Unknown Realm in GameRaven

Posted by LauraG on October 6, 2026 in Musings | ∞

Unknown Realm is IndieScussion*

There are very few feelings quite like watching a Commodore 64 in full flow. Unknown Realm is a one big love letter to those days, complete with that distinct visual flair. Bruce Gottlieb, a veteran of the industry and creator of Unknown Realm, and his business partner Laura Gottlieb spent some time talking about the creative process behind the game.

What’s the story behind how Unknown Realm’s concept was formed?

Bruce: The original concept for Unknown Realm came out of some frustrations I had with the direction RPGs were taking during the late 1980’s while I was still in high school. They started becoming focused on simulation aspects and less enjoyable to me. I wanted to do more exploring and discovering things, and less combat, simulation, and story grind. I always felt there was huge potential for this type of RPG to tell a story and keep the players imagination engaged at every step of the journey, but it requires the right balance otherwise the game can quickly become a monotonous waste of the players time and intelligence.

A big test for me as a game designer is whether the player actually finishes your game. Many players I know never finished RPGs they started because the games became too long, tedious, or generally less engaging. In my opinion, this is like an author writing a novel that is so boring or hard to read that the reader puts it down after a few chapters and doesn’t feel compelled to finish. A good RPG, like a good story, should be so engaging that the player cannot help but finish it because they are enjoying the experience at every step and can’t wait to see what happens next. Scope and pacing is very important for an RPG.

A concept I formulated long ago is that games should be an abstraction of reality, not a simulation thereof. I think one game designer who understood this concept well was Sid Meier. His game Pirates! is just one example of what I consider great reality abstraction in a game and it influenced me greatly as a game designer. Better graphics and more realistic physics can never fix a bad game design.

A lot the design choices that went into Unknown Realm came out of my D&D tabletop days in the 80’s. For instance, I dislike the idea that a role-playing game should have multiple players that you control. All the D&D players I knew only role-played with one character. This is why in Unknown Realm you only control yourself. Any companions in the game are computer-controlled. While I know many will disagree with me on this, I do not consider a game where you control multiple characters in a party to be a true RPG. I think of those games as more god-mode or strategy games, and less as true role-playing games. To me, it’s important that a player is 100% focused on role-playing only his or her own character in an RPG. Having to break character and jump from one role to the next is not immersive and quite schizophrenic in my book. I always try to avoid anything that breaks the immersion in my RPG designs.

Even though I also learned many valuable concepts during my years working in the game industry, these core principles formed during the concept stage for Unknown Realm have stuck with me to this day.

Laura: Bruce has been talking about making an 8-bit RPG literally since our first date 14+ years ago. Several years ago, we made the choice to focus on this project full time. We took a pretty big risk on it to be honest, but the process of designing this game together has been really rewarding. The story of the game and the vision for the full release with the physical boxed editions has been a full creative collaboration between the two of us. It’s been really exciting to see it evolve over the last few years with roots firmly planted back in Bruce’s concept from the 80’s and both of us bringing our individual perspectives as gamers to the project.

Is there a challenge in truly recreating the 8bit look and feel, ensure it’s authenticity?

Bruce: With Unknown Realm there was really no challenge to recreate the 8-bit look and feel because it is authentically 8-bit and made for the Commodore 64! We have no choice but to be authentic because we are working with the actual 8-bit hardware constraints of the C64. Even though the PC version of the game has its own unique enhancements, for the most part, players still will get the same authentic C64 8-bit look and feel. As a designer, I’m a bit of a purist. I think each individual gaming platform or medium has its own set of characteristics that make it special. The challenge for the designer is to understand those characteristics before you pick the platform for your game. The C64 to me was the perfect platform to create the ultimate 8-bit RPG. I always like to pick the best medium to fit the game, not the other way around. Sure you may be able to sell a few extra copies of your PC game if you port it to a tablet platform, but that would most likely be at the risk of diluting the original experience you intended to deliver.

The Commodore 64 remains as one of the most iconic, yet curious in retrospect, systems ever. When approaching the development process, did you spend any time studying the development cycles of games from that time period?

Bruce: Yes, I was already familiar with the development cycles of some famous C64 8-bit RPGs of the 80’s. There has been a lot published from well know C64 RPG developers about their development process and how long RPGs took to make on the C64. Making any RPG from scratch on an 8-bit system is always going to take much more time than the same type of game on a modern system where you can take advantage of tools like off the shelf game engines and plentiful memory and processing power. It amazes me that people underestimate the amount of time and effort that even an 8-bit game takes to develop. There are no shortcuts in software development when you are starting from scratch.

Can we expect Commodore 64 quirks within the game? e.g. tape sounds when loading the game etc?

Bruce: I guess the fact that this is an actual 8-bit game running in 1Mhz and 64k could be considered a quirk in and of itself. In reality, the game is designed to give nearly the same experience on PC as it does on the C64. The C64 version will have its own custom cartridge, which makes loading times practically instantaneous so there is no need to fake tape or floppy loading sounds on the PC version. However, the PC version does let you select various retro options, such as CRT modes, retro palettes and retro or modern soundtrack.

Does creating a game that imitates older technology reduce or increase development costs?

Bruce: I think making any game on older tech definitely increases development time and costs. You may have more modern tools and cross-compilers available, but you still need to work within the limitations of the older tech. The processor speed and memory available doesn’t change. Most programmers these days use modern languages and compared to an 8-bit platform, they basically have unlimited speed and memory at their disposal. Modern programming methods don’t work for developing a game on an 8-bit system which requires assembly language and the constraints of a 1Mhz CPU and 64k of memory. You almost need to become one with the hardware and understand it at very low levels. It’s not that people can’t learn the skills needed to do it, it’s just that you need to have a lot of persistence and vision to develop a commercial 8-bit RPG.

How much freedom will the player have over their character?

Bruce: Unknown Realm is all about freedom. It’s totally open-world and non-linear, so you can basically decide to not listen to anyone or follow any plot and go running off into the forest naked to pick mushrooms if you wish. That might not help you much in solving the game, but if that’s your thing, the game won’t stop you. You will not be restricted to unlocking levels before you can go somewhere else. That’s not to say there won’t be barriers to overcome, but once you figure those out you are free to explore what’s beyond them. As far as the main character, you will get to create a character based on the skills and abilities that you would like him/her to have. There are no classes or restrictions on the types of weapons or armor your character can use. If you are not powerful enough to use them yet, you just need to get more powerful first. This game is about role-playing, so if you want to play as a grumpy old mage that likes to wield a sword from time to time, there is nothing to stop you.

Was there any temptation in trying to add modern elements into the game to make it more conventionally ‘fun’?

Bruce: I think many modern elements and things considered “conventional” in RPGs these days are not that much fun at all. This game is about taking a different approach. Many RPGs today are about the grind and the western RPG has definitely become too influenced by JRPGs in my opinion. The player spends 80% of their time in combat grind. If you took that away, you’d be left with a bunch of long cutscenes, lots of running around, and a few dozen button clicks. The good news is that there has been a resurgence of the western RPG over the last few years, and it even looks like the new Zelda will have more traditional, open-world, western RPG elements to it. That said, in the interest of convenience, there are some modern conventions we have adopted for Unknown Realm, such as automapping, auto-journal, mini-games, NPC portraits, and a cleaner, simplified interface. We really wanted to create an RPG that you could play for short or long periods of time and easily pick up later without being totally lost.

Laura: It might not be a modern element, but one of the most unique aspects of this game is that we are bringing back the old school, big box “feelies” that used to be a major part of the PC RPG experience. We feel like this was one of the most fun things about old school RPGs, where you could have a fully integrated game experience with physical elements like a cloth map and paper manuals and feelies that are incorporated with the actual gameplay. You can of course enjoy the full game experience with the digital only version, but the physical versions really enhance the experience (FYI: both the “Ziplock Bag” and PC Collector’s Edition Box are still available for late backers on our Megafounder page: stirringdragon.games/megafounder ).

Unknown Realm is currently on both Steam Greenlight and Kickstarter. When it comes to crowd funding, how do you decide which platform to use?

Laura: Kickstarter was the obvious choice because of its proven track record for indie game developers. There are a growing number of options out there for crowdfunding and we’re excited to see other possibilities, such as Fig. However, we knew we had a good chance of connecting with our audience on Kickstarter because we had already backed several C64-related projects over the years, in addition to major western RPG projects like Bards Tale IV and Shroud of the Avatar. We’ve been a part of the Kickstarter community for several years and we’ve observed that being actively involved in supporting other projects before launching your own makes a difference for creators in terms of success. Plus there’s a little karma at work there – supporting others often comes back in good ways when you launch your own project.

Did you feel any additional pressure after seeing your Kickstarter goal exceeded ?

Laura: Yes! There was a definite shift that happened after we met our goal. We took an unorthodox approach to our campaign in that we did almost zero marketing in the lead up to our launch. When we launched, we had to hustle hard for every single pledge. There was a lot of disbelief on the various game forums about what we were doing and we heard a lot of comments telling us that our goal was unrealistically high. To go from that, to fully funded in two weeks was pretty satisfying and we felt like it was a really special thing we shared with the backers who came in early and supported the project. They fought with us (and for us) to make the project successful and we felt a great sense of common cause with our backers because of this.

Once we got closer to our base funding goal, the talk about stretch goals started. This shifts the momentum and can be a turn off to some backers. The people who come in early because they love the main idea get a little nervous because they don’t want to see a project they’re excited about get hijacked by a bunch of secondary goals. To be honest, we weren’t interested in stretch goals at all and planned very few of them before we launched. We had some extra “wish list” items that we wanted to implement, but we were focused on making sure we could deliver the main project well and didn’t want to get sidetracked. We found ourselves having to say “no” to a lot of suggested stretch goal ideas from our backers because we knew they would be distractions from us delivering our core game.

So yes, there is pressure when you meet your goal, especially earlier in the campaign. You don’t want to lose sight of what got you there in the first place, but you also want to keep the momentum going because development is very costly and more funding helps with any unforeseen problems that may arise during production.

Steam Greenlight has garnered something of a bad name for itself. The lack of quality control allows for asset flips and barely there games to be put on the platform. As both an indie developer and user, do you feel Greenlight needs to be addressed by Valve?

Laura: First off, running a Steam Greenlight felt like a cakewalk compared to Kickstarter. We opted to launch that campaign mid-Kickstarter and it worked well for us because our project was already funded by the time our Greenlight campaign went live. We took a gamble doing it this way because if we hadn’t been successful early on with the Kickstarter campaign, this approach may have backfired on us. We were greenlit in about two weeks, so despite our frustrations with the platform, the process does work (from our perspective anyway).

Steam Direct was announced soon after our project was greenlit. While I think it’s a step in the right direction, I would still like to see the Greenlight voting process preserved in some way, at least for first time publishers on Steam. That kind of community building activity is important, especially for unknown indie devs. I think a fair solution would be something along the lines of a $1000 fee per game, plus 1000 yes votes to establish that there is some kind of demand for the game. Ideally, Valve wouldn’t take their percentage out of sales until the dev recoups their $1000 fee. Overall, I think (so far) Steam Direct sounds like a step in the right direction.

The indie development scene has grown rapidly in the last few years. Do you feel we’re in the golden age of indies? Or are we heading towards a crash?

Laura: People will always want to play games and there’s almost always room in the market for a good product that is creative and interesting. We are doing something with our project that hasn’t been done on this scale in about 30 years, which is bringing back the classic 8-bit RPG release, with a physical box of feelies. This strikes a nerve with a particular kind of gamer who’s really been overlooked for awhile by the game industry. No one has made a game like this with the physical release so carefully integrated with what’s going on in the game, versus just throwing a few trinkets or art cards in a box and calling them feelies. We’re offering an all-new adventure for these gamers because that’s what we’ve been craving and we knew there were others out there like us. To us, the whole question of “golden age” or “crash” isn’t something we’re terribly concerned about because we’re not trying to keep up with gaming trends. We’re just happy to see our game connect with the people we made it for and excited to see its potential to reach a new audience on places like Steam and GOG. And hopefully we can convince some younger gamers to see what they’ve been missing with the traditional RPG game box experience.

After conquering the Commodore 64, what’s next? Can we expect to see a Magnavox Odyssey game?

Sorry to disappoint, it’s safe to say we will not be making a Magnavox Odyssey game. We love the C64 and would love to continue making C64 games, but Stirring Dragon Games also has some other surprises up our sleeve. You’ll just have to stay tuned!

*This interview was originally published March 2017 by Sean Halliday for GameRaven’s IndieScussion column. Resharing it here for new fans because GameRaven is no more.

There and Back Again

Posted by LauraG on October 24, 2025 in Musings | ∞

We’re back from a whirlwind weekend at the Portland Retro Gaming Expo. This year we went a little overboard – what started as a pitch for a talk on retro RPGs turned into a talk plus a table with live playtesting AND a private suite party. It was an incredible experience we won’t soon forget!

We have to give a very special shoutout to Unknown Realm fan and SDG guild member, John, who flew all the way from the east coast to attend PRGE with us. We met in person for the first time on Saturday morning at 7am and by Sunday night when we said goodbye, he felt like a dear friend we’ve known for years.

Playtesting Unknown Realm

Last year we ran a playtest at our suite party (recap here). This year, since we were offered a booth along with our speaker slot, we decided to bring Unknown Realm to the floor for anyone to playtest. We used the intro level of the game for this playtest. It’s a meaty slice (~45min) of gameplay which demonstrates many of the main mechanics of the game, and has a rewarding end for players who make it all the way through.

All totaled, we got about 6 solid hours of playtesting in, and a wealth of useful feedback, particularly minor UI tweaks. We’ve spent the days since incorporating the useful playtesting suggestions into the game. One of the most amusing observations we had was people getting so wrapped up in exploration that they forget to equip their weapons and armor and ended up running around in their “skins” (the D&D equivalent of your birthday suit), bashing things with their fists. 

IRL Feedback

The highlight of playtesting in person for us is seeing players’ reactions to the game in real time. It’s similar to being there when someone opens a gift you give them. You get a lot of genuine information from watching how they react, that you wouldn’t get if you were not there in person. This extra information is often lost when doing distance testing because you can’t observe player reactions the same way.  When a player reaches the end of our playtest and their face breaks out in a huge smile – it’s such a good feeling.

Are you releasing the playtest build?

A few people have asked if this playtest build will be available for the community (e.g. a demo) and the answer is no. We’ve been consistently clear that we’re committed to releasing the game in full, when it’s done – no early access, no demos. We feel this is the best thing for this particular type of single player RPG. The build we used for playtesting is our own internal development build, and not for public release. 

Speaking Of Heroes

The list of speakers this year included Dan & Gary Kitchen and David Crane, Michael Cranford (the original creator of Bard’s Tale), and a whole host of other industry alum and creators. Bruce was so excited to meet David Crane, and Gary Kitchen as big sources of inspiration for him as a teen who spent many hours in Gary Kitchen’s Game Maker trying to unearth game development mysteries. 

Beyond Nostalgia: Why Old School RPGs Still Rule

 

We had the honor of speaking about old-school RPGs and why they’ve stood the test of time.
We got the ‘death slot’ talk time, at the same time as a huge Metal Gear Solid panel, so we figured we’d see 10–20 people tops and even had a backup plan to turn it into a roundtable hangout. Instead, we found ourselves in front of a packed house of enthusiastic retro RPG lovers. It was great to share some of our inspiration for Unknown Realm, diving into the origins of CRPGs with what Bruce calls “The Four Fathers of RPGs” (Tolkien, Gygax, Garriott, and Horii), and exploring the elements that make RPGs great. You can watch the talk here.

 

 

SDG Gathering

Last year’s suite gathering was such a success, we had to do it again. This year we had a mix of fellow game devs, Unknown Realm backers and fans, Michael Cranford. The suite party was a chance to unwind and connect with new friends away from the chaos of the expo and get a bit more playtesting in from guests who wanted to try the game. 
It was surreal for Bruce to have one of his heroes, Michael Cranford, play his game and rap with him about the game industry and RPGs. 

 
 

Back to Work

Once again, we’ve returned from PRGE feeling inspired and grateful for the incredible people in our community, from backers who’ve been around since day one to brand new fans. It takes a huge amount of determination and passion to keep working on a project like this – with all the ups and downs we’ve had along the way – it’s very affirming to be face to face with the people who love games like ours and see how much they enjoyed trying out Unknown Realm. 

We can’t wait to share what’s next for Unknown Realm with all of you!

Beta Preview Party Recap Pt 2

Posted by LauraG on October 1, 2024 in Musings | ∞

“Hope is epidemic / Optimism Spreads”

 

Continued from Part 1

As game devs, we could talk about our game all day. But in the end, the thing that really matters is what our players think…here are some of the comments we got from people who played the game.

 

It’s challenging to show off an open world RPG like this at in-person events – we had at least 2-3 more hours of gameplay in the preview that no one saw but it was so rewarding to see that even within a limited amount of time, players got something they loved out of it.

We hope to do more of these events in the future as time and budget permit.

After a good night’s sleep, we were able to hit the convention floor on Sunday and see Scott Adams talk about his epic history as one of fathers of the game industry.

We also had the pleasure of meeting one of our backers, and fellow Ultima Dragon, Jarrod Kailef – a man of many talents and writer for Old School Gamer Magazine.

 

What’s next? We’re headed back into our cave to keep working on Unknown Realm. We still have work to do, but the end is in sight. If you’d like to throw some support our way, the best way is to join our Guild. Follow along with us on X (Unknown Realm, Bruce, Laura), or send us email if you have questions or words of encouragement.

Until next time,

Bruce & Laura

 

 

Beta Preview Party Recap Pt 1

Posted by LauraG on October 1, 2024 in Musings | ∞

“There’s some good in this world, and it’s worth fighting for…”

This past weekend, we invited our backers, fans, and the public, to come and play our beta preview of Unknown Realm during the Portland Retro Gaming Expo. The Beta Preview is the first part of the game (minus the intro and character creation, which we want to keep a surprise for final release) broken up into two sections with about 3 hours of gameplay total. It’s not a standalone demo and we don’t plan to release this to the public, but it was important for us to get some public feedback to make sure we’re going in the right direction as we head towards the finish line.

This was our view most of the way there

It was a chaotic and exhausting feat getting to Portland, with plenty of bumps in the road. We were supposed to be there on Friday and missed out on hitting the actual convention all day Saturday. If you could see our build times, Bruce saved the final preview build of the game at 8:45am Saturday morning, I drove the 6hrs to Portland while he tried to sleep in the car (unsuccessfully). We arrived at the hotel only to hear that our reservation had been “accidentally” cancelled, but by some miracle, the room we booked was still available so we were able to check in and by 8pm that night, we were welcoming the first guests. A complete whirlwind…but worth every bit of blood, sweat and tears.

Room Setup

First Moments of Exploration

Getting into the world

Computer games legend Scott Adams showed up to see us too!

 

Exploring in Madrigal

 

An incredible group of people showed up to see our game. All of them were people we’d never met in person. Some were backers, some just fans, and some just new friends who only heard about us in the last week.

Most important, the people who showed up loved the game, and some of the things they loved about it the most are the exact, unique details that we’ve put so much care and thought into…which means we are on target.

 

Bruce pulled off a miracle staying awake for 36+ hours straight

This event was a big milestone for us, and it ended up much better than we could have dreamed. We’re returning to work with a renewed sense of clarity about the people we’re making this game for and the goals we’re working towards.

A special thank you to all the people who came out to play. We cannot wait for you to play the whole thing – Saturday barely scratched the surface.

Click here for Part 2

 

 

 

“Little by little, one travels far…”

Posted by LauraG on September 25, 2024 in Musings | ∞

Stirring Dragon Games is heading to Portland Retro Gaming Expo this weekend (September 27-29th).

On Saturday night, we’ll be hosting a private dev meet & greet for friends and fans featuring the first ever BETA PREVIEW of Unknown Realm. If you’re local to the Portland area, or in town for the show, you won’t want to miss it!

This is an offsite event so you don’t need PRGE passes to attend, but you do need to RSVP to hello@stirringdragon.games to reserve a spot as spaces are limited. Exact location info will be emailed to confirmed attendees only on Friday, September 27th.

See you in Portland!

Screenshots

Posted by LauraG on September 20, 2024 in Rumors | ∞

If you’re not following along with us on X – here’s a compendium of some of the game-related posts we’ve done there over the last year or so.

Follow along for more!

Unknown Realm

Laura

Bruce

 

Playtesting vs. Beta testing

Posted by BruceG on January 11, 2023 in Musings with Comments closed | ∞

Now that we’re about to embark on the perilous journey of looking for Beta testers for our RPG game Unknown RealmTM, we thought an article on the difference between playtesting and beta testing would be in order. It’s a common misconception even amongst some developers, especially indie devs, that beta testing is when playtesting tasks take place. When in reality, play testing is an entirely different and something that should be completed long before beta testing.

Playtesting and beta testing are both important stages in the development of a video game, but they serve different purposes and involve different types of testing. Understanding the differences between these two types of testing can help game developers create a more polished and enjoyable final product.

Playtesting is an early stage of testing that takes place during the development of a game. It is typically conducted by the game’s developers and a small group of testers who are familiar with the game’s mechanics and design. The main purpose of playtesting is to identify balance issues in the game before it is released to the public. Playtesters provide valuable feedback on gameplay, controls, and overall enjoyment, and developers use this feedback to make necessary changes and improvements. Playtesting is about finding and enhancing the fun of the game.

 

 

Beta testing, on the other hand, is a later stage of testing that involves a larger group of testers who are representative of the game’s target audience. Beta testing usually takes place just before the game is released to the public, and it is used to identify any remaining issues or bugs that may have been missed during earlier stages of testing. Beta testers are often recruited from the game’s community or through online sign-ups, and they are typically given access to a near-final version of the game in exchange for their feedback. Beta testing is not the time to make changes to a games look and feel, but to find and fix things that may have been missed by the development team such as bugs, misspelled words, art/audio errors, etc. Beta testing is going on a bug hunt.

 

 

One key difference between playtesting and beta testing is the expertise of the testing groups. Playtesting is usually conducted by a small, specialized group of testers who have in-depth knowledge of the game’s mechanics and design, while beta testing involves a larger, more diverse group of testers who may not have the same level of expertise. Most companies do their playtesting in-house or even with specially selected focus groups. However, depending on the type of game, some developers may decide to release earlier versions of their game for playtesting feedback, which is commonly done with “early access” releases.

In summary, playtesting and beta testing are both crucial stages in the development of a video game. Playtesting is focused on identifying and fixing issues during the early stages of development, while beta testing is used to identify any remaining issues just before the game is released to the public. Both types of testing are important for creating a high-quality and enjoyable final product.

 

 

 

 

Don’t Be Afraid of Haters

Posted by BruceG on December 31, 2022 in Musings with Comments closed | ∞

If you’re making an indie game, haters are a good sign! If you don’t have them, you should be concerned.

Indie developers often face significant challenges in the highly competitive world of video game development. One thing that can be especially troubling for indie devs is the lack of haters, or negative feedback, for their projects during development.

 

 

I know you just read that sentence and thought “This guy is on drugs! Did he just say LACK of haters is a problem??”

While it may seem counterintuitive, haters are usually a good thing for indie developers. This is because haters are often very good at spotting projects with success potential. In other words, if an indie game is attracting a lot of hate during development from complete strangers, it could be a sign that the game has the potential to be a hit.

On the other hand, if an indie game is receiving little or no negative feedback, it could be a sign that the game is mediocre or uninteresting. In this case, the game may struggle to find an audience and achieve financial success.

So, if you’re an indie developer and you’re not receiving any hate for your game, depending on your goals, you may want to be concerned. It could be a sign that your game lacks the potential to be a hit, fire up its audience, or even worse…looks boring to them. Remember haters/trolls have seemingly unlimited time on their hands, ample opinions, and love to hear themselves talk. If you aren’t attracting even a minute of their attention I’d be concerned.

 

 

I know many indie devs are fearful of haters. They haven’t learned the valuable truth that hate is often just a misdirected form of love. People don’t waste time or money on something that they don’t secretly love. I call it “love-hate” because love always has to come first for hate to follow.

Just like a rich man who avoids the company of those less fortunate than him, we have seen devs that we once inspired quickly distance themselves from us the second they saw even a little bit of hate come our way.  Many even took it a step further and jumped on the hater bandwagon.

 

 

I find it weird how people forget about, or worse, turn on the those who once inspired them. By denying their own inspirations, they are left pretending to be something they are not. They become unhappy and unfulfilled trying to keep up this pretense, and end up attracting unhappy and unfulfilled people into their lives.

I try to remember the people who have inspired me at various points in my life – to hold onto and celebrate that inspiration because it is a part of me and my creative journey. When you have an inspiration-connection with someone, it’s because you are similar to that person. You should go towards that and explore it, not move away and deny it. Most of us will only meet a few people that can really inspire us in our lives. Explore those connections as much as you can.

With our game Unknown Realm, we have been “blessed” with a robust community passionate haters that became obsessed with our game from the day of our Kickstarter launch. Oddly 99% of these haters are not even backers of our project, but they continue to spread their love-hate to this day, and I suspect some of them will keep it up until the day they die.

I’m still trying to understand why our little game has been attacked and censored from discussion so widely during its development. We really can’t mention it anywhere without one of our love-haters popping up and encouraging people not to support or talk about it, or even attack those that do. There are forums where our game threads had more views and comments than any other in the history of the entire forum, and yet, moderators locked the threads instead of enforcing their own rules to curb the obvious haters. It was literally the only thing people wanted to talk about on those forums and our game threads was literally on top for years until the mods locked them from discussion. There’s no doubt the amount of traffic to those forums plummeted after the mods decided to lock the threads that were keeping people in the seats.

 

 

In 2021, we were invited to present our game at a retro con (a con we have supported since it’s very first event), and then only a few weeks before the presentation we were “uninvited” because the administrators were scared away by “hate mail” from a few that got wind we would be presenting our game at the con. This type of censorship hurts our community, many of whom backed our project and would love for us to do presentations for them at these cons.

These are just a few examples of what we have personally experienced during development. Needles to say, we have a huge story to share and we look forward to sharing all of it after the roller coaster ride stops and the game is finally out!

 

 

Now, none of this means you should go out of your way to provoke hate or negative feedback. Nobody wants that, but it’s important to remember that haters will always exist, and it’s up to you to decide how to respond to them. Sometimes their behavior deserves to be called out, either seriously or with mockery. You will have to find balance for yourself between reasonable self-defense against unjust attacks and keeping the peace by ignoring people who don’t deserve a response from you. Above all you must protect yourself and your loved ones. There are a lot of mentally unstable out there, please do not assume the rest of the world is rational and stable just because you are. Take threats seriously. Contact the authorities if you feel threatened and keep records of incidents of harassment.

We tend to fear hate and resistance because we’re taught to believe that if we’re hated, we must deserve it, but nothing could be further from the truth. I would urge you to re-frame the way you think about hate, and instead of being discouraged, take it as a sign that you are making something that resonates with people enough that they will take time out of their day to say something about it. Learn to protect your mental health, but don’t let the hate scare you away from fulfilling your destiny as a creative soul.

To sum up, having haters can be a signal of resonance with your audience and it can be a good sign for an indie developer. If you’re not receiving any hate for your game in this day and age, it might be a warning sign that your game doesn’t have the potential to be a commercial success. While it’s important to handle negative feedback with care, it can also be a valuable source of insight to gauge the potential of your game.

I hope that however you approach your games development and wherever the journey may lead you, that you do it with honor and that you never forget the most important part… why you began in the first place.

 

The Bug Before Christmas (Programmer Humor)

Posted by BruceG on December 25, 2019 in Musings with Comments closed | ∞

-= The Bug Before Christmas =-
(inspired by The Night Before Christmas)

Twas the bug before Christmas, when all through the office,
not a coder was sleeping, not even the bosses;

The breakpoints were set in the debugger with care,
in hopes that the culprit would soon pop up there;

The investors were nestled all snug in their beds,
While visions of dollar signs danc’d in their heads.

One coder heard crying, and I with my mug,
Had just finished compiling and began to debug.

When there on my screen a breakpoint did hit,
I sprang from my chair and declared “This could be it!”

Away to my co-worker I flew like a flash,
leaned over his cubicle and yelled at his back.

The look on his face I knew all to well,
Staring blankly at his screen is all he would tell.

When, what to my bloodshot eyes would appear,
An intermittent bug–the coders worst fear!

With only hours to go ‘fore we needed to ship,
I knew in that moment we were in the deepest of sh*t.

More rapid than clock cycles the cold sweats did come,
With cursing and shouting and blaming and glum!

With no plan in sight we knew this was it,
We needed a kluge, some miraculous fix.

So into the bag of programming tricks we did go
Digging deeper than ever for something to show.

And then, in a twinkling, I heard in my mind
A faint whisper which said “all you need is more time.”

I laughed when it came, in spite of myself;
Something surely not taught in the books on my shelf.

“We’ll make it DLC, and have them pay more!”
That will buy us some time while we hunt down this boar.

So we walled off the feature where the crash bug appeared,
Told our boss, “Extra revenue!” to ease all her fears.

And laying a finger aside of her nose,
And giving a nod, back to her office she rose;

We sprang to our desks, with the clock running out
Fingers flashing, keyboards clicking and sounding about

With laser-like focus, and brows drenched in sweat,
One final compile, and testing, and release we did get.

But we heard our boss exclaim, from outside her office door–
“Happy Christmas to all, and to coders, see you back in the morn!”

 

– Merry Christmas to all! B.G.

 

The Ones That Really Matter

Posted by LauraG on October 7, 2019 in Musings with Comments closed | ∞

The other day we received an email that caused me reflect on who really matters when it comes to making games. This is something I have long suspected about game dev, and I decided to take a moment to collect those thoughts in one place.

We first decided to “invest” our life savings in starting our indie game studio about seven years ago. As much as I’d like to go back to 2012 and give my overly optimistic self a good smack on the head, I can’t say I regret the decision.

But some days it does feel foolish to still be fighting to finish Unknown Realm…it’s far too easy to only hear the negative voices, or to focus on the things we’ve sacrificed or the mistakes we’ve made along the way. I won’t lie, sometimes it feels like giving up would be the wiser path. But then emails like this come in to remind us: THIS is what we’re fighting for.

We’ve made mistakes on this journey…A LOT of mistakes. We’ve miscalculated and mis-stepped and made rookie moves that hurt us. We’ve had days where felt like our life was completely ruined – we still feel that way some days. Sometimes we’ve wondered how we could ever come back from such huge risks. As a husband and wife team, this journey has brought up issues that have frayed our relationship and bled well past the tidy boundaries of “work” into the rest of our life. This little “adventure” has taxed us emotionally, physically and financially far beyond what we ever imagined.

And yet…Seven years ago, we sat across from each other at the table in our one bedroom apartment, and we said we were going to take the risks and make games for the overlooked game players. The players who are now pulling out their old cloth maps and feelies, and revisiting memories of childhood wonder and the simple pleasures of exploring new digital worlds. We know these people are out there, many of them found us on Kickstarter and and we get emails from more on a regular basis. They are the ones who keep us focused. They are why we started this journey and they are why we’ll see it through to the end.

For the naysayers and doubters: people want what we’re making because it is different and they know it’s made for them. It is different because WE are different. The product (our game) is a direct result of the creative process (the way we work), and we can make something different because we don’t do things the way everyone else does. If you want what we’re creating, you have to recognize that it is inextricably linked to who we are and the way we do things. If you like the product, you should respect the process.

So here’s my little piece of unsolicited advice to any creative person reading this. If you’re trying to do anything in life, please remember: in the end, the people who don’t like what you’re doing or how you’re doing it don’t matter. The people who don’t believe you can do it don’t matter. The only people who matter are the ones who say “Yes!” They are the people who see your stuff and know it’s for them. They probably won’t be as loud as the ones who say “you can’t do that!” or the ones who say “I don’t like it” but if you’re making something good and meaningful to bring joy to others, the people who say YES will be there for you, waiting at the finish line.

They are the ones who matter. Think of them and just keep going!

Cheers,

Laura

PS: If you’re reading this and you are trying to figure out if you can still get a copy of Unknown Realm in the box with the cloth map – send us an email (hello@stirringdragon.games), we have a wait list and we’re going to try to find a way to make sure you get one. 🙂

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