What a year it has been! A lot of exciting things happened over the course of 2015, and I feel the first of the new year is a good time to look back to where the game has been and what is yet to come.
In late March, after much stress and contemplation, I finally settled on a title for my as-yet announced project, along with a name for my fledgeling studio, and thus 100 Stones Interactive was born! Skip forward a few weeks into April and the website was launched, announcing The Eyes of Ara to the world. Finally after years of work, my game was out there for the world to see.
From the outset the reception to the game was really positive, and it was great to have that early support leading onto the Kickstarter campaign that would launched a couple of months later in June. I cannot begin to express just how exciting and exhilarating - and stressful and a difficult - running a Kickstarter campaign is. The support of all of my backers, friends and family cannot be understated. The Eyes of Ara is the game it is today because of everyone that supported myself and the game during that time, making June by far the most significant month of the year for my new studio.
And just when I thought the pressure has subsided for a time, along came the game’s first public showing at #GO423 in August. This was a huge moment for myself and my game: the first time The Eyes of Ara had been playable by the general public. I went in not knowing if a slow, contemplative game would even demo in a busy expo environment, and of course fretting “what if no-one likes the game?”. Thankfully though, the reception was again really positive, and I returned home with renewed enthusiasm for the project.
From then on it was down to business. With no major milestones on the horizon I could dedicate the next few months purely to working on the game. A pleasant change of pace from the previous few months! I have tried to post updates and screenshots at least semi-regularly, and I apologize for the occasional portion of radio silence. Making a game on your own is busy work, and sometimes I need to remind myself to come up for air and let people know I’m still alive - supporters, friends and family included ;)
In late October I attended the Melbourne International Games Week, to soak up the wisdom and experience of other devs from around Australia and the world who had congregated at the Melbourne Convention Centre for Unite, GCAP, and PAX Aus. I returned to Brisbane armed with a wealth of invaluable advice and knowledge that will no doubt make The Eyes of Ara an even greater experience.
In December I was invited to show The Eyes of Ara at another local Brisbane games expo named Brass Razoo! It was good to again see how the public took to the game, especially so long after the first showing in August. A lot of changes and improvements had been made to the game since the first demo, so it was valuable to see that they were indeed working.
Which brings us finally to today, January 1st, 2016. This year is going to be an even bigger year than the one just passed. So keep a look out here and on the Facebook page for:
More playable demos at expos and conventions, including GX Australia in February (more on that soon).
The call for submissions for art content and puzzle designs from backers who pledged to the relevant tiers. It’s time to start getting your ideas into the game! I will be contacting everyone about this before January is out.
The public Alpha and Beta, available to backers of the relevant tiers. Your first chance to get your hands on the latest build of the game, playable in your own home without me scrutinizing your every move from behind your back at a convention ;) (If you’re not a Alpha or Beta backer, remember you can still pledge for access through the online store).
And of course the biggest event of all: The Eyes of Ara’s launch! There is no public release date as yet (I have a target in mind though), but rest assured it will be available this year.
So thank you all for your support over the past year, and here’s to an awesome 2016!