Space Mercs is an extreme arcade space combat game where the amount of projectiles and lasers on-screen is only toppled by the amount of stars in the universe! Will you be able to complete all the mercenary missions and become the best pilot in the Galaxy?
Throughout the game’s 30 mission campaign you will dodge, chase, fire, escort and absolutely obliterate enemies ranging from small drones to huge battleships while bound to a single rule: “If it moves, it dies“.
The game features four different game modes, two available from the start and two that can be unlocked by progressing through the story:
Hello three-parts luck Giants!
Our second week of focusing our marketing efforts to get any kind of sales during launch has come and gone! We're going to review the current state of things, check for some improvements and then look at what we're going to do next.
Let's make one thing clear: For the most part, this week I focused on improving and updating the game. Beta 6 still hasn't released yet because I overhauled and re-written most of the game systems. So the results reflect that. Our current data puts us just bellow 600 wishlists for the end of the week. Here's the data:
Since last week our wishlists went up by about 100, at an average of 14 wishlists / day. That right on track with our needed wishlists ratio / day in order to reach the target wishlists of at least 1000 during launch.
It's good to be on track, let me say that! At a 10 wishlist / day rate (our current worst case scenario), we're looking at about 900 wishlists with one month and one week to go before I hit the publish button.
Wishlist conversion rate
Before we go further, let's talk about the 0.5 average multiplier (or conversion rate) between wishlist and purchases. As I mentioned in the previous posts, this is what it is. Just an average that Jake estimated based on his research. You can read more about it here.
However, just because it's an average that doesn't mean that's what it will be. For us it can be anywhere between 0.1, the more realistical 0.25 or a huge boon of 0.7+. Let me put it this way, with 1000 wishlists and a 0.5 conversion rate we're fine! It's going to allow me to work on another game this year in a similar 2-4 months time frame. It's good, it means we keep on going. However, if our actual conversion rate will be closer to 0.25 things won't look so good. In short, it's barely going to be enough to cover rent for the time spent doing development and would bring us close to almost breaking even, but not really. This would mean that I have to go get a job asap, so a bit of a more cloudy situation in terms of future Bearded Giant Games this year.
An 0.7 conversion rate would pretty much mean that I can take almost up to a year to make and release another game, giving me the option to fail at least once. It would be the best case scenario but it doesn't seem likely to me at this point.
I'm pretty sure I'm not lucky enough to achieve the 0.7 conversion rate however there is one thing that I can do, and that is, to do what I can do best: Polish the game even more and try to garner more and more wishlists before launch. A 0.25 conversion rate would be the same as a 0.5 at 1000 wishlists if I can reach 2000. So I'll do my best to push for as many as possible in order to assure I don't go back to designing free2play games.
Ogh, was I too gloomy? Sorry, here's another gif from the latest build to make up for it.
As for how development on the game is going, well, I tried my hand at a quick devlog where I talk about the changes the game received since the public demo up to the current (unreleased) beta! You can check it out bellow:
If you like the game and want to help us out, you can do so in a couple of ways:
That's it for the this week!
Thank you, Giants!
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