Zero Gear Beta 1.0.1.8 live on Steam

Zero Gear 1.0.1.8 Change Log:

* Initial dedicated server support, see readme.txt in the help directory for details (uses UDP ports 27015 and 27016)

* Added new Micro kart

* Adjusted Kick It and Rinky Dink maps to maximize enjoyment

* Chute Shoot now has bumpers

* Ping times sorted correctly in the server browser

* Screen blur shader removed as it was causing a lot of slow down for some people

* Game pad camera control defaults to off

* Fixed the GG achievement

This is potentially our last update between the Beta and the game release on the 12th. We would appreciate any last minute bug reports with running the beta or demo!

2 New Zero Gear Gameplay Videos

Here are two new gameplay videos I recently captured of ZG. One is of the race map Dustbunny, and the other is the goal mode map Hoops.

NimbleBit Numbers 2009

Introduction

Tis the season for retrospection, and NimbleBit will not go quietly into 2010. In our first “Numbers” article we tried to explain that in our experience, success on the App Store wasn’t strictly rags or riches. Seven months later I can still safely argue that there exists a comfortable and sustainable grey area between million dollar jackpots and ramen noodle dinners. As before we’re releasing the numbers for our games in the hopes that their analysis will be helpful to other indie developers. This numbers article will focus more on what worked in 2009, what mistakes we can learn from, and how we intend to keep the ball rolling in 2010. A quick primer on the makeup of NimbleBit (mobile): iPhone development has been a one man show for the most part, with most games being developed myself (Ian). Dave took a few breaks from developing Zero Gear for PC with Brian to collaborate with me on two of our games.

The NimbleBit Strategy

We’ve launched a dozen iPhone apps in our time on the App Store including some failed “lite” versions no longer available. We’ve learned from each one, and at this point I think our strategy on the App Store is pretty clear cut. Our broadest goal isn’t to cross our fingers for a top ten app, but to create NimbleFans. The NimbleFans are people who own multiple NimbleBit games, generally believe them to be worth more than $0.99, and most importantly, enjoy our games enough to show and tell others about them. The goal is to build a brand known for simple, fun, and polished games which are profitable as a group. With our integrated NimbleStore, every Scoops sale is a potential future Sky Burger, Textropolis, or Moon Drop sale. Every Freebie Friday download is a NimbleFan waiting to be born. With the right amount of quality games, cross-promotion, and exposure, a sustainable life away from the bustling top iTunes charts seems possible.

With the right amount of quality games, cross-promotion, and exposure, a sustainable life away from the bustling top iTunes charts seems possible.

The strategy for developing the actual games has also become clearer. We tend to stick to the following guidelines when developing a new game:

  • Sharp & Simple: The game should look great and the goal and controls should be instantly obvious.
  • Small Teams, Short Dev Times: Limiting a game to 1 or 2 developers and a month or less of dev time reduces risk while increasing relative profitability at the same time.
  • Mass Appeal: The game should have a reasonably wide audience. Who doesn’t like ice cream or burgers?


The NimbleStore

Our NimbleStore is the glue binding the pieces of our strategy together. Since its humble beginning in April 2009, the NimbleStore has seen:

  • 1,685,841 Pageviews
  • 1,206,766 Unique Visitors
  • 13,170 Game Sales
  • $2,372 in LinkShare revenue

We’re always trying to improve the usability of the NimbleStore and find new ways to drive traffic to it, both inside and outside our games. Most recently we’ve been using it to grow our new “NimbleList” mailing list, a newcomer to our marketing strategy. Lets take a closer look now at how our individual games performed in 2009. Included for each game are development resources and revenue (to date) per development man hour. This return per man hour is a function of a game’s revenue to date, and should only go up over time with the game’s total revenue barring any large updates requiring development hours.


Scoops

scoops-numbers
2008 may have been the year of “Hanoi” for NimbleBit, but 2009 was unquestionably the year of “Scoops”. I can’t thank my wife Gina enough for suggesting this game idea when I was trying to figure out what to make for my first “real” iPhone game. Scoops is certainly the main breadwinner, and while NimbleBit would still be profitable without it, I think we would only be hovering just above solvency. Over the last year I’ve had a lot of time to ponder the reasons why Scoops might have enjoyed such success. While some might be quick to assert that we just got lucky with Scoops, I think there is more to it. Scoops was jump-started to life when it was featured in the “What’s New” section of the App Store immediately following a 2 day free giveaway to revive slumping initial sales. While it only peaked at around the top #35 paid app, Scoops enjoyed stays in the top 100 games for months at a time. It has managed to stay in the top 3 Kids games for nearly its entire lifetime without any paid advertising. Whether its the playful tilt controls or the colorful graphics, there is something about Scoops that resonates with nearly everyone. Scoops spreads incredibly well by word of mouth. There are thousands of reviews on iTunes explaining how a friend showed them Scoops or they always pass it around to all their friends. At face value, I guess stacking ice cream or burgers up into the sky sounds like more fun to more people than spelling words, or landing lunar pods.

Textropolis

textropolis-numbers
Being a word game, Textropolis is somewhat of a niche game. Even without its mass appeal, Textropolis has been well received and has become somewhat of a cult classic. Not many word games offer persistent stress free gameplay that you can easily pick up and play for any length of time. Enough people have enjoyed Textropolis and asked for more that I just recently released Fishtropolis a matter of days ago.

Sky Burger

skyburger-numbers
The sequel to Scoops in Spirit, Sky Burger is our 2nd most popular game but falls far from the profitability of Scoops due to its longer development time and having more than one developer. Sky Burger is certainly a more complex game than Scoops which is why it took more manpower to develop. In the end we ended up with many requests for a simple “Scoops” mode in Sky Burger, so perhaps we violated our own “Keep it simple” rule.

Bluebird

bluebird-numbers
Bluebird was an experiment in rapid development times. From design to submission Bluebird took 4 days to make. Given enough time Bluebird ends up being profitable, but at the expense of overall quality and finish. Although it was a fun exercise, I think games of this caliber detract from the overall image of the NimbleBit brand.

Moon Drop

moondrop-numbers
Moon Drop fell way short of our expectations. With sharp graphics and cute little astronauts we thought we really had something special. All started well after launch, getting featured by Apple and climbing well into the top 100 paid apps. After a week or so however, sales plummeted back to earth, below most of our other games. In retrospect I think Moon Drop’s controls weren’t intuitive enough and the gameplay itself was too difficult. These issues combined with the narrower appeal of space might have been Moon Drop’s downfall.

Looking Forward

I may be biased, but I think NimbleBit has a bright future ahead it! We will continue hone our App Store strategy and create new NimbleFans by releasing new iPhone games as our total number of app downloads hits 2 million. Fitting the all but announced Apple Tablet into our development plans will be especially exciting, and the release of our PC game Zero Gear on Jan 12 could end up changing the bigger picture for NimbleBit in some way. All in all, I think every iPhone developer has an exciting year ahead of them!

Zero Gear Store Up! Pre-Orders 25% Off and 4-Packs

We just finished getting up our own Zero Gear store directly on MyZeroGear.com. On the store you can Pre-Order Zero Gear for 25% off, and we now have available even further discounted 4-packs of Zero Gear to help convince your friends to join you on the track. Spread the word!

zgstore

Pre-Order Zero Gear for 25% Off, Release Jan. 12th!

zgpreorder Starting today, Zero Gear is available for pre-order! Players who pre-order will get 25% off the price of the game, as well as immediate access to the beta version! Visit the Zero Gear product page for pricing information. Zero Gear is slated for release on January 12th, 2010. Stay tuned for more release information in the weeks ahead, including a 4 package deal!

Also included in the latest beta update (which you can access by pre-order), is a new goal mode map, Hoops.

hoops

A special thanks goes out from us here at NimbleBit to everyone who has helped us beta testing the game. We hope you will pre-order and continue to be the foundation of the Zero Gear player community!

DO NOT Join Our 1337 Steam Group

After years of sweat and struggle, we have finally reached the most magical of numbers in our Zero Gear Official Game Group.1337group 

Now listen, we are asking from the bottom of our little hearts to NOT screw this up for us. Please DON’T JOIN OUR STEAM GROUP, and for the love of god don’t tell your friends to JOIN our Steam group. We have come too far to see this screwed up now. If you mess this up, we will track you down, and there will be hell to pay!

Zero Gear beta 1.0.1.6 live on Steam

Our recent silence has been due to the fact that we have been working on this whopper of an update! This update is filled to the gills with great stuff, including not 1, not 2, but THREE new maps. Eight Iron – a western themed tight and action packed figure 8 track, Space Race – an eye jolting floating space track, and Touchdown – a football themed goal mode map.

Word to your mother.

1.0.1.6 Change Log

* Added Eight Iron race map

* Added Space Race race map

* Added Touchdown goal map

* 44 Achievements!!!

* The server browser now reports ping times for servers

* Added support to invite friends to the game you are in and added an "Invite Friends" button to the escape menu

* Experimental Steam Cloud support saves your kart setup and key layout between multiple computers

* "Find Game" button added to the escape menu to browser servers while in a server

* Friends only games now supported (your server won’t show up on the server list, you must invite your friends into your game)

* Alt tab crash fixed (it appears there is still a problem if you have multiple monitors hooked up, will fix ASAP)

* Fixed problem with wheels rotating erratically when the client was lagging

* Added support for keys above arrow keys and in number pad

* A minimum resolution of 800×600 is now enforced correctly in the settings GUI

* Removed the dialog box asking the user if they wanted to run the game even though their video card doesn’t support SM 2.0

eightironspaceracetouchdown

Zero Gear beta 1.0.1.4 Live on Steam

Whew! We have been working so hard to get a new beta version out every week that we have not had much time to chat in between. Here is a new version of the Zero Gear beta to play with - including a brand new race track, Zero Circuit! If you haven’t signed up for the beta yet, go grab a beta key!

zerocircuit

1.0.1.4 Change Log

* New race map added: Zero Circuit!!!
* Network bandwidth usage optimized, uses up to 75% less data
* Skate now has a simple point based game mode
* Puncher can be used behind kart, has better range, and causes the punched object to spin more
* Reduced the time it takes for a twister to become active once deployed from 2 seconds to 1
* Soccer ball mass increased slightly
* Forced race mode back to warmup if there is only one racing player left
* Camera follow rotation is now 3 times faster when the kart is moving slowly
* Changed quick play to look through the first 3 lobbies for a valid server instead of just the top lobby
* The server browser now only shows how many humans players are in a server
* Added dialog box to warn the user when they connect to a server running a map they don’t have
* Texture filter mode now saves when changed in the settings GUI
* Other player’s ping times displayed in the player roster GUI will be more responsive
* Upon detecting that the required shader model 2.0 isn’t supported on the player’s computer, it will ask the user if they want to try running the game anyway

Zero Gear beta 1.0.1.3 Live on Steam!

A new version of the Zero Gear beta is live on Steam, go check it out!

1.0.1.3 Change Log

* New Target mode map: PACHINKO!!!
* Experimental gamepad support, only tested with the 360 controller so far, please give feedback!
* Fixed the checkpoint random reset bug, you should no longer be reset while going through the correct checkpoint
* Stunt tracking added, you will gain boost after a sound and particle effect fire off after performing a barrel roll or flip
* Air steer force increased so it is easier to do rad stunts
* Pressing Apply in settings will now close the settings GUI
* Added a button to reset controls to default in settings GUI
* Servers in your country are specially indicated
* Removed ability to color player names so the names are colored according to teams in Goal mode (server names can still be colored)

New Map Teaser, Status Update

Hey guys, I hope you will forgive us for a few missed IKWYDLW posts! We have been extremely busy fixing and fiddling with the Zero Gear Beta to try and get a new build out once a week. So far we have been able to make a lot of fixes and slight changes from feedback to the game thanks to over 50,000 people that have signed up for the beta! We are getting closer to a release version of Zero Gear with every new beta build.

One of the things that will be in the next build is a new target mode pachinko map, I have taken a short clip to showcase it:

Stay tuned for more breaking Zero Gear news!

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