Name | The Plan | ||
Developer | Krillbite Studio | ||
Publisher | Krillbite Studio | ||
Tags | |||
Release | 2014-02-14 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Partial Controller Support | ||
Players online |  1  | ||
Steam Rating | Very Positive | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  500,000 .. 1,000,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 88 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 15 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | LIN_MASTER [140.08 M] |
Fellow flies, friends and followers of The Plan, we would like to announce we have launched the Krillbite Discord! |
[h3]Introduction[/h3] |
If youve made it this far, Im guessing youve played the game or dont mind spoiling a 6 minute long game from 8 years ago which is fair. |
Sunlight, a sort of spiritual successor to The Plan, is finally out in the world. It has been a strange project to work on, especially since its been developed in isolation during a very strange time. Its always scary to share work, but when people seem to like it its also super rewarding! |
Weve made a new game that shares quite a bit of DNA with The Plan. A spiritual successor if you like. Its called Sunlight, and will be launched on Jan. 14th, check out the trailer below, and wishlist if youre interested :) |
When we released Among the Sleep and The Plan five years ago, we didn't really know what our next game would be, we only knew that we wanted to make something completely different from Among the Sleep. |
Retrospective The game was made in the afternoon and evenings in the winter of 2013, with no money put into it. It was launched on the 10th of february, with a brief mail to the press and a newsletter to our friends. There it was, right on our page. Strangely, people actually seemed to play it. Kind people even wrote about it on sites like Eurogamer, RockPaperShotgun, Escapistmagazineand indiegames. Numerous lets plays popped up on Youtube. We expected it to be this small thing, but suddenly it was talked about, played, loved, most probably hated, in any case cared about. It was a short game, and a humble beginning for us, as we had actually never released anything before. Releasing a game turned out to be healthy, and The Plan gave us a moral boost that helped a lot during the heavy months of crunch left until ATS was released. The following summer, it was even selected to be showcased at the Nordic Game Indie Night in Malm, and later for the Notgames fest exhibition in Cologne! After that we suspected everything would calm down, and the game would fade away. Until one day, when an email materialized in our inbox, letting us know the game suddenly was Greenlit for release on Steam! This was part of the first huge batch of games to be greenlit, so it came as a huge surprise back then. We were even greenlit alongside one of our friends Rain Games, and their awesome Teslagrad. And thus, one year after the initial release, our free experiment saw rebirth on Steam as well. Once again, we got to experience countless discussions and more writing. In the new version we also made an addition to the end, combining previous players thoughts and comments into a huge starry sky. Again, we were amazed at some of the reactions, a huge thread detailing what people had typed, discussions about what a game is, stories about overcoming difficult times. We even received touching emails from people around the world. Numerous lets players also posted lots of great videos, delving head first into the game. One made a little short film, and another asked himself after playing the game Is purple really purple while looking at his hand. Poetry. I guess what were trying to say is that in the end, hearing and watching the reactions of you people is what makes game development worth it. What makes it count. And we are very grateful for every last person who play and share their thoughts on our games. Thanks so much playing!(For those planning to play it, make sure you have the newest version: 1.1.3) Patch notes
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Retrospective The game was made in the afternoon and evenings in the winter of 2013, with no money put into it. It was launched on the 10th of february, with a brief mail to the press and a newsletter to our friends. There it was, right on our page. Strangely, people actually seemed to play it. Kind people even wrote about it on sites like Eurogamer, RockPaperShotgun, Escapistmagazine and indiegames. Numerous lets plays popped up on Youtube. We expected it to be this small thing, but suddenly it was talked about, played, loved, most probably hated, in any case cared about. It was a short game, and a humble beginning for us, as we had actually never released anything before. Releasing a game turned out to be healthy, and The Plan gave us a moral boost that helped a lot during the heavy months of crunch left until ATS was released. The following summer, it was even selected to be showcased at the Nordic Game Indie Night in Malmø, and later for the Notgames fest exhibition in Cologne! After that we suspected everything would calm down, and the game would fade away. Until one day, when an email materialized in our inbox, letting us know the game suddenly was Greenlit for release on Steam! This was part of the first huge batch of games to be greenlit, so it came as a huge surprise back then. We were even greenlit alongside one of our friends Rain Games, and their awesome Teslagrad. And thus, one year after the initial release, our free experiment saw rebirth on Steam as well. Once again, we got to experience countless discussions and more writing. In the new version we also made an addition to the end, combining previous player’s thoughts and comments into a huge starry sky. Again, we were amazed at some of the reactions, a huge thread detailing what people had typed, discussions about what a game is, stories about overcoming difficult times. We even received touching emails from people around the world. Numerous lets players also posted lot’s of great videos, delving head first into the game. One made a little short film, and another asked himself after playing the game “Is purple really purple” while looking at his hand. Poetry. I guess what we’re trying to say is that in the end, hearing and watching the reactions of you people is what makes game development worth it. What makes it count. And we are very grateful for every last person who play and share their thoughts on our games. Thanks so much playing! (For those planning to play it, make sure you have the newest version: 1.1.3) Patch notes
|