Dungeon Team lives ...
Wow, after 3+ years the game is getting a little life breathed into it! (maybe a lot, we'll see)
Some history ...
Dungeon Team was initially released in 2017 - it was my 3rd browser game, all evolutions of the same game engine, but my first attempt at full-stack engineering a real-time multiplayer game. The initial launch was ... rocky ... the backend pooping itself a lot, as you might expect having been built by someone who had approxmiately no idea what they were doing.
I managed to hack things into a somewhat stable state, and the game did OK & had a pretty nice player base. For a couple of weeks I even thought I might be succeeding enough to call myself a Real Game Developer™
Then I got my first lesson in a little software engineering concept called "scalability" - that is, while I'd succeeded in getting the game to *work*, the system was architected in such a way that hardware resources needed to run it cost me about 80% of the game's revenue. Oops?
I'd only released the game on one platform (Kongregate). I could have squeezed a little more cash out of the game by doing more releases, but I thought if I could just solve the technical problems & improve on the game design & whatnot I might still have a chance. But I was broke & needed a job, heh. I pretty much just put the game on hold.
Over all this time I never did find the wherewithal to jumpstart Dungeon Team again (there were a couple of half-assed attempts), but I did get a foothold on a software engineering career. Now I've done everything from Silicon Valley startups to helping build a cloud platform for Samsung ... and until a few weeks ago I thought I could just maintain where I am in the field, make good money & probably retire early.
Then I had a nervous breakdown & quit my job & decided if I can't be a game dev there's no point in living. Go figure.
So I'm back. And I know one or two things about building software now.
Actually I am primarly focused on a new game (still a prototype - DM me if you want to help out with playtesting), but releasing Dungeon Team to a few new places <cough> ... steam <cough> ... is included in the plan. Not gonna lie - it's largely a marketing ploy, to see if I can spark up another following to market the new game to. Also if it makes a couple bucks that will give me a little more "runway" for the new game (no, really, I left a very good job to do this). My last update here was about re-releasing the game "as is," but actually I've decided to invest a few weeks into going over the Dungeon Team code, design, etc. - there should be at least a few easy wins ... and, after all, it's still my baby ...
Thanks for playing :) Look for me in the game chat or Discord.
Dungeon Team
Turn-based PvP arena battler + idle PvE dungeon crawl.
Status | In development |
Author | WakefieldStudios |
Genre | Strategy |
Tags | Massively multiplayer, Medieval, Multiplayer, PvP, Strategy RPG, Tactical, Tactical RPG, Turn-based, Turn-Based Combat, Turn-based Strategy |
Languages | English |
More posts
- Patch Notes - AI fixes, among other things26 days ago
- Patch Notes - summons limited to 2~537 days ago
- Backend Overhaul Complete - I Can Program Computers!Feb 14, 2021
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