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I expressed my concerns regarding the current state of this project in the last project update; to make it short, while I have full confidence in the quality of my work, I am anxious about whether I'll experience the growth suitable for me to transition Houses of Hearts into a full-time job.
But why? Hasn't the final chapter of the first season stimulated enough growth so that I can rest easy knowing that I'll attain that goal?
The answer is, unfortunately, not that simple. It is not as
inevitable as I thought it would be. A few months ago, I thought differently... But that changed after the initial reveal of the steam release, and after seeing the current analytics, I... am worried.
As of today, two weeks after the initial reveal, this is my current analytics on Steam :
I have
20 wishlists. The conversion of wishlists to actual purchases is not 100%, I'll be lucky if it is 20%. Meaning if I sell it
today, I'll earn about $40... Steam takes a 30% cut from that, too, then there's taxes, etc.
Is that bad? I don't know. One thing I know for certain, it is
definitely not encouraging. Perhaps it is due to the very
early nature of the steam page, but I have solid reasons and grounds to be... well,
concerned.
It's a sight that changes how I view Game of Hearts. Game of Hearts is a niche title with qualities that are hard to market with descriptions alone. It is
not a popular title. My approach to how I handle this project must change.
I have two primary concerns:
- Houses of Hearts is not a new IP. It is a sequel.
There is a difference in expectations when starting a fresh project compared to continuing an existing one. Growth is dependent on how much a person enjoyed the first season, and those who skipped it may never give Houses of Hearts a shot.
While yes, Game of Hearts has attained a decent amount of monetary support since its inception, it also took me
two years to reach my current numbers. What reason do I have to believe that Houses of Hearts will be different? The second season may be a lot better than the first, and even if it is, does that
actually matter when it is very closely tied to the first season?
The truth is... I don't know. My project has been out there for 2 years;
most people who are interested in it have already played it. Most people who wanted to support it have already supported it. Will
new people play through the entirety of Game of Hearts, liking it enough to try the second season, and
then support it? Houses of Hearts has very similar elements to the first season; married women, characters with significant others, and the focus is generally similar, too.
- The growing complexity, general image quality, and the lack of time.
To put things in simple terms, Houses of Hearts is an entirely different beast when it comes to the requirements and conditions needed to support its completion.
Early Game of Hearts renders are generally heavily blurred to the point where details are missing. I used that approach to shorten render times and get good sleep. It does not net a bad result, but it could've been so much better. As I grow as an artist, I refrain from that method, but that has hiked up render times significantly.
Compare it to the renders I have now, unblurred, albeit with much, much higher render times:
The difference might not be
stark at a glance, but it impacts how one feels when you look at the renders. You'll notice this change from pre-chapter 5 and all the previous chapters, renders from Brie's section and onwards from the first season are generally much, much more detailed than the past ones.
Now, I can keep using the old method in houses of hearts, dismissing any growth and half-assing it, doing the bare minimum. But I care very, very deeply about the quality of the experience I'm trying to convey. It matters a ton to me; just
completing stuff is one thing, but providing something more than just
completion requires a different mindset and approach.
At the end of the day, I'm not a marketing expert, nor am I clever in managing subscriptions and garnering attention. All I did was put Game of Hearts out there and hope for the best. This approach works when I only plan to treat this project as a side job—something born purely of passion—but if I wish to step out of that mold and do it full-time, conditions and priorities change.
The fact is, I can't keep up the current pace and the sheer amount of work to provide something special without transitioning to full-time work.
Well, maybe this is just the ramblings of a man lacking sleep. Transparency is important, and this is me being transparent.
Yes, I am anxious. Yes, I am worried.
But... I love this project. I always look forward to weekends—two precious days where I can lock in and just...
work. That's why I'm a little frustrated. If I don't care about this project, I won't feel this way.
If you wish to help, please wishlist the game on Steam; you don't even have to buy it.