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My creative muscles are still drowning in their proverbial equivalent of lactic acid as of right now, so keep that in mind as this write-up inevitably devolves into a stream of consciousness. Particularly, a stream of MY consciousness, which I'm certain some of you just ain't in the mood for

. Expect poor structure and rambling.
Oh, also, I'm gonna loosely allude to spoilery shit about the latest update, so you know... play it first if you haven't.
Before I talk about the update itself, its reception, and the future, I need to set the scene. I'm sure a lot of you know this, but the production of Episode 2 Part 2 was a straight-up fucking imbroglio. Everything was a struggle. Everything. Writing was hard, rendering was hard, coding was hard, and I was hard whenever I took a day off. Earth must be flat the way I fuckin' fell off. I'm sure there was a vastly overpopulated melting pot of personal, physical, and mental issues that had all contributed to it.
Generally, as the sole contributor to this update (I asked a few people to provide background NPCs), I still think it's a somewhat respectable pace given the quality of what I churned out. But as a matter of practicality, it's insufficient. I could, hypothetically, spend a year on a single render. It'll be the best render you've ever seen, but who gives a shit? Where're the rest of the renders?
I'm not entirely sure if I can... work much harder than I already was, I guess. I also don't want to create a dip in the quality I've established so far. So I've found myself facing a quandary, where I need to look for other routes to create pacing improvements.
More of that later. So, about the recent release...
Yeah, feedback was good, not too much different from every other release. Some went as far as to call it peak, and others expressed a metered sense of approval. No-one took a turn, but I think after Episodes 1 and 2 Part 1, you already know what you're in for. The fine details are where things become more mixed, so it sadly makes specific feedback less helpful. I didn't get a single piece of unanimously negative feedback, which leaves me with little strategy if I want to find ways to please everyone. Of course, pleasing everyone is unrealistic, but I'd still love to minimize dissatisfaction.
And here's the real thing, probably what I think is the most important thing. It's frustrating to admit this, but almost all of the most common criticisms were things I'd already noticed myself before releasing. Particularly when it came to pacing and focus. I think you can find a few, brief statements from me either in Patreon posts or Discord activity alluding to these frustrations. I know for a fact that I've openly said somewhere that I don't know why the story hasn't left the palace yet.
In essence, I need to remind everyone that I'm generally not a good writer. And I mean "good writer" as in the manifestation of skill, rather than what's produced. That is to say, regardless of if you think my conversations, story, lore, scenes... whatever, are well-written, I'm saying that there is an external flaw. The construction, adaption, and implementation of my writing is done without much skill or finesse. Like a fantastic musician who can't compose complete songs. That's what I mean by "not a good writer".
This doesn't mean that it's not fixable, or that I can't learn and develop, but those skills were absent. Poor-planning dominated a lot of this update's construction. The party was a decision I came to upon relatively short notice. Events of further episodes i.e. after the party have been known to me for a very long time. However, my approach to pace, edging the reader with story beats and set pieces, was going to continue at a pace that would've made a hypothetically completed Realm Invader feel extremely drip-fed. So towards the end of writing Ep 2 Pt 1, I made the decision then and there to bring some story elements forward, and pull some triggers now instead of later. So what I'm basically trying to say here, is that the party (except for some story beats and the ending of the update) was improvised.
It could've gone much worse, but I feel like it was a mistake. At least in the sense that I mishandled it. Perhaps bringing the party forwards was the right decision, but I simply needed to be more heavy-handed with restraint, not going off on writing tangents or whatever. The fact of the matter is that it didn't turn out quite how I wanted it to. I still believe there are deeper causes that might not necessarily be bad per se. Given the nature of how the episode ends, it makes sense why the first half of the party is meandering with a strong focus on interpersonal relationships to get it out of the way before a tonal shift. It still kinda feels like a haze to me, which is frustrating as I'd rather not have a repeat of this episode.
I've spent a little while now thinking about Episode 3, how I should streamline it, and how I should avoid opening the door to more in-universe distractions. So I'm being careful. Still, it's definitely getting to that time where I really need to lock in and be back on development, rather than my current state which is kinda-developing the game, kinda-fantasizing about developing the game.
I had to update a bunch of shit and install new mods and whatever I missed, so I've also had to relearn how to render a little. So I've spent some time re-adapting to making renders, making sure everything works (yes, some shit broke). I've also written a couple thousand words of the new update. I'm still exercising caution, fine-tuning the still-unfinished plan of the next update. As I said, I want to try to reclaim a sense of focus.
The goal right now is to make a smaller update. I don't know what kind of size I'm thinking of. The range is PROBABLY over 50% the size of Ep 2 Pt 2, so it's not like a bite-sized update. The details of the current plan aren't suuuuuuper specific. But there's a hard limit on the events that occur, and I think I haven't left myself much wiggle room to accidentally expand portions of this update further than necessary.
In addition, I hope any kind of planning improvements simply make development a little quicker just because less time is spent thinking and working things out in real-time.
I'm super grateful, initially to every supporter who stuck with me when the existence of Ep 2 Pt 2 was beginning to look spurious. You displayed an impressive amount of faith in me. I'm so sorry the last update took as long as it did. While you may generally still be unhappy with how long it took, I hope I regained some of your trust. Just in the sense that the episode was long, the quality is high, and it's still clearly the same game you invested in. I could definitely see there being an unspoken ultimatum, that if your time investment resulted in something small or half-assed, that my legitimacy would take a huge hit. So again, thank you guys so much.
Now, new patrons, welcome! My patron count close-to-doubled. (Also, hello SubscribeStar supporters, I'm only omitting you for writing convenience <3) As of writing this, I have 715 paid supporters, which translates to about 6.4 billion dollars a month. But here's the thing, I develop Realm Invader primarily from the comfort of my private yachts. These yachts are rather pricey, and your contributions really do strengthen the development environment. So thank you so much, sincerely. Passion this, love of the game that, but I really can't write so many words, spend so much time rendering, and animating at this level without any incentive. I have things I want to do outside of real-life work and Realm Invader development.
I understand the sentiment behind not making money your main goal, I really do. But the scope of Realm Invader has surpassed that sentiment. It's a reality, and the required workload left "hobby" territory a long time ago. So thank you. Thank you so much. I don't want to sound callous, so I don't want to give the money all the credit, but thank you. The growth of the fanbase, the positive feedback, and the financial support all combine to bring me nothing but positive feelings. I truly think Realm Invader is going somewhere, each release's effect has been huge. And if it isn't clear by now, as much as I lament about the struggle that goes into developing it, Realm Invader IS a passion of mine. It's born of both my mind and my efforts. To see it be appreciated in the way it is truly vindicating in a sense.
The way some people talk about my work, the specific verbiage and phraseology used, indicates that I could be onto something really special. Something unique that requires ME for it to be what it is. That's the feeling I want, that's the root of why I want this project to be something more. I don't want to disappoint any of you who feel that way.
I love you guys. Never forget that I'm just a guy. A corny-ass mortal like the rest of you.
- Gary