At the spring stage π±, the game should include all major features and go into content production. The good part here is that content produced every week is great for marketing on social media, with visuals and videos/gifs.
4/9
In early Summer π, the game should be ready with a beta/demo for players to try out. Collecting feedback and fixing bugs. Enter the summer Steam Next fest. Connect to press and influencers.
5/9
Game release in late summer π, early autumn π. Plan for 1-2 months afterwards fixing bugs π and releasing some more (ideally already prepared) content.
Rinse and repeat.
6/9
I know this might sound like a bit of a pipe-dream π to many who have experienced the chaos of creative work and things might definitely shift and stages might blur into each other. But having an overall frame for this is something I need very much.
7/9
As Parkinsons Law says: βWork expands so as to fill the time available for its completion.β If there is no time-frame, things spiral out of control. And I think a year of time can be plenty – if planned correctly.
8/9
If you are a gamedev and want to try a seasonal release cycle as well, feel free to reach out. π Maybe we can start a mastermind group or be accounability partners through the seasons. Β π€ π€
9/9
If you like to follow along, follow here or subscribe to my newsletter on tomwor.com and maybe give my debut game “Super Space Arcade” a try: worgames.com/games/super-spβ¦
