Part of the reason that the team behind Superhot was able to make what in hindsight were good decisions was down to SteamSpy. Sometimes there are games and developers that don't need a full publisher they just need a bit of a push, some connections and a bit of cash to help them finance the production of the release." That's a very wholesome and positive thing to do. There are studios that are supporting indie developers with publishing: some successful mid-tier developers that are reinvesting some of their money into just financial support and business advice for smaller studios. You should probably go for the all or nothing strategy. That means that you're not paying enough attention to the people that you're supposed to be helping. If those people that are doing the publishing have to make a decision between helping grow their own games or someone else's, they should always go for their own. ![]() "It's a tempting dream for a studio to pursue you're looking at what you're doing as a company and you're realising that we did so well with our own game, we should try and use those same people and resources to publish other people's games, but if you're doing it as a side project, you're always going to be somewhat dishonest or you're going to be not the best value proposition for other games. "Becoming a full-fledged publisher, that's something we're not looking at doing at all right now," he says. But Kaczmarczyk says that he views publishing as a full-time job and the team wants to continue focusing on its own games. With the journey that Superhot Team has been on - having a hit game, deciding to self-publish, staffing up against that desire - often times the next step is to start publishing games ourselves. It feels wrong to give such a big part of your business to someone else who doesn't care that much about your game and who wasn't part of deciding what is going to make it unique and great and make it sell to players." If you are making more money on ports, then it's a big, big part of your core business. He continues: "You are taking more of a risk, but if you're looking at it from just the business and revenue perspective, your core business at this point is porting your game. If you're looking at just the business side of it, if you have a game on PC and you're porting it to all of the other platforms, you're probably going to end up making more money from the other platforms." If you can do your own ports and localisations, you probably should. That was really valuable and something I'd recommend for anyone that can in terms of video game development. We make the decision not to go with a publisher that maybe might have accelerated our development and plans to get localisation and different ports done earlier but because we did it ourselves, we were able to control all of those channels to make sure the amount of attention, visibility and support that our games are getting are the most we can get. "All of the porting work, marketing and platform relations were done ourselves. "The most important learning was the validation of our initial strategy and approach of being incredibly independent and keeping things in-house," he tells. It's fair to say that Superhot Team has come a long way from its game jam days, with business developer Tomasz Kaczmarczyk saying the title's success has validated the studio's strategy of doing everything it could internally. Now over three years following release, the company has sold more than two million copies of the slo-mo shooter, with revenue actually growing year-on-year between 20. Oh, and then there's the game's tongue in cheek ending, which compels users to tell all their friends about how "Superhot is the most innovative shooter they've played in years." ![]() The title started life as part of the 7 Day FPS Challenge game jam in August 2013, going on to crowdfund the title the following year on Kickstarter and eventually launching in February 2016 following a number of flashy, stylish and very memorable marketing campaign that boomed 'Super. It's hard to think of an indie game from the last few years with a more memorable marketing campaign than Superhot.
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