Create and Fuck your AI Slut -70% OFF
x

Deleted member 324588

Engaged Member
Dec 9, 2017
2,738
6,871
632
The issue here is like any other Kickstarted game or hyped up game. Developers promise one thing not understanding what that may entail for development. Voice acting is great, though not necessary for a porn game. Because the need for a voice actor, that hinders development. You know what would've been better, having that as a hidden goal and making it a surprise instead of integral part of the deal.

That scenario would've meant some scenes could've had quality voice acting that may've been pleasant surprise instead of expected. Then Studio F.O.W as well, could've added as many scenes as they wanted to main story to contextualize the porn without voice acting or the use of Pandora system to insert those scenes. And enthusiasts here would want that extra context for the scene instead of smut with slightly better moans than the generic ones. Though that time shipped has sailed and hindsight is always 20/20. That being said I really hope that this game maybe able to overcome its shortcomings.
I don't think the story would be nearly as good with no voice acting, especially in the cinematics. Not to mention lines would definitely fall flat with no emotion other than our basic ass voices reading it to ourselves :p
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,063
2,248
469
You extracted the cost of development yet, or done any actual thought about those numbers? Just curious....


Might be worth checking out....


You don't have permission to view the spoiler content. Log in or register now.
No, we don't need to go THAT deep since I already said that my estimation was still very rough.

The thing is that I wanted to answer to Vvalen who said that giving context to the sex scenes (with a branching story as an example) was not possible given the ressource of the studio.

I know it's not an easy challenge, but you can't possibly say that they didn't have enough ressource.
 
  • Like
Reactions: Razrback16

Deepsea

Member
Apr 20, 2017
334
920
335
So we can estimate the number of sales at nearly 250 000.

According to this, it has a max of 20k owners, with a peak player count of 1.7k.
If it was 250k owners like you say, concurrent players would be at least 10k.
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,063
2,248
469

According to this, it has a max of 20k owners, with a peak player count of 1.7k.
If it was 250k owners like you say, concurrent players would be at least 10k.
Do you have any study / data that back your claim ?
 

Deepsea

Member
Apr 20, 2017
334
920
335
Do you have any study / data that back your claim ?

It's a scraper API that looks at steam data to determine how many have been sold or bought. Back in 2018 Steam hid the exact numbers of games sold however so it's more of a guesstimate at this stage but I'd take this 20k sold over your 250k sold simply due to how many current people are playing the game, which is 1,700 people. Since it only came out last week and if it did sell more than 200k copies, there would be more than 1,700 people playing. You don't see a 99% drop off in players inside of a week, especially for a game as highly publicized as this.
Judging by how many steam reviews there are is a false metric since it can be easily wrong. Take Greedfall for example, Steamspy says it sold 500k to 1M copies. Your estimate of 41 copies sold per review at 10k reviews put total sold at 420k.
Link to article saying the company sold over a million copies.


What you're essentially doing is what Harold Camping did for his end of the world predictions and pulling numbers out of nowhere with figures that makes no sense to the actual value that is way off of what it should be.

As for Subverse itself, 2 million raised in kickstarter, be generous and say 20k bought through steam which means about 700k raised though that. Total budget be generous again and say $3 mil. Certainly more reasonable than your 7 mil budget don't you think? There is no way this project has generated that much of a budget, simply for the fact if it did they would have hired actual fuging devs to work on the game, not make it some space shot em up that a grad student could make for finals.
 

Joshua Tree

Conversation Conqueror
Jul 10, 2017
6,158
6,594
684

It's a scraper API that looks at steam data to determine how many have been sold or bought. Back in 2018 Steam hid the exact numbers of games sold however so it's more of a guesstimate at this stage but I'd take this 20k sold over your 250k sold simply due to how many current people are playing the game, which is 1,700 people. Since it only came out last week and if it did sell more than 200k copies, there would be more than 1,700 people playing. You don't see a 99% drop off in players inside of a week, especially for a game as highly publicized as this.
Judging by how many steam reviews there are is a false metric since it can be easily wrong. Take Greedfall for example, Steamspy says it sold 500k to 1M copies. Your estimate of 41 copies sold per review at 10k reviews put total sold at 420k.
Link to article saying the company sold over a million copies.


What you're essentially doing is what Harold Camping did for his end of the world predictions and pulling numbers out of nowhere with figures that makes no sense to the actual value that is way off of what it should be.

As for Subverse itself, 2 million raised in kickstarter, be generous and say 20k bought through steam which means about 700k raised though that. Total budget be generous again and say $3 mil. Certainly more reasonable than your 7 mil budget don't you think? There is no way this project has generated that much of a budget, simply for the fact if it did they would have hired actual fuging devs to work on the game, not make it some space shot em up that a grad student could make for finals.
A bit wrong there....

All time peak was 25k at release day. 24h peak 1765... just now 1045....

The early access release had content 4-8 hours worth. The replayability is not really there.. Those that bought and played it at release majority of have already "used up" the content released and waiting for updates.

If you wanted to compare with other games, you would had to look for another early access game that had about same level of content.

Steamdb estimate between 110k and 230k sold copies based on playtracker....




As for "highly publicized ", they said they spent ZERO on marketing though...
 
  • Like
Reactions: Deepsea

Deepsea

Member
Apr 20, 2017
334
920
335
Steamdb estimate between 110k and 230k sold copies based on playtracker....

Huh, playtracker is a neat little site, bookmarking that one.
So, revise then. 200k sold at 30 is indeed 6mil. They've made money then. Too bad the game is in bad a condition as it is.
 

Quintilus

Engaged Member
Aug 8, 2020
2,738
8,097
688
You don't see a 99% drop off in players inside of a week, especially for a game as highly publicized as this.
DUM EXTERNAL have approximately same player drop over course of a first week. I can even say that its true almost for all nowadays game.
Unless its some kind of forknife or similar game.
 

stenctrum

Member
May 16, 2020
128
408
237
Adding more and more scenes into Pandora will not fix the issue. It will probably make it even worse. They simply can't fix it without getting rid of Pandora completely. Let's just be honest here, it's very clear case of bad design choice. Xeno stuff and all other questionable things should be optional and avoidable but with Pandora everything is optional and avoidable. And for a porn game thats just bad design. I honestly don't care who they are, what they done before or how much money they got on Kickstarter. Poor DAZ Renpy developers don't make that bad design choices. It looks like Studio FOW never actually played any kind of porn game. Those Devotion Quests or something sounds promising but it will be not enough.
 
Last edited:

Razrback16

Well-Known Member
Jul 20, 2020
1,884
4,104
428
Adding more and more scenes into Pandora will not fix the issue. It will probably make it even worse. They simply can't fix it without getting rid of Pandora completely. Let's just be honest here, it's very clear case of bad design choice. Xeno stuff and everything should be optional and avoidable but with Pandora everything is optional and avoidable. And for a porn game thats just bad design. I honestly don't care who they are, what they done before or how much money they got on Kickstarter. Poor DAZ Renpy developers don't make that bad design choices. It looks like Studio FOW never actually played any kind of porn game. Those Devotion Quests or something sounds promising but it will be not enough.
Ya I think Pandora could work if it was just a replay interface for replaying sets of scenes you've already unlocked via choices in the narrative. But if it's going to be like this throughout without more of a narrative-based tie-in, I think that will devalue the game in the long-run.

I saw a suggestion on the Steam forums this morning where someone had the idea of, when using Pandora, there was also a narrative cutscene showing the Captain maybe calling whichever girl the scene is for, and they have an exchange, whether it's over the intercom, or whatever, and have her show up, etc. to get the scene going. That would help. It just causes things to be really disjointed when the scene starts mid-way through and is just a loop. And don't get me wrong loops are okay in certain areas that you want to see repeated, like the thrusting sections, but there is so much more to a proper scene. The setup matters. Lead in and lead out matter a great deal as well.

We'll see what they come up with. I'm concerned the end-result is not going to be favorable, but I want to give them a chance before I write any finalized reviews anywhere.
 

Gwedelino

Well-Known Member
Game Developer
Sep 4, 2017
1,063
2,248
469
Huh, playtracker is a neat little site, bookmarking that one.
So, revise then. 200k sold at 30 is indeed 6mil. They've made money then. Too bad the game is in bad a condition as it is.
To be honest, If you have supported the project with Kickstarter or if you're a pirate, this early access thing is a god thing since it's just more money put into the project. Money is not everything, I know, but it's still a good news since it cost you nothing.

Moreover, we know that a lot of content has not been put into the game yet, and that they wanted to deliver a rather stable but barebone version of the game. We can easily check this since we already saw a lot of content in the multiple cinematics they put online that is not present in the early access version of the game. Plus I know that a lot of early access games are a bugfest, and it didn't look like it was the case for subverse, so I have no reason to doubt it was indeed a "stable but barebone" version of the game.

However I still have a huge problem with what 1 thing they said until now : " All the VA work has been done".

This kind of sentence is quite worrying since it doesn't let enough space for improvment.
 
2.90 star(s) 310 Votes