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Thing Trunk is an independent gamedev studio founded by 3 guys, known for engineering their games to their fullest: Maciej Biedrzycki (co-founder of Codeminion), Konstanty Kalicki and Filip Starzyński (founders of Twinbottles). Having created many successful games at their previous companies (most notably Saqqarah, Magic Match, Brunhilda, Phantasmat) and a few unintended flops, they quickly became disappointed with the miring trends in the casual games market. They scrapped their former brands and together founded Thing Trunk to focus solely on the ambitious Return 2 Games idea. An idea that would later allow them to combine what they learned in the casual market with their passion for deep, hardcore gaming experiences. An idea so enticing, that it would become their obsession for years to come. Thing Trunk is an independent developer based in Warsaw, Poland. The core team comprises of 5 dedicated developers and as a network of talented collaborators scatt

Comment History
ThingTrunk
ThingTrunk - - 8 comments @ Book of Demons

Thanks for mentioning us! <3

Good karma+1 vote
ThingTrunk
ThingTrunk - - 8 comments @ Book of Demons

Hi! We are planning to release Xbox One version in the nearest future. We will be informing about that, so stay tuned!

Good karma+1 vote
ThingTrunk
ThingTrunk - - 8 comments @ Book of Demons

So awesome to hear that! ^^
We also hope that you will stay with us up to the very release and beyond! :-)

Good karma+3 votes
ThingTrunk
ThingTrunk - - 8 comments @ Why is selling good games so hard? Book of Demons Early Access launch postmortem

Thanks for your comment. I looked at Polynomial and it looks very interesting. I’m a bit shocked that Polynomial 2 is not doing that great compared to the first part. Do you think that adding VR support is contributing to that? I mean, there is a lot of hype around VR right now, so theoretically it should be easier for you to get press coverage, but on the other hand “normal” players might mistake your game for VR only and skip it. Also, did you try to capitalize somehow your existing audience? Do you know how many of your original audience know about the sequel? Maybe you could issue discount coupons via Steam to let them now and entice them to try the new one?

Good karma+1 vote
ThingTrunk
ThingTrunk - - 8 comments @ Why is selling good games so hard? Book of Demons Early Access launch postmortem

This is actually why we are very happy that we went with early access, even though sales are not as good as we’d want them. Without EA we wouldn’t be able to make so many tweaks to the game all tailored to actual players. And we can still hope that once we go gold, thing will get better :)

Good karma+1 vote
ThingTrunk
ThingTrunk - - 8 comments @ Why is selling good games so hard? Book of Demons Early Access launch postmortem

Thanks for your honest opinion. Quite a few people mention the lack of animations as a down side and this something we understand. I could argue that we wanted a symbolic look and board game feel, but the hard reality is that full animations were out of the question as it was impossible to do them for all 70+ characters in 16 directions in our small team. We’re a 2d game so animating is different than in 3d.

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ThingTrunk
ThingTrunk - - 8 comments @ Why is selling good games so hard? Book of Demons Early Access launch postmortem

Also doubt it will hit their bottom line. In theory they should have it more difficult promoting their next game, but in reality the press will probably be covering them more (as everyone will be interested to read what's authors of No Man's Sky working on now) or they will just jump start a new company a make it all over again under a different name ;)

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ThingTrunk
ThingTrunk - - 8 comments @ Why is selling good games so hard? Book of Demons Early Access launch postmortem

Hi feillyne, thanks for encouraging words on the sales, as for the article from Sergey from SteamSpy we're doing pretty good comparing to other EA titles, yet if you take a closer look, EA titles are not having the best time (full read here: Medium.com)

We are planning on translating the game to as many languages as it will be possible when it's finished. As the string tables are still changing on daily basis, we have the game in English and Polish (as we're fluent in these languages). It would drastically postpone updating process if we'd have to order translation every time we want to patch the game.

Modding is something we definitely have in mind as our tech is quite suitable for that. At this point, we are focusing more on finishing the main loop of the game (all 3 classes, polishing quests and so on), but we'll definitely introduce modding in the future. When we feel it's solid, we'll give the fans tools to mess around with it :)

Pricing was a subject of one of the longest discussions in the company, but we believe that's what fits the game best (in terms of visual and gameplay quality, amount of in-game content, replayability, other games of the genre on the market, etc).

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