So far a little over 4,000 copies of Sunset have changed hands. That includes the copies for our backers on Kickstarter. That includes the sale. There’s barely enough income to keep our company going while we look for ways to raise the funds to pay back our debts.
It’s hard to deal with this intense feeling of disappointment in a context of glowing reviews and compliments and encouragement from players. A small group of people clearly deeply appreciates what we do and we curse the economic system that doesn’t allow us to be pleased with that.Being wrong will set you free
- We studied successful games and applied our findings to the design of Sunset. And while the inclusion of certain conventions seems to have helped some people enjoy the game, it didn’t affect the size of our audience much.
- We spent a lot of money on a PR company who got us plenty of press, took some work and worries off our shoulders, and found us other marketing opportunities. But it didn’t help sales one bit.
- We even took out an advertisement on Rock, Paper, Shotgun, where we figured the people most interested in Sunset would be gathered. They must all use AdBlock because that had no effect whatsoever.
- We worked hard on presenting a gentler Tale of Tales to the public. Which basically meant that Michaël was forbidden to talk in public and Auriea often just smiled at the camera, parroting words whispered in her ears by communication coaches. Didn’t make a difference.
So now we are free. We don’t have to take advice from anybody anymore. We were wrong. Everybody whom we consulted with on Sunset was wrong.We are happy and proud that we have tried to make a “game for gamers.” We really did our best with Sunset, our very best. And we failed. So that’s one thing we never need to do again. Creativity still burns wildly in our hearts but we don’t think we will be making videogames after this. And if we do, definitely not commercial ones.