Why Even Make Software

Long week at the grindstone on the game, actual gameplay is mostly done, but a lot of the fine details of UI, animations, and music are janky or nonexistent: "the first 80% takes 100% of the schedule, the last 20% takes another 100%", as they say.

So I may take beta-testers and let them at it soon; comment/email if you'd like in. If you've played any of my games before, you know what you're getting, but much bigger:

Perilar: Fallen Kingdom, an entire world of Perilar, massive dungeons deep into the earth, towers up into the sky, hard tactical roguelike RPG. Mac/Windows/Linux.

I'm running late to think about marketing now, but: Should I Kickstarter for the final stretch? Set up a Patreon? Those feel like begging or grifting, even though I support some stuff that way. I prefer to release, try to get copies in front of the people who'd like it, collect money. Advertising used to be viable for user acquisition, now I suspect a large part of my potential audience are savvy enough to ad-block, and giant horrible things like EA drive the CPK up. There won't be ads or IAP in the game.

Apple killing the affiliate program could not come at a worse time. Kick all the little guys while we're down, Phil Schiller, that's what you're for.

And then there's always people who say "just release it as open source!", by which they mean I should starve and die in the street, and no software except command-line developer tools should ever be made. Yeah, that's not an acceptable business plan.