Finally, we went live on Steam!
This obviously dominated the better part of my week. Started out by cutting the final release of the Steam client and then getting everything in order for release, namely finalising all the announcements, sending out newsletters etc., then furiously hitting F5 to check the reviews coming in
If you havenāt done so yet, you can install the game through Steam and give it a positive review! These are super important to us to increase visibility of the game on the platform. Just as a reminder: If you have been playing AS in the browser so far, there isnāt really a good reason for you to switch. We want to be on Steam to reach a wider audience and that seems to be working out so far, although we need to wait until the ārelease spikeā flattens out to arrive at a final verdict on that. We also havenāt really seen the ārevenue spikeā the āsign-up spikeā would suggest, but the free game worlds and the slightly less specific audience on Steam might be playing a part in that. Expect more insights on this in a future issue of the devlog.
After the release I went back to some actual development:
- I worked on another iteration of the flight planning interface, re-adding shortcuts to set flights to min/max speed for a single or a across all flight days.
- Did some long-overdue work on some internal admin menus that had to be adjusted to how processes have changed over the years.
- Looked into bugfixes here and there.
The above will likely land in all game worlds early this week.