (5%)
As usual, mental health made it difficult to do anything especially after uprooting my life to escape Texas. So, I only managed to reach out to 63 people before the release of the game despite reserving 22 weekdays to do this. I mostly did this work in spurts over the course of only four days: 4 on the first day, 21 on the second, 19 on the third, and another 19 on the fourth.
On the days I spent reaching out, I more or less did only that. I often felt completely exhausted at the end of it. I think I fell asleep for nearly 12 hours one of those nights.
Supposedly, at a rate of 19 per day, the limit for how many people I could contact in this time could be as high as 418 people. However, it would have been hard for us to do this due to our choosiness. The list Tanuki and I made of all contacts we wanted to consider reaching out to only had about 183 people on it.
Streamers: Streamer friends and acquaintances had the highest engagement of all the groups. This makes sense, as Ive spent a lot of time on Twitch, gotten to know a lot of people, and have shared my work with them. Many of them have known about my game for a while. However, I dont expect this group to help me that much with selling the game since theyre largely game developers and many of them share a lot of audience overlap. If I want this to work better for me in the future, I think I need to make more friends with different groups of streamers who have audiences that would be more inclined to buy indie games.
Played Before: Not very many people have covered my previous work before. Unfortunately, all of the contacts that covered Gender Dysphoria no longer seem to maintain an active presence online and none of them covered no signal. On the other hand, one person who had played the demo before was very enthusiastic about being able to play the full game before release. I was able to make a great connection here that I hope will grow more.
New Contacts: It took a lot of time to look into each persons content, figure out if they would be genuinely interested and why, and write the message. Of course, I had some standard copy I sent everyone, but each message had a personalized part. I took care to only send messages to people I genuinely believed might be interested in the game, regardless of how big or small they were. I feel a little sad that the engagement here wasnt as good as I would have liked. Though, its not terribly surprising since all of these were essentially cold-calls.
Solicitors: After release I got plenty of emails from Steam Curators asking for keys. I didnt really have a great experience with this since it felt hard to get to know the people on the other side and a lot of them seem like theyre trying to bait me into sending keys so they can resell them. Many of these curators that asked for a key didnt even activate the copy they were sent through Curator Connect, so it makes me even more suspicious that they were just fishing for free keys to resell.
Overall, we only had a coverage rate of 12% (rounded down). I have no idea if this is good or bad, but its certainly much, much better than my job hunt.
Of the 34 full-time job applications Ive done since April, only 1 resulted in an interview and it was with an automated AI agent. Not once, in any of my applications, did I actually have a conversation with another human being. So, the outreach I did wasnt that bad in comparison, since I actually got to talk to someone.
Actually, due to my circumstances, Ill have to start looking for work again instead of continuing full time indie dev as I had originally planned when I quit my last job (unless no signal sales get drastically better). Im sure you know this, but Im not looking forward to finding a job given the state of everything. But hey, if you are looking for someone to hire, check out my resume and reach out!
That said, I could have certainly reached out to more people. I also should have done more outreach during the development of the game instead of only at the end. I plan to be better about this next time.
sales
One of the strategies Im trying to employ is making a catalog of multiple games that people can buy, so that every time I release a game, more people who like the stuff I make can buy older stuff in my catalog. The hope here is that I want to focus on the long-tail nature of sales, much like Jeff Vogel of Spiderweb Software (who is someone I look up to very much).
I now have two products that I have fully self-published, so this is the first time multiple games show up on my developer profile on stores. I was also able to offer a catalog bundle where customers can buy all of my games. Right now, the effect is not very pronounced, but I did end up selling a few copies of Gender Dysphoria on Steam, largely thanks to bundles. Though, a few people did buy Gender Dysphoria a la carte, without going through bundles, as well.
In order to avoid complete disappointment, I had hoped no signal would make at least 100 sales in the first week. To my surprise, that sale target was met in only 12 hours.
[table equalcells=\"1\" colwidth=\",,,,\"]Units is the amount I sold, without counting returns. Gross Revenue is how much customers paid to buy the product on storefronts, not including taxes, in USD. Net revenue is the amount I think would actually end up in my hands in USD after taxes, store fees, and payment processor fees payouts havent happened yet, and stores are not always fully forthcoming with this information. I may come back in the future and update this information.
Product
[/th][th]Store
[/th][th]Units
[/th][th]Gross
[/th][th]Net
[/th]no signal
Steam
239
$2,808.00
$1,965.60
no signal ost
Steam
38
$158.00
$110.60
no signal + ost
itch.io
3
$75.00
$63.61
no signal ost
Bandcamp
1
$10.00
$7.97
Gender Dysphoria
Steam
12
$61.00
$42.70
Gender Dysphoria OST
Steam
8
$15.00
$10.50
Total
-
298
$3,127.00
$2,200.98
Thankfully, I made just enough money to cover the amount I paid Tanuki for making the art in no signal. However, that also means Im still burning money this doesnt even cover the cost of living for even a single week I spent making the game. This is not surprising. I expected this kind of result, but it is still disappointing.
Wishlists on Steam were a bit interesting:
[table equalcells=\"1\" colwidth=\",\"]Kind
[/th][th]Amount
[/th]Additions
1099
Deletions
43
Purchases/Activations
153
Gifts
4
There are now 2,591 outstanding wishes for no signal, making for a lifetime conversion rate of 5.6%. Gender Dysphoria has 1,729 outstanding wishes and a lifetime conversion rate of 13.3%. I was hoping that the lifetime conversion rate would be more similar to Gender Dysphoria, but thats clearly not the case yet.
reception
The reception to the game has generally been really good. Ive lost a lot of sleep watching people play it and pushing out several bugfixes over the course of release weekend.
Of the 237 units sold and 25 key activations on Steam, 147 of them actually launched the game. On average, since release, 30 people played the game every day with a median playtime of 2 hours and 25 minutes. There was at least one person playing every hour for the first 80 hours. Honestly, I couldnt even believe it, especially for a quiet, pensive singleplayer indie game.
The data for continuous playtime came from steamdb.info .
As a brief aside, lots of people have asked me how long the game takes to play. Its hard to say for sure, but now that Ive watched a bunch of streamers play I would say that it seems to take anywhere from 6 to 12 hours, depending on how much that person likes to go for 100% completion as they play. If I had to pick something more specific, I would say it takes most people around 8 hours (or two to three sessions) to reach the end of the game.
Here are some of my more favorite comments on the game:
Actually, this first one is a strange surprise. I never told them about the game and some parts of their article have a certain style about them. They also write unbelievably voluminously. However, they seem to have played the game, because they say things that I would think you could only know by playing.
Ever boot up a game and suddenly forget the world around you? no signal hits like that hard and quiet all at once. Its not just another point and click adventure; this is a full-blown emotional gut-punch wrapped in hard sci-fi, built for people who like atmosphere, deep storytelling, and freedom to explore.
\\[]
This isnt just puzzle-solvingits emotional archaeology. Youre piecing together the lives of the stations former crew, and the more you uncover, the more personal it gets. Their hopes, regrets, conflictsits all there, buried in data logs and rooms left exactly as they were. The gameplay never shoves the story in your face; it trusts you to connect the dots. And when you do? It hits like a freight train of loneliness and meaning.
Todd B., Linux Game Consortium https://linuxgameconsortium.com/no-signal-discover-the-mysterious-narrative/
I really loved how viscerally this person connected with the game.
The quality is insane, a fantastic game with really solid puzzles and smooth mechanics. Only for the themes to just, destroy me. The specifics are too personal for a public post but to wander in expecting to witness a life and story only to see a reflection got to me. rot13:Vz bar yrff ybaryl crefba
Zeke Daminara (@gungancrab.bsky.social) https://bsky.app/profile/gungancrab.bsky.social/post/3lv5k2o7idc2v
I love making people cry ^^
I wont say too much more, as it enters spoiler territory. What I will say is that this was a joy to play. The puzzles were fun and not frustrating, the music was lovely, and the dialogue struck a chord at a point and I did tear up for a moment.
tyumici https://steamcommunity.com/id/tyumici/recommended/2840590/
Ive gotten some comments from people like I was only going to play for 30 minutes but I got totally hooked. or I dont normally like these kinds of games, but I really loved this. Seeing peoples reactions to certain parts of the game has also been a complete joy. Ive been spending so much time just hoping that certain parts would be as emotional and just hit as I wanted them to be, and it feels so great to finally see that pay off after thinking about these moments in the story for more than a year.
However, there have been some complaints about the game, including motion sickness, the steep difficulty curve, and the relatively unusual controls compared to other games in its genre. These were things I anticipated players complaining about, but theres only so much you can do mitigate these issues especially given the limited budget of an indie developer. Plus, I cant fix literally everything. Nothing is perfect and, at some point, Im going to want to move on and work on a new piece of art.
What I wasnt expecting was players being really frustrated by the more difficult, but optional, collectibles and puzzles. In my mind, I was thinking that I was giving players the option to freely engage with harder content if they wanted to. This was never a problem in playtesting, but now that the game was complete and these optional tasks were classed as achievements, many players who love to 100% games got really frustrated. This made me feel bad because I, too, love to 100% games. In response, I posted a few comments to help players out with finding collectibles and I also pushed an update making the music puzzle significantly easier.
whats next
Im looking forward to seeing how the game sells over the next few months, but aside from a few more bugfixes, I largely plan on moving on. Clearly, the game hasnt sold enough to allow me to continue doing this full-time (which was expected), and I need to find a job. Ive also got quite a few more plans, too, like planning a VTuber debut with a new model and new projects that I have an eye on! But, Ill try to keep it easy for a little bit before doing a big project again.
That said, Im still doing things for no signal, like:
Tonight (in a few hours): Ill be showcasing no signal at the monthly MADE showcase in Oakland, CA.
[/*]August 8th to August 10th: Ill be showing no signal at MAGWest in San Jose, CA.
[/*]September 6th 17:00 UTC: Ill be continuing my in-depth developer commentary and ask me anything stream of no signal, now that people have had some time to play it. I will also be doing a key giveaway!
[/*]In 3 or 6 months, maybe? Releasing an in-depth retrospective video of the development process, marketing, sales, and reception of no signal.
[/*]
If youve played no signal, I am truly thankful. And if you havent, consider playing the demo or buying the game!
This build has the following changes:
Fix the wall and bed culling in large bedrooms
[/*]Fix decal clustering artifacts
[/*]Cable no longer clips through the screen in the energy lab
[/*]The scale of the battery in the energy lab to be slightly bigger
[/*]Adds missing description for the cutting board in the kitchen
[/*]Don\'t delete the notes when pressing ctrl+z after opening the notes
[/*]Fix missing controller input in EVA room
[/*]Fix typo in energy-a \"unfair\"
[/*]Replaces the hint in radio-a \"power\" with something that actually makes sense
[/*]The hover cursor is no longer shown for items that cannot be interacted with
[/*]Fixes door clipping in EVA room
[/*]Adds missing cables to the computer and desk lamps in 1g, 2f, 2g, activity room, mechanical workshop, and radio lab
[/*]When viewing a chat log, pressing the back button can no longer also scroll the contents of the log.
[/*]
If you have any problems with this build, please report the issue on the Steam forum . You can roll back to a previous build using the beta branches feature while waiting for a fix.\n
This build has the following fixes:
Stairs sometimes required more than one click to interact with, it should work on the first click now.
[/*]If you toggled look input, you could not move the mouse after opening the inventory, map, or notes with a shortcut key.
[/*]Colors have been corrected on the puzzle cube
[/*]Billiard balls have textures now
[/*]Fix inset bed model clipping issue
[/*]
If you have any problems with this build, please report the issue on theSteam forum. You can roll back to a previous build using the beta branches feature while you wait for a fix.
This build has the following fixes:
Mouse is now released when exiting look mode. This should fix an issue where the mouse cursor is stuck when interacting with screens while in look mode.
[/*]Fix an issue where if you enabled an input toggle, it wouldn\'t work until you dragged the mouse. Clicking the button is now all you need to do to engage the input mode.
[/*]Fix gameplay settings menu not resetting input toggle settings.
[/*]
If you have any problems with this build, please report the issue on theSteam forum. In the meantime, you can roll back to a previous build using the beta branches feature while you wait for a fix.
This build has only one change:
Space is no longer a default input binding for interaction. This should fix the issue where you can inadvertently interact with objects while pressing space to move the camera up.
[/*]
If you have any problems with this build, please report the issue on the Steam forum. You can roll back to a previous build using the beta branches feature while you wait for a fix.\n
This build includes the following changes:\n\n
- Reduce the sensitivity of the FPS controller.\n
- Add failure sound when login passwords are incorrect.\n
- Add the ability to interact in look mode.\n
- Fix the letter in the wordmark jumping when returning from the settings menu.\n
- Fixed many spelling/grammar issues in the text logs.\n
- Fix freeze/crash when accessing the EVA computer caused by a bug in Godot\'s UI API and triggered by movement input (including from unused plugged in controllers) from the player.\n
- Add missing undersides to rugs.\n
- Prevent letter in wordmark from spinning too quickly.\n
- Prevent objects in last cutscene from spinning too quickly.\n
- Remove visible decal on black void behind door in medbay.\n
- Fix decals being visible where they should not be.\n
- Fix gamma settings not being loaded.\n
- Fix velcro mats in cupola and eva.\n
- Move gym music from the ambient bus to the music bus.\n
- Add native .ico to Windows builds.\n
- Fix corners disappearing in activity room.\n
- Fix camera position changing rapidly when starting to look around with look smoothing turned off and move smoothing turned on.\n
- One player reported a lighting issue in the center, where it loads in completely dark while playing a game. Reloading the game fixes the issue. If you run into this, please reach out with more information.\n
This build changes the piano puzzle, including the following two changes:
The poem tape is shorter and simpler, to make it easier to hear the right part of the music.
[/*]
There is now an additional visual clue in the music room in case you have amusia, have hearing loss, or have some other difficulty with distinguishing pitch.
[/*]
If you\'ve been having trouble with the piano puzzle, hopefully this makes it easier to complete.
The following issues are known but not fixed in this build:
One player reported a lighting issue in the center, where it loads in completely dark while playing a game. Reloading the game fixes the issue. If you run into this, please reach out with more information.
[/*]One player reported a game freeze when interacting with the EVA computer. I was not able to reproduce this issue. If you run into this, please reach out with hardware information.
[/*]For some reason, on some computers, the envelope in the wordmark that you see after beating the game spins too fast.
[/*]
If you have any problems with this build, please report the issue on the forum. In the meantime, you can roll back to a previous version by using the beta branch feature.
This update fixes the following issues:
You can load saves from 1.2.0 now.
[/*]
The following issues are known but not fixed in this build:
One player reported a lighting issue in the center, where it loads in completely dark while playing a game. Reloading the game fixes the issue. If you run into this, please reach out with more information.
[/*]One player reported a game freeze when interacting with the EVA computer. I was not able to reproduce this issue. If you run into this, please reach out with hardware information.
[/*]For some reason, on some computers, the envelope in the wordmark that you see after beating the game spins too fast.
[/*]
If you have any problems with this build, please report the issue on the forum. In the meantime, you can roll back to a previous build by selecting a beta branch with the version you want to play.\n
This update fixes the following issues:
An input bug with one of the cutscenes.
[/*]
The following issues are known but not fixed in this build:
One player reported a lighting issue in the center, where it loads in completely dark while playing a game. Reloading the game fixes the issue. If you run into this, please reach out with more information.
[/*]One player reported a game freeze when interacting with the EVA computer. I was not able to reproduce this issue. If you run into this, please reach out with hardware information.
[/*]For some reason, on some computers, the envelope in the wordmark that you see after beating the game spins too fast.
[/*]
If you have any problems with this build, please report the issue on the forums. If you need to, you can roll back to a previous build by selecting a beta branch with the version you want to play.\n
This update fixes the following issues:
You can no longer bring some items to unintended areas of the game.
[/*]The wall hiding logic in the center no longer looks visually buggy.
[/*]I was unable to reproduce the camera rubberbanding when you try to move after clicking on something, so maybe I accidentally fixed it?
[/*]Fixed clipping in storage_ring.
[/*]
The following issues are known but not fixed in this build:
One player reported a lighting issue in the center, where it loads in completely dark while playing a game. Reloading the game fixes the issue. If you run into this, please reach out with more information.
[/*]One player reported a game freeze when interacting with the EVA computer. I was not able to reproduce this issue. If you run into this, please reach out with hardware information.
[/*]For some reason, on some computers, the envelope in the wordmark that you see after beating the game spins too fast.
[/*]
If you have any problems with this build, please report the issue on the forum. In the meantime, you can roll back to the previous version by using the v1.2.0 branch.
This update adds:
You can now disable look and movement smoothing.
[/*]
This update fixes the following issues:
Look smoothing no longer changes the move smoothing; they are different settings now.
[/*]Fix the reset all confirmation dialog in the settings appearing behind the UI instead of in front.
[/*]Fixes a bug where you cannot see enough or see too much after changing the FOV and then looking at screens, notes, puzzles, and cinematics,
[/*]Fix model clipping issues in activity room and elevator chamber a.
[/*]Fix copy issues -- missing periods, misspelled words, and incorrect descriptions. This does not fix Bobby\'s spelling mistakes, because Bobby is Bobby.
[/*]Stop clipboard from disappearing when looking at communications scene from below the \"floor\".
[/*]
The following issues are known but not fixed in this build:
One player reported a game freeze when interacting with the EVA computer. I was not able to reproduce this issue. If you run into this, please reach out with hardware information.
[/*]For some reason, on some computers, the envelope in the wordmark that you see after beating the game spins too fast.
[/*]For some reason, when you have smoothing turned off, the camera rubberbands when you try to move after clicking on something.
[/*]The wall hiding logic in the center looks visually buggy as it causes walls to disappear unexpectedly.
[/*]
If you have any problems with this build, please report the issue on the forum. While you wait for a fix, you can roll back to the previous version by switching to the v1.1.0 branch if necessary.
I'm happy to announce a release date for no signal: July 25th, 2025 at 21:00 UTC.
I've been able to slowly work on the game since the hiatus I took in March in order to move away from Texas. It's been really difficult to get to this point, but I'm really eager to get the game in the hands of players and friends.
The game is complete, awaiting Steam's approval, and an updated demo build is now available on Steam. The saves and achievements are cross-platform and are shared between the demo and the full game, so you'll be able to take your progress with you to the full game when it comes out. If you have made a save before this update, I'm sorry to say that you'll have to start a new game.
Although the game is complete, I've set the release date one month out to give me time to do some marketing for the game and for press and influencers to have time to review the game and write about it in advance of it releasing. If you're excited for the game, I would really appreciate your help in getting the word out!
I'll also be hosting a release party stream on Twitch on July 25th, 2025 at 18:00 UTC. Come join me for the celebration, developer commentary, and Q&A on that day! I'll also be showcasing the game at MAGWest in San Jose on August 8-10th. Feel free to come by and say hi!
GodotCon is a convention organized by the Godot Foundation for the Godot community to meet in person and exchange knowledge. GodotCon Boston took place took place about 1-2 weeks ago on 2025-05-05 to 2025-05-07.
It was quite the expensive convention for me to attend, since GodotCon's timing of being right before PAX meant hotel prices were higher. But, I felt that I could particularly benefit from this convention as a person who has been streaming Godot development on Twitch for the better part of two years now. It was also the first GodotCon taking place in North America. Since it was taking place right before PAX, there were also a lot of other game development events happening at the same time such as the Boston Indies "Pre-PAX demo night", at the nearby MIT Open Space. However, I wasn't quite able to take advantage of every single event while I was there, since I didn't have enough energy after showcasing on the floor all day.
The event had workshops on the first day and the showcase and talks on the last two days. It was a difficult affair for me to showcase this time. This is because I've taken a hiatus from no signal development due to my move to the California Bay Area and I've since been quite busy and stressed. It was odd to showcase my game when I'm not actively working on the game and my mental health has been significantly harder to manage lately. As I'm in a temporary housing situation, I don't have any of my stuff either. In fact, my setup was very stripped down:

Leading up to the event I had to take some time to prepare the game since I made some refactors since the last showing at the ATX Game Makers Showcase (which, unfortunately, I forgot to write about in my blog) before going on haitus. So, I spent about a week fixing bugs introduced by those refactors as well as improving controller support based on feedback from ATX Game Makers.
The showcase was in a part of the space at the Microsoft New England Research and Development Center (NERD) known as The Garage. There were about a dozen or so developers showcasing, including me. So, how did the game do?
plays
During the event, I logged 27 plays on the first day and 16 on the second, for a total of 43 plays. Only one person finished the demo. This more or less met my expectations and there isn't much to note here, though it's notable that the number of plays on the first day is the second-most number of plays I've had in a single day -- more than 2D Con's 25 but less than Fantastic Arcade's 33.
| STAPLE! Austin | 19 |
| Delta H Con | 3 |
| 2D Con | 39 |
| San Japan | 44 |
| Steam Next Fest | 434 |
| Fantastic Arcade | 33 |
| Toronto Game | 17 |
| ATX Game Makers | 26 |
| GodotCon Boston | 43 |
Although the event was mostly attended by game developers, the feedback I got back from attendees as well as which parts of the game people had trouble with were surprisingly similar to other conventions I went to. What was different, however, was that more people on average seemed to understand more easily how the game worked and were also more likely to compliment me on various design aspects of the game, like how well the new player experience was designed.
other notes
Near the close of the event, one of the organizers came around to all of the showcases to ask if there's anything we wanted to suggest could be done better. I mentioned that the layout of the space wasn't very conducive, as it was hard for attendees to go from booth to booth, especially when it got really crowded:

Unfortunately, it sounds like the host of the space didn't want anything to be moved around, so they were stuck with the layout as-is. And I certainly got a lot of people checking out my game anyhow, so maybe it wasn't all that bad.
I was also unable to attend the event as a normal attendee for the majority of the event, since I needed to look after my table and my stuff for the entire event. While I did manage to get other devs doing the showcase to look after my stuff from time to time, I found that the talks were too basic for my taste.
Overall, I had a good time anyway. The showcase was good and I was able to make a lot of connections with other people in the community. Right now, I'm considering taking a break from job hunting to finish the game, even if just to put a newly completed project on my resume so I can at least point to what I've been doing all this time since my last employment. I'm not 100% sure how quickly I can get the game done though, so I'm not sure if I'll be committing all my time to that or not.
Unfortunately, I have to announce a hiatus in development for no signal. Due to political events happening both at the national and state level, I no longer feel safe where I live and I need to move somewhere where I can find more security.
What this means is that I probably won't be able to finish no signal nor will I be able to continue doing regular streams, for now. What I want to do with this blog post is share some of the reasons for why I no longer feel safe in Texas where I grew up, share some of the recent progress made with no signal, and talk about what is left to do for the game.
transphobic legislation
Although it can be argued that the transphobic legislation currently being considered at the state level will not be implemented successfully or even pass at all, the fact that such measures are even considered are a source of stress for me. Even setting aside bills that may or may not pass, it is clear to me that the environment is becoming less safe for me.
At the state level:
- HB 3399 would, if passed, ban gender-affirming care for all transgender and gender non-conforming people.
- HB 3817 would, if passed, make it a felony fraud for me to identify as my gender at work or when interact with any government worker.
- A transgender bathroom bounty has been implemented in Odessa, TX allowing citizens to call the cops on anyone suspected of being trans who is in the "wrong" restroom.
- Attorney General Paxton declared all court-ordered gender changes void and demanded that all such gender marker changes on driver licenses and birth certificates that have been made as a result of them should be reverted immediately.
- Other countries have issued LGBTQ travel advisories for travelling to the United States because of the executive order issued by the U.S. president on January 20th requiring all travelers to use their birth sex as their gender.
- The Department of Homeland Security removed privacy provisions that protect people from surveillance based on sexual orientation or gender identity.
- Almost all references to transgender people were removed from government websites.
- Renewing passports could be difficult due to executive orders demanding that the birth sex is used on passports without providing guidelines for how this will be enforced, leaving the possibility open that passports of transgender people might be confiscated when crossing the border or when trying to get them renewed.
These changes have made me feel less safe and has generally increased the amount of stress that I experience. I would rather proactively move somewhere where I can feel more safe, before I find myself in a situation where it's too late to take the time to move properly.
no signal progress
Meanwhile, no signal is very close to completion.
Controller support was added, including a radial menu to access things that would otherwise require a mouse:

More level polish has been done, including these general relativity notes from David Moore used with permission:


The game is now playable from beginning to end, as of 2025-03-03 and I recently exhibited it at the 4th Annual ATX Game Makers Showcase at Valhalla in downtown Austin during SXSW.
what's next
The game is missing:
- Level design polish
- One unique puzzle (involving a MIDI keyboard)
- One interactable (a Rubix cube)
- Better controller support for Steam Deck
- Steam integration
Unfortunately, it's very difficult for me to say when the game will be completed. My first priority will be to create a more stable, safe environment for myself. I need to move and find a new job and those things will consume most of my time and energy. I might be able to work on the game and stream on Twitch from time to time, but it's going to take a backseat and I won't be able to do it regularly as I have over the last year or so.
The fact that I'm pausing so close to the finish line is really stressful and frustrating for me. However, for now, things will have to wait. I can't compromise on my security in order to finish this game. Hopefully it won't take too long for me to figure things out.
I am really sad that I'll be leaving behind my friends and the game development community here in Austin, Texas that I've grown close to. I will really miss all of the people and organizations I've connected with and the many events that happen here, including the ATX Beer Nights, Games Y'all (formerly Juegos Rancheros), and the Electronic Game Developers Society (EGaDS) at UT Austin. Since I feel like I cannot return to Texas under the current political climate, the fact that I might never be able to connect in-person anymore hurts a lot. And even though the food scene in Austin is admittedly mediocre, I'll also miss my favorite restaurants too.
Tomorrow, I will be having my last stream before the hiatus, where I plan on doing something fun so I can leave on a good note. You can join me at 11:00 AM Central Time at twitch.tv/exodrifter_ . Thank you for reading. If you have been supporting me , thank you so much once again. It means a lot to me. I will return as soon as I can.

Toronto Game Expo is a bi-annual games convention that takes place in Toronto. There are video games, arcade machines, board games, and most importantly: a place for indies to show their games. Tanuki, the artist for no signal, was able to showcase the game there last weekend at Exhibition Place on November 16th, 2024.
plays
At the expo, we had 17 people play the game. This more or less met my expectations as it was about as many plays as we got at STAPLE! Austin, but in a single day instead of over two days. There are things that were similar between the two events; at STAPLE! I also only demoed the game on one computer and I was also less prepared to show off the game at the time (as I assume Tanuki was, as it was her first time tabling at an event). However, STAPLE! Austin is not a games event so I expected attendees to be more interested.
| STAPLE! Austin | 19 |
| Delta H Con | 3 |
| 2D Con | 39 |
| San Japan | 44 |
| Steam Next Fest | 434 |
| Fantastic Arcade | 33 |
| Toronto Game Expo | 17 |
We got 5 wishlists on the day of the event, with 26 wishlists coming in over the following week:
| 5 | 5 | 2 | 5 | 2 | 1 | 6 |
Wishlist activity on the day of the event was similar to STAPLE! Austin, though in STAPLE Austin's case we had a spike of wishlists on the following Monday:
| 4 | 6 | 15 | 4 | 3 | 0 | 1 |
no signal now has an outstanding total of 1,413 wishlists.
overall notes
At first, we were unaware that Toronto Game Expo offered free tables and we paid for a vendor table, which costed a little over $250 CAD after tax and was quite an expensive price for us to pay. We later learned of free tables for indie developers and submitted our application, which was accepted. Our fee was refunded and we only had to worry about travel expenses to attend.
In general, I think it was worth going. However, I don't think it would have been worth it if we had paid for the table as we originally did. STAPLE! Austin, in comparison, costed $100 and we were allowed to split the table with another vendor, halving the cost to $50. I was really happy that Tanuki was able to show the game in Toronto, and I'm a little sad that I wasn't able to go as well. Hopefully we can show one of our games at an event together in the future.
As for the game's development, it seems like we will miss our original release date of Q4 (especially considering Steam's requirement to set a release date two weeks in advance) and it's unlikely that development will conclude before the end of the year. However, I am hard at work doing as much as I can before the end of the year and I'm holding onto a foolish hope that I will finish development before 2024 is over. You can catch me streaming the development of the game on Twitch if you'd like to see how it's going.

Fantastic Arcade: Fun Size Edition! is an indie video game festival that took place last weekend on October 26th, 2024. I showed no signal there and it is the last event this year I plan to be at. There's only one event left -- Toronto Games Fest, which is happening in a little over a week as of this writing -- but I won't be there. Instead, the artist Tanuki will be there.
It's been a long time since Fantastic Arcade has been held. The last Fantastic Arcade event, Fantastic Arcade Retro(spective), was held before the pandemic on November 16th, 2019 (although it was just a re-run of games previously shown at Fantastic Arcade). To me, Fantastic Arcade: Fun Size Edition! is the first time that an actual Fantastic Arcade event has been put on by its new owner, the Museum of Human Achievement.
There were between one and two dozen other developers tabling at the event in the Cafetorium of the Baker Center. At the end of the event, since the Baker Center was previously a school, there was a small graduation-themed event where all of the developers received a certificate award for participating and two awards for "Most Fantastic" and "Audience Choice" were given out. This year, the game TrashCan Dreams won both awards.
plays

During the event, I received 33 plays. This was quite an achievement, as this was significantly more than the single-day records of 25 plays at 2D Con and 18 plays at San Japan despite having a much smaller attendance. I would say this is due to the fact that Fantastic arcade is specifically designed for indie games, and it shows in the engagement from attendees.
The player count was even about half of the average number of unique players per day from Steam Next Fest, which was 62 . Half! Imagine that, a local event having about half as much traffic as the biggest digital distribution platform (which is practically a monopoly) in the world. Not to mention just the physical limitations of the fact that I only had two stations where people could sit down and play the game. Well, granted, I could have had much better performance at Next Fest on the order of magnitudes if I was better at marketing.
This was also the first time I tried to keep track of how far along players got as they played:
| Started playing | 33 |
| Turned on room lights | 28 |
| Entered the reactor room | 10 |
| Turned on the reactor | 8 |
| Entered the elevator chamber | 1 |
Unfortunately, no one played long enough to see the cinematic. The demo is simply too long -- I'll have to make a shorter demo for my next game.
It was pretty hard to keep track of how far players get, though it certainly did help me stay engaged during the day. I really ought to implement a system into my game to automatically record how far people get... maybe I'll do that for the next game too!
Wishlist activity was also quite good, with 14 wishlists on the day of the event:
| 14 | 1 | 3 | 4 | 1 | 3 | 2 |
Although Steam Next Fest just ended the previous weekend, I think this is a pretty good read on the number of wishlists from the event, as most of the wishlist activity appeared to die down by the time of the event.
conclusion
I also handed out copies of Gender Dysphoria for free, mostly because I want to get rid of them. I'm not sure I would have had the permission to sell them even if I wanted to. However, one person did donate $10 for one, which I was surprised and happy to see.
This event went remarkably well. The fact that I got 33 plays in one day was, well, pretty _fantastic_. I'm also happy to see that the event is finally back and I enjoyed meeting some of the other developers who had flown in from out of state.
As an aside, I also ran into more problems at the event with powering the portable monitor using the official Steam Deck Dock. It appears that the USB power supply from the Steam Deck Dock isn't as stable as it needs to be for my portable monitor. It would occasionally lose power and connection to the Steam Deck, requiring a quite involved process to reconnect it. Thankfully, I still had an alternate power source in the form of a backup battery with USB ports, so I was able to give it an alternate power source. This fixed the issues.
Unfortunately, the event was incredibly noisy. The Cafetorium in the Baker Center is almost entirely hard surfaces, so it was almost impossible for me to distinguish anything anyone was saying, so I didn't get to collect very interesting feedback like I was able to do at 2D Con. For most of the day, people would play, make hand signs at me when they were done while quickly thanking me, and depart on their way to check out more games. It was pretty consistently loud throughout the entire event -- in addition to people talking, they broadcasted the talks that were happening in a different room and competitions (replete with commentary) were taking place on the main stage.
When I got home, I was so tired from all the noise that I just laid down, watched the show _Archer_, and went to sleep. I would still do it again though; great event.
Steam Next Fest is a digital event that happens on Steam every few months, where the focus is on upcoming games that have demos. I participated in this event with no signal and although I didn't have any particular expectations, I wanted to look at how this event went for me compared to the others I went to so far.
I do know that Next Fest was run a bit differently this year. Standalone demo pages were added, live streams were no longer a focus of the event, and more focus was put on showing games in the most random way possible at the beginning of the event in order to gather data on how to recommend the game later that week. Steam, in general, seems to be trying its best to make Next Fest into a meritocracy as much as it can.
plays
The plays during Next Fest over each day looked like this:
| 66 | 63 | 52 | 59 | 81 | 56 | 57 |
no signal also got 870 wishlists over the course of the event and 147 of those wishlists came from people who also played the game during Next Fest. no signal now has 1,276 wishlists.
Compared to other events:
- STAPLE! Austin , 19 plays
- Delta H Con, 3 plays
- 2D Con , 39 plays
- San Japan , 44 plays
- Steam Next Fest, 434 plays
Steam is literally the largest digital games platform on the internet and it is not limited by the amount of hardware I can acquire and set up on a single table, so it makes sense that I had more plays come from Steam than any other event I attended in person.
It seems like a single day at Next Fest is 2-3 times as busy as an entire in-person convention in addition to being pretty much completely free to participate in. However, I imagine conventions would be more comparable if I had a demo that didn't take so long to play and with much more legible gameplay, as that would let me have more people interested and able to play the games at events.
conclusion
Next Fest isn't an event I normally participate in, but quite a few other game developer friends had their game in the event as well and I was able to check them out while the event was on. Here's a few of the ones I liked:
- Supurr Cat Cafe: Sandwich Rush by 2NerdyNerds - Block Shop by Foolbox
Next Fest might be over, but it's always a great time to check out something new! I'm sure they would appreciate you taking a look as well.
If you played my game during Next Fest, thank you so much for playing. I've collected a lot of feedback and I'm back at work to try and finish the game before the end of the year (though a timely release seems dubious at the moment). I hope y'all can enjoy the game soon!

San Japan is an anime and gaming convention in San Antonio, Texas that I showed no signal at on August 30th to September 1st.
Although San Japan advertises itself as the largest anime and gaming convention, I would say that the event is catered to anime fans more than gaming fans. It's also a very big event that happens to provide applications for free tables to indie game developers. It's an event not too far away from Austin, so I applied and I got in.
plays
As the event was local, I was able to drive down on the day of the event and be there for the entirety of the event. I had forgotten to bring a second monitor on the first day, but thankfully a friend who came later on the first day provided a monitor for me. I also had enough space to occasionally have three people playing the game at once, as I brought two Steam Decks and one laptop.
Despite being a much bigger event (at an attendance of 28,033 people , five times bigger than 2D Con's ticket cap) and my ability to be present for the entire event, about the same number of people played the game as at 2D Con :
| 9 | 18 | 17 |
I also received 34 wishlists on Steam that week:
| 14 | 10 | 5 | 0 | 2 | 1 | 2 |
I also did a stream on the official Godot Engine Twitch channel on the Thursday before the event though, which might account for some of the wishlist activity in the following week.
On the Thursday following the event, no signal had a total of 322 wishlists.
complaints
Unfortunately, placement at the event suffered from some familiar issues that I had previously run into at Delta H Con. Namely, the indie game dev space was not in the electronic games space for some reason. The video game hall at San Japan had arcade cabinets, a VR arcade, Pachinko, and something like 70 itashas. However, apparently there was not enough space for us, and we were placed in the adjacent hall next to the entrance for the electronic games space.
There were also a significant number of no-show tables, including a paid corner table, resulting in attendees not being able to recognize what the space was for and foot traffic generally passing by on their way to the video game room instead of being drawn in. Thankfully, staff/volunteers recognized that this presented a problem for attracting attendees to our space and I am very thankful to my point of contact for taking steps to mitigate this issue.
We were also not allowed to sell items at the event, so I decided to give out free physical copies of Gender Dysphoria to some of the people who played the game. It would be nice if we were allowed to sell, but I can't complain too much since the table was free.
conclusion
I think that despite some of the issues at the event, I had a pretty good showing. It is kind of funny to me that between 2D Con and San Japan, the amount of reach I get is about the same despite their sizes being completely different as I had 40 and 44 plays respectively. Indeed, even after considering STAPLE!, where only 20 people played the game , it seems important to me now that I simply show up to as many events as possible regardless of size.

2D Con is a gaming convention in Minneapolis, Minnesota that I feel fortunate to show no signal at, which occurred on August 23rd to 25th . I had a really good experience there, which was quite a contrast compared to my previous convention experience.
One thing I was particularly surprised by was how proactive the 2D Con staff and volunteers were. After I posted about Delta H Con , I was contacted in order to address any concerns I might have. Power was provided. I was able to borrow a monitor and headphones to use (which was very nice, especially as someone flying in from out of state). And, while not strictly necessary, I was also offered free wifi, which made it much easier for me to keep in touch with friends while I was there.
sales
2D Con let indies sell at the event, but I didn't realize that in order for me to sell at the event I also had a legal obligation to register for a sales tax in the state I was selling in (I only had one for Texas and naively believed that was all I needed). Fortunately, applying was easy and I was quickly approved, so I was able to start selling on the second day of the event.
| n/a | 0 | 2 |
I didn't really advertise that I was selling copies of my game Gender Dysphoria and many other tables didn't participate in selling, so the low numbers don't really surprise me. Nonetheless, I did give away a few free copies to other game devs and staff.
plays
The only direct flight between Minneapolis and Austin was during the middle of the day. This meant that I was unable to be present for the full day on both Friday and Sunday. Despite that, about 40 people played my game:
| 8 | 25? | 6 |
...frankly, I lost count on Saturday. I also received about 10 wishlists on Steam that week:
| 2 | 1 | 3 | 0 | 1 | 3 | 10 |
* I did a stream on the official Godot Engine Twitch channel on Thursday, which probably increased wishlist numbers on that day.
On the Thursday following the event, no signal had a total of 288 wishlists.
I was really happy to see attendees arrive to the room keyed in to the fact that it was a room for indie game developers and interested in learning more about the games and earnestly giving them a try. I received a lot of great feedback from the people who played the game and I am very thankful for the enthusiasm people have expressed for it. I also met a lot of other game developers there, many of whom were from the local Minneapolis IGDA chapter. It was nice to talk about what the scene is like in the Twin Cities and talk about games.
complaints
The only complaint I have is related to the venue. The venue was entirely too warm. Normally, conventions are cold and I had brought a sweater in anticipation of that, but I never had to use it. Instead, at the end of every warm and noisy day, I headed back up to my hotel room feeling like my clothes were damp with sweat.
Unfortunately, I doubt this is anything that 2D can address directly. After talking to other locals, I've learned that other conventions held at that venue have also experienced the same problem over the last few years.
conclusion
I wish I was able to stay for the entire event as an attendee. I was bummed to miss out on so many things to do, from pinball, to arcade games, to rhythm games, to board games. I even missed out on the hentai game show on Friday because I had lost track of time after exploring the event after Indie Island had closed for the day!
Fortunately, I did manage to play a few new things:
- Mine Storm (Vectrex)
- Battletoads (Arcade Cabinet, 1994)
- Godzilla 70th Anniversary Pinball
- Enter the Gungeon: House of the Gundead
- Deep Rock Galactic: The Board Game
I really hope that I'm able to attend 2D Con again next year, either as an exhibitor or an attendee. I had a great time.
Changes:
- Add button for opening log location
- Add link to license
Changes:
- Fixed glove duplication bug.
- Fixed audio sources not using the correct audio buses, which caused the audio settings to not work.
- Added a screen linking to support forums.
- The orbit button acknowledge button flashes now.
This update contains exactly one bugfix:
- Drive bays in the wrong order in the elevator room
The demo for no signal is now available! I've spent a lot of time working on this and I hope the demo captures your interest and makes you excited to see what's next. As for the full game, I still would like to finish it before the end of the year, but we'll see if that happens as most of the rest of the game doesn't exist yet! I have a lot of dialog to write and puzzles to create in the next few months.

I will be tabling at San Japan this year on August 30th to September 1st in San Antonio, TX. You can get tickets here .

I will be tabling at 2D Con this year on August 23rd to 25th in Minneapolis, MN. You can get tickets here .

I will be tabling at Delta H Con this year on July 12th to July 14th in Houston, TX. You can get tickets here .
I've been working hard to show off the game at STAPLE! Austin , a two-day expo for independently created comics, zines, art, crafts, games, and more here in Austin, Texas. The event just happened last weekend. It was my first time at the event and it was the first time the event has been held since COVID-19.
A couple of other game devs were also tabling, though only two of us were selling video games that we made. Of the ones I know, there was:
- Table 24: Akula Games (G.M. Gray)
- Table 29: PIZZAPRANKS (Andrew Baille)
- Table 43: exodrifter (Ava Pek, that's me!)
- Table 43: Ennui GO! (Doc Glasgow)
- Table 60: elefluff (Hanna Schroy)
- Table 67: Tropical Heat Games (AJ Smith and Angela Sprecher)
sales
This is what my (very scuff) table looked like:

Generally speaking, it seemed like people were surprised that video games were even at the event, and less prepared for the cassette packaging that Andrew and I were using to sell them. This isn't too surprising, since the vendors at the event are almost entirely comics, ttrpgs, and other print media. When it came to selling them, I noted a few things:
- There were many people who bought the game without knowing much about it aside from my explanation that it is "a short 20-minute interactive fiction"
- I frequently forgot to mention that the game is fully voice acted or that the game is about the negative experiences I had after coming out
- One person commented that while walking by he assumed that the usb stick in the cassette would just be a mixtape.
- The people who liked the joke of "Give the gift of GENDER DYSPHORIA " usually did not buy the game.
- Someone asked me if the game would help people with gender dysphoria get better, which was a bit tricky to... navigate. They did not buy the game.
- 9 sales on the first day (4 card, 5 cash)
- 7 on the second day (3 card, 4 cash)
plays
Unfortunately, the event is not really set up for showing off games and having people play them. First of all, the event doesn't have power, so I am very thankful to my friends that allowed me to borrow their backup battery generators. I borrowed multiple batteries from friends, worried that the power would run out during the event, but a single 240Wh unit worked well for the entire event.
Secondly, the format of the event isn't very conducive to having people play the game. As you might imagine, the table is essentially square in the middle of a bunch of a pop-up market. Generally, people seemed to feel awkward stopping in the middle of shopping to sit and play the game because, well, you'd be in the middle of foot traffic and you'd be sitting directly across from me (I've been told that my demeanor can be quite intimidating). When it came to playtests, I noted the following things:
- The shortest playtime was less than 1 minute and the longest was about an hour.
- The person who played it for an hour was the only person to complete the demo.
- Most people played for about 20 minutes, long enough to complete the tutorial which turned on the lights in the first level.
- Many people who played were not very familiar with video games
- Many people expressed that they found the controls and storytelling progression of finding all the items to make the lights turn on in the room to be interesting and novel.
- Some people either didn't notice the chair or wanted to avoid sitting in it, but everyone would use the chair after I suggested it to them.
- Many people commented on being unable to focus on the game's narrative because the event was too noisy.
- A softlock was discovered by the first person to play the game on the first day, and I was able to patch it after they left while on the show floor in about 10~20 minutes. No other bugs were discovered during the event.
- I need to buy a mouse that can be used by both left-handed and right-handed people.
- Quite a few people wanted to know what engine the game was made in despite not being game developers themselves.

In all, 10 people played the game on the first day and 9 people played on the second day. On the first day, I got 4 more wishlists on steam and on the second day I got 6 more. no signal now has a total of 86 wishlists as of this writing.
overall notes
Anyway, overall I think the event was a success for me. I made a lot of nice connections, a friend printed these wonderful bookmarks I made which I gave to each person that played the game, and I'm happy to know that there are more copies of Gender Dysphoria floating around out there. I'm hoping that my games will connect with more with people and that I can start building a reputation for making emotionally powerful games.
If you'd like to help me in my full-time indie dev journey, wishlisting the game does a lot because I'm terrible at marketing. It doesn't cost you anything! And in any case, thank you for taking the time to read
Minimum Setup
- OS: Linux distribution released after 2016
- Processor: x86_64 CPUMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Integrated graphics with full Vulkan 1.0 support
- Storage: 2 GB available space
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