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Create free accountwe are making a game called Throne fall and in this video we're gonna see how we released the game hello fellow engineers and welcome back to Spoonful today is the day where we defeat this Kraken on Sonic due to be a throne fall come on let's see what we can do oh my guys I need some of you up here quick quick quick again and again I really enjoyed the demo for this and now it is out in I believe Early Access on Steam so I really didn't have to wait too long really nice anyway so if you've never seen this before it is effectively isometric a year ago we started by prototyping out some ideas we finally landed on a tower defense-like game the only difference that you defend our castle and you can ride around on your horse we means Paul and I we're a two-man team and we've been at this for 150 days that means we're currently on day 151 I'm working on performance we have not released the demo yet we have not released the game yet except for our play test as nobody has played the game yet and Paul and I are nervous as hell
one of the last big things we had to take care of before launching the demo of the game was localization so I prepared a Google spreadsheet for that for throneful we're going with a hybrid approach between AI translations and then having the translations redone or double checked by real translators later on that way hopefully we can iterate quickly while also making sure that real humans are still being paid so I just made another little test demo built yesterday I wrote this to-do list for today and today I did the play test and now I also have this and I Had To Do List as well isn't that one now I'm making step sounds yo yo yo we're about to publish throughout my demo and nobody's here I worked my way through this to-do list all of the things I have to prepare and publish for this marketing beat and there are a couple more things that Paul is taking care of and there's also other couple more
things that the team from future friends is taken care of but nobody's here it's kind of kind of weird I'm all alone and I'm just gonna you know [Music] successfully released the throne for demo on Steam it resulted in this rubber already being flooded with feedback bugs and crashes so I hope overall it's working [Music] I'm trying to read through the feedback Forum here on Discord but honestly feedback is coming in Faster then I can read and I've spent pretty much the entire day on reading feedback already so we did our very best to kind of sort through the feedback a bit and kind of
archive it on our mural bar and we started sorting it by priority so that we can take care of the most important things first it was more or less how we got ourselves organized my goal for today is to just fix as many bugs today as possible we made like these little Paul markers for the stuff Paul supposed to take care of and green stuff for the stuff I'm gonna take care of steam next Fest still ongoing and popular upcoming we're actually on the second page of popular and upcoming so now all of the buildings spawn in with animations when you unlock one thing we wanted to do before the Early Access release of the game was making a little bit of a nicer Overworld because that's just as our level select screen so part's been all green all the same color but we kind of wanted to see the different biomes on the map so here you can see my first experiments for that and then I gave it over to Paul who refined it even more later on and we only have one two three four
wait what oh my God we only have five weeks left for it to release oh no the good news the demo launch went really really well like we were among the top 10 most played Demos in the entire steam next Fest kind of well it was really fantastic seeing all of these people play throneful We gathered a lot of useful feedback and insight and what's really cool is that under almost all of these videos as always people saying oh my God this game looks amazing I can see how strategy can play a big part love this game looking looking forward to the full versions of the perceptions just so far this is lining up to be a really successful launch now the only thing we have to do is not message somebody had told me that I would get a chance like this 10 years ago I probably would have cried tears of joy seeing the First Reactions and seeing the wishlist numbers shoot through the sky was motivating beyond belief this might be a once in a lifetime opportunity to create something truly great we really can't screw this up so what was motivating at
first quickly turned into a panic again I made some juicy new sounds cute little blue bloop sounds when collecting units but after some upgrades for the mill and I think this will add another nice little touch let's build our first upgraded Mill oh the final stages of game development are always filled with back fixing and usually very boring stuff boring polishing things tiny little things that have to be done everywhere basically but they're all at up to a massive pile of work so instead of covering all of that in detail here let's take a little bit of a showdown to tell approach and I'm just gonna show you how that experience was like [Music]
I know technically [Music] foreign [Music] fall in two days uh we're feeling very feeling
all right all right things are good all right things are starting to get really long all right it feels weird we have more wish lists than I've ever had on any game in fact more wishlist than I've ever had on all of my previous games combined at the same time it's been a very slow build up so I'm both very excited and very not excited at the same time I I don't know it feels it feels strange this time something feels oops I accidentally spent my entire day on making music [Music] and then I spent the remaining day on designing and balancing quests we certainly left that for last second some people might think that releasing a game feels somewhat like this hello [Music] maybe you imagine a little more epic
than this but this is really how it looks like this normal day I don't know I'm sitting in my room alone now I actually quickly put together another little video for my main channel it's exporting now and in three hours the game comes out you're slowly working our way through this to-do list here um upload a trailer to the grizzly games YouTube okay four minutes I'm clicking the release buttons [Music] city building has reached its peak so that is taken care of that is taken care of with all of that
excitement I sort of forgot to update the trailer on see me doing that now steam front page steam front page oh my God first in the rotation as well and now we're in top sellers my cookies are empty uh we are very exciting and anticlimactic at the same time I'm not sure how else to describe it's kinda [Music] streamers streamed our game Throne file he tried to beat the first level with three mutators and for some reason he convinced himself that you could only do it without any Mills which obviously did not work at all that was fun to watch and also one of my personal favorite gaming journalists from Germany played the game Maurice Weber so obviously seeing people that you really like and love to watch content of play your game that that is a special feeling for sure I'm sure you want to know how the launch went it went very well almost to the point where you
start asking yourself how you even deserve that like why me why did the universe choose me and then at the same time it didn't even feel all that special so very weird oh my God that is a beautiful duck I spotted that day let's just remember that's the day where I spotted the deck right he's a freaking cute do you like video games you would you wanna know when I came home from the office which is my dad's house I found this on my desk and I'm the kind of person who cries when they're happy not when they're sad so yeah this helped me realize how proud I actually was and this is not supposed to be one of those YouTube videos where you feel bad afterwards because you realize that your life is not as amazing or as exciting I hope you realize that life is weird and it's very weird for me as well things happen stuff changes Game Dev is not everything by any means remember that things take time this took us 176
days and although many years before that quite frankly but one thing's for certain Paul and I are incredibly grateful for this opportunity that we've been given and we're planning to make the very best of it this was our Early Access launch so keep in mind this is really just the beginning of a throne fire the devlog series continues and in fact if you want to keep watching then why don't you click right here [Music] thank you [Music]
The development and release of the indie game Thronefall, a tower defense title created by a two-person team, highlights the intense, iterative, and often anticlimactic nature of the independent game development process. Spanning a 176-day development cycle, the project focused on balancing gameplay mechanics, refining isometric visuals, and managing community expectations. A key component of the team’s strategy involved a hybrid localization approach, utilizing AI-generated translations followed by human verification to ensure both speed and quality.
The project’s success was largely driven by a strategic demo launch during Steam Next Fest, where the game secured a position among the top 10 most-played demos. This milestone provided critical player feedback, which the developers organized using digital collaboration tools to prioritize bug fixes and feature refinements. The team’s marketing efforts, supported by external partners, resulted in record-breaking wishlist numbers that surpassed the combined total of the lead developer’s previous projects.
The final launch into Early Access on Steam proved highly successful, with the game appearing on the platform’s front page and reaching the top sellers list. Despite these significant commercial achievements, the developers describe the actual moment of release as a surreal and somewhat anticlimactic experience, characterized by a mix of professional pride and personal reflection. The findings underscore that while technical execution and marketing visibility are essential for indie success, the process remains a high-pressure endeavor that requires careful management of both development tasks and personal well-being. The experience serves as a case study in the transition from prototype to a commercially viable early-access product within the competitive indie landscape.
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