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Autos 1

Welcome to Desert Pirates. Command a post apocalyptic war convoy across a furious and unforgiving desert in the search of the ETERNAL RIDE.

bus

Gameplay

  • Drive and shoot > Lots of cars to find and weapons with primary and secondary shots.
  • Destroy enemy settlements > Handmade enemy bases for maximum planning and destroying pleasure.
  • Grow your power > Expand and improve your convoy, swap out their weapons and tools, upgrade, repair and refuel them, keep your followers alive.

Fight, get resources, and survive. How far can you ride?

zom

Features

  • Unlock and collect badass cars: Find cars to restore in every run, and store them in your garage to use later.
  • Make runs with different convoys: Change your Convoy to fit your play style. Choose between Soldiers with Nitro, Heavy Soldiers with special weapons, start with additional food or gas, special systems like Shields, Radars, Decoys, and more!
  • Give orders to your Convoy: Stay together, or split up! Changing orders on the fly can give you an advantage against your enemies. Light RTS mechanics are gaining traction while developing (stay tuned!)
  • Classic Roguelike Features: Permadeath, Upgrades, procedurally generated areas. Every playthrough is different.

Autos 2

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We have tried the Steam Playtest feature and we want to share the results with you!

What is this?

It's a really easy tool to try your build/demo/content with the steam community.

When activated (you can start it and finish it whenever you want to) this tool shows a banner in your store page that contains a request access button for your playtest, so everybody who wants to join just clicks on it and requests access.

You will need to upload some images and stuff (beside the build), but if you already have your store page up and running it is not too much work.

banner

(Guess who forgot to take a screenshot of his own playtesting banner...)

What were we looking for?

We are building a car shooting game called "Desert Pirates", more on the side of a Roguelike with some RPG elements, in which the player can play as the leader of a post apocalyptic war conboy.

In the playtest players were able to try the gameplay and the feeling of the basic core of the game. We wanted to nail that stuff before getting into the nexts big features.

For us was THE moment, because from there the game can really have a BIG turn focusing on what people want for games like this one :)

Also, this was the first playtest with real users, not dev friends (fear++).

Getting all the feedback!

For compiling all the feedback we wanted to have, we invested time into building a feedback system. Basically, at the end of the "demo" we launch 10 questions for the players. Things like: "is the game fun for you", "what you liked more", "what doesn't", etc; we use checkboxes for some and also input text for players to write wherever they want (we also put a quick feedback tool in-game).

RTW 2

I wouldn't recommend doing a playtest without a feedback tool. Seriously.

Getting feedback from targeted players is really hard! I used to go to conventions for getting feedback from players, but those are not around these days (at least for now), and also, not all of them are the players for your game.

We made some social shares on post-apocalyptic sites, including fans of Gaslands, Mad Max, etc, to find some of our players.

What did we do?

We run the test for a week, from Wednesday to Wednesday. The playtest was open to everyone, so when a player requested access could play the game instantly, in this way the player doesn't have to wait for access, and also avoids that they could "forget" to play it.

While the playtest was running, on the fifth day (Sunday) the users arrival got down, so I tried a different thing just to see feedback diversity (we already got the feedback we need at that point) and made some social sharing on the dev communities (from Sunday to Wednesday), more on that later.

Results!

It's fantastic. What a great tool!

DATA:

  • 223 players requested access.
  • 53 feedback received for all features in the game (without counting the in-game feedback, also, a lot!).

We forgot to track several important things, we won't miss that again (like how many of the players that requested access actually played the game or how far they got).

The tutorials on Steam about the playtest feature are relying on the discussion forums to get feedback. We only receive 3 questions there. I think it is a bit too much to ask the players, ("please go to the discussion forum to post feedback"), the risk of not getting the things you'll need is just too damn high .

A great API that Steam could work out is in-game feedback. It could have a HUGE impact.

Remember what I did? Wednesday to Sunday for targeted players, and then, Sunday to Wednesday for devs? This makes it really easy to separate feedback on the spreadsheets (between players and devs), and lets us understand how different feedback is from devs than from targeted players.

If we only received feedback from other devs the game would improve, but that wouldn't make it closer to the players. Players feedback is taking the game to another level of connection with them.

We are changing (and removing) a lot of features that we thought the players wanted, but no one mentioned, and now we are giving them what they want, that's our job!

So, NOTE: Use dev feedback after your playtest with users.

And that's it. Use that feature (with a feedback tool), it will put your game on a better healthy path.

Cheers!
Hernán Smicht - Desert Pirates on Steam

Playtest open!!

Playtest open!!

News

Playtest open to everyone! Come and have some car fighting fun!

Demo for BETA testing on the works!!

Demo for BETA testing on the works!!

News

We are putting together a demo for beta testing soon AND it will be open to all players!!

How good does your game look on a Steam search?

How good does your game look on a Steam search?

News 2 comments

How appealing is your game on the eyes of a player search? I don't know, but I can tell you what we did about it!

Genre-Gameplay implications with camera

Genre-Gameplay implications with camera

News

Dev-blog 1: The camera struggle, Genre-Gameplay implications dealing with game camera on Desert Pirates.

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RT @WastelandHQ: **ANNOUNCEMENT** Tickets for Wasteland Weekend, September 28th-October 2nd 2022, will go on sale May 10th at 10am… T.co

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