Monday 29 January 2018

Pan-Dimensional Conga Combat (Finally) Submitted to Steam - Hopefully Out Next Month!


So, it's been a while since we discussed Pan-Dimensional Conga Combat here, hasn't it?

If I'm completely honest, part of the reason that updating the game for Steam has taken so long was due to a severe lack of motivation following the initial release. Despite a positive outreach campaign on Twitter and a really great write-up on EuroGamer, we're still only at about 25% of the way to breaking even (being sold on both GameJolt and itch.io). Around the time we launched Conga back in 2016, our Greenlight page for the game had also stalled at just over 1000 views and was sat at around 33% to the top 100 with only 700 or so votes - a record low for RGCD. All of this combined had Jamie and I feeling pretty down in the dumps.

Then, after months and months of zero sales, POW! An email out of the blue arrived in our inbox around the middle of last year from Valve saying that Conga Combat had been Greenlit.

This really highlighted to me what a total bonkers system Greenlight was. I mean, I'm not knocking Conga Combat at all - Jamie and I are both proud of how the game turned out (even if it has completely failed to find an audience), but how exactly was it Greenlit when it was so far down on the list? Sure, considering the niche genre we had a pretty good split of yes/no votes (49/49% with 2% undecided), but only 1000 page views, and 700-odd votes? Wow, Conga Combat must be one of the lowest scoring games ever to break through the Greenlight barrier. But hey, at least it made it in the end.

However, 'making it' presented us with another problem; we had to invest more time into the game to tick all of Valve's boxes for release. Time that, quite simply, we didn't have last year.


Coming back to the game after such a long time provided some surprises; the first being what a cool game Conga actually is. Neither of us had played it in ages, and with fresh eyes it looked, sounded and played really, really well. I had an absolute blast play-testing it again. However, Jamie soon found a bug that had been there since launch, and that meant trawling through code neither of us had looked at in over a year! We nailed it in the end (thanks to some half-decent structure and clear commenting), and Jamie completed tweaking and finalising the Steam Achievements and leaderboards code he had started on last year. By Saturday we had completed working through the epic Steamworks checklist and hit 'submit', with a launch proposed for next month. I just hope that the extra work will be worth it! :)

If you'd like to receive a Steam key to assist us with beta-testing the new features, don't be shy! Drop us a line (via the contact form/Twitter/email) and we'll see you soon on the scoreboards!

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