Steam Strategy Fest Post Mortem


Get a drink, because this is gonna be a long one.

Hey guys! Its Me (The dev of DR4X, Michael Hamm, AKA Untrustedlife)
I have been developing DR4X since mid 2020, and it has been a passion project since a couple months after I started working on it.

Since than DR4X has gotten increasingly complex and has slowly cohered into something that is (I think) I really cool game that I am very proud of.



My vision for the game's narrative wasn't concrete until March of this year when I rolled out the first Major  update, known as the 4B1E1E update. Another major update followed that, just before the Steam Strategy Fest, and the game has undergone transformative changes since then.

The game features improved mechanics, enhanced visuals, and even includes a comprehensive tutorial. I had optimistically hoped to see a substantial difference in the game's success at this juncture, but things have remained relatively constant.

I then also incorporated Steam achievements to gauge which story elements players have experienced so far (yeah thats the reason I added them... to see how far people got). Surprisingly, I am the only one who has reached either the good or bad ending so far. (We will get back to this later)

During the Steam Strategy Fest, I worked with several other developers for a cross-promotion, but the outcome was somewhat disappointing: zero wishlists and just one purchase, which took a toll on my motivation.


However, looking at the bigger picture, DR4X has now surpassed 500 Steam units in total. So, there's a bit of a silver lining, and a huge thank you to those who have supported me thus far. (Heres an image of the actual success of dr4x during this latest sale)



I know, I KNOW, success is relative. 20 buys isn't actually that much, but it is a lot to me , and that is what matters.

Many developers, myself included, shout over the rooftops that we develop games for the love of the art and the fun of the process.

But, deep down, what we all likely REALLY want is for people to engage with our creations and genuinely think about them. At least for those of us who see game development more as an art form than a job. I fall quite hard into the 'art for fun' category of things even if sometimes my motivation does get a hit when i don't see the success I thought the game needed at whatever point.

If it isn't obvious from the fact that i have made nearly 80 seperate changelogs over the course of 3 years while there has hardly been a peep made about dr4x in any media.
Rambling aside,

Now, let's REALLY talk about DR4X up to this point.

What is DR4X? Not What DR4X is on the store page, where I intentionally keep the actual meaning of the game vague.
What is DR4X REALLY .

DR4X is a contradiction.


DR4X has evolved over time, transitioning from a light-hearted simple 4X game (Where the wildlife can overtake the map, unlike in other games like civ where the barbarians are static, in dr4x they actually spread and evolve and you actually have to keep them down, that was the original concept for DR4X) to a narrative engine for my RLDR multiverse told via easter eggs, and then further changing to become a game that explores themes of redemption and challenges players by questioning the conventional choices they often make in 4X games.

That is DR4X's final form,
"a game that explores themes of redemption and challenges players by questioning the conventional choices they often make in 4X games"

I realized this after I had people playtest the new version, and the reaction i got from them was some of the most positive reactions i've ever gotten,

That is what DR4X needs to be from now on.





For me, the underlying narrative of DR4X serves as a critique of how gamers seldom consider the real-world implications of their actions within a turn based strategy game. For instance, what would be the real-life ramifications of leveling an entire city to get a few more resources out of it? Or letting a character who has a family, die? Actions have consequences, and at this point one of my main objectives is to highlight the ethical quandaries that can arise in 4X games in a somewhat Meta way.

At the same time, I believe even the most flawed people (Murderers etc) can find redemption. DR4X incorporates this theme as well. The game serves as a platform for exploring both the ethical dimensions of player choices and the possibility of redemption.

But at the same time, it shouldn't be preachy about it (or at least, only should be preachy sometimes) hence why it currently really only comes up during certain parts of the campaign. The new tutorial, and sometimes during skirmishes.

I FINALLY  feel like I've carved out a unique niche by focusing on these dual themes.

But I have really only tip towed aorund this subject until the last major update, but now, the game tells you how terrible you are, and it needs to do that more.

So what does that mean?
Well, forget all promises of specific factions i've ever made about DR4X, i still want to do 5 chapters (because redemption and loose ends etc) but that will take years, AND more complicated mechanics to keep the campaign interesting, forget about some things ive talked about in the past like "adding a liche faction" etc all that, is thrown in the dust bin now unless it fits the theme (and perhaps an undead army can very much fit this theme).



The weirdness 
 I know a lot of people play DR4X for the weirdness of it. And it will stay weird I assure you. Hell it will get weirder, because the theme of player choice in video games is broad, example, what does a world ran entirley through dog fighting, like how the Pokemon (Nintendo pls don't sue me) universe works, actually work. I dunno, to me dog fighting seems like a bad thing. And i touch on that a little with the new Dog I added recnetly.


The Future

 I'm gonna tell you this here, the next maJ or update will fO cus on broadening your choices in the game's impA ct, giving you a foil to those choices and also, the second chapter. Which focuses on everyones favorite protagoN ist The Red Heir

The Endings

Which, coming back from the endings mentioned earlier, will have its own set of good and bad endings.

RIght now chapter one has in total 5 endings, a good ending, a bad ending and 3 differnt neutral endings.

For those of you aiming for a good or bad ending (And i seriously hope some of you are), please pay close attention to the signs in Mirefield. If you've already made contact with the entity in High Ground (which mirefield literally tells you what to do about) , perhaps delve deeper into understanding that child. The most challenging unconventional victories can be found in the "Debacuhery and Lawlessness", and "The Hunt" scenarios. In The Hunt, you'll encounter a nice lady, the same entity you should have met during the Mirefield mission by exploring that place too , as the sign said "EM DINF," or "FIND ME". If you haven't seen her there yet that is nessessary to get the good ending so go to mireifeld and find the tavern (but to secure all unconventional victories (Which you mostly need to do to get the good ending), you'll need to revisit missions you've previously won.) if you have already gotten the neutral ending once you dont need to talk to her in mirefield to get the good or bad ending. If you didnt fire Fygrayed he will help you out. If you did fire him and especially if you got him killed afterwards, look forward to that choice biting you back HARD once you win all the missions and in future chapters.

Those are my hints for you.

 And now, I need to relax and play some Undertale. It is labor day after all.


HEE HEE HEE...

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