
Getting Slipways ready for release was a one-and-a-half-year-long marathon, often done at a sprint's pace. These updates are all roughly month-long chunks of work, but I don't want to publish any dates just yet.


More small stuff - more ruins events, more council tasks, more sector and planet quirks to push games in different directions, a few new technologies/perks.More big stuff - the second act of the campaign, with 3-4 new missions and corresponding new sector types and achievements.
#Slipways sandbov update
While the first update focuses on small features that make the game better, the second one is all about content. I will be doing a poll soon to see which features are wanted the most, and I'm still reprioritizing stuff based on all your feedback.

#Slipways sandbov free
That are still waiting in the wings! These updates are not DLC and will be coming free to everybody owning a copy of the game. There are still assorted bugs waiting on my to-do list, but by now, the big stuff is already fixed and the remaining issues are either rare or minor.
#Slipways sandbov full
Well, we're not done yet! This first week was full of small patches to make the game as stable and playable as possible for the biggest number of players. Thank you for making that guy's dream a reality! It's mind-blowing to see my little project rub shoulders with the likes of Mass Effect, Need for Speed and Cyberpunk on the top-sellers list, even if it was for just one day :) Slipways is made by just the one guy - me. Let me end this section with one last number.

If this keeps up, who knows? Maybe for a brief while, Slipways can manage that elusive "Overwhelmingly Positive" rating? (that requires 500 reviews total and 95%+ positive reviews, as far as I know)īut leaving arbitrary cutoffs and labels aside, what makes me happy the most is seeing people enjoy the game so much! Last time I looked (and as you might imagine, I'm looking at these numbers a lot), we had 5000 people playing each day, and a thousand people are already past 20 hours in-game- so it looks like my hopes about the game's replayability have been realized as well. I'm overwhelmed by the positive response the game is getting - after 440 reviews, we're hovering at around 94%-95% positive. This was my biggest hope all along: earn enough money to make a living and get to make another game down the road! Total - not in the first week! Your response has far exceeded my expectations, letting me not worry about where rent is coming from for a while. When I started all of this, my initial hope as a no-name indie developer with a tiny budget was to sell 10000 copies. 19000 copies sold, 95% positive reviews, 5000 people playing each day - thank you!įirst up, the most important number of them all: Slipways sold 19000 copies so far across all the stores it is available on!
