Zero Gear 1.0.2.1 Live on Steam

We just made another quick update to Zero Gear live on Steam. This one focuses mostly on improving controller support, as well as a few bug fixes.

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Zero Gear 1.0.2.1 Change Log:

* ANALOG CONTROLS SUPPORT ADDED - You can now make use of the full range of control an analog stick provides

* Added support for both keyboard and controller when controller is plugged in

* Added default bindings for the 360 controller (others will work too but may require some extra configuration in settings)

* Bindings added to bind a controller axis to control the camera (defaults to right stick on the 360 controller)

* Fixed error caused by attempting to join a server colored gray

* Fixed kart camera controls being reversed in some cases

* Fixed a bug that prevented players from joining the server if they had a space as the first character in their name

* Mouse visibility removed from roster menu as it was causing the game to lose focus in some cases

Zero Gear 1.0.2.0 Live on Steam

Note - We missed a bug in this update. Avoid joining servers that are gray for now! Sorry :(

Our first post-launch update is already live on Steam:

Zero Gear 1.0.2.0 Change Log:

* Server browser now only shows servers which have been pinged and will ping servers based in your local country first

* Quick Play changed to Quick Create

* Fixed bug which resulted in the lobby based game server not shutting down when the host left

* Invalid characters in player names are now removed

* BFF achievement disabled until it can be fixed

We are already working on more substantial updates as you read this! Some of the things we are looking into for the first rounds of updates are Analog steering and better controller support, as well as dedicated server improvements!

What would you like to see first in a Zero Gear update? Leave suggestions in the comments!

Here is a surprise new video!

Another reason billions choose Zero Gear over Madden

Final part coming soon!

Zero Gear Released, Free Week on Steam!

January 12th marks the official release date of Zero Gear! For the low price of only $19.99 you can beat up your friends in 18 different levels, in customizable karts and characters. Play with physically based weapons, earn achievements and compete in many different game modes. 

To help get you into the actions with your friends, Zero Gear is also offered in a 4-pack for $39.99. That’s 50% off each copy!

Still not satisfied? Take your friends and try the full game for FREE this entire week! Zero Gear will be free to play on Steam until Jan. 18th! If you are STILL on the fence, lets keep it 25% off for the entire week. Get Zero Gear now or be sorry later!!11!

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ZOMG, LETS GO PLAY!! http://store.steampowered.com/app/18820/
(to try out the game for free - just look in your games list for Zero Gear, it will show up there for this week only!)

Along with the release of the game comes a few minor updates:

Zero Gear 1.0.1.9 Change Log:

* New Barrel kart

* Fixed an error with how Quick Play starts a local lobby server (Server has already started error)

* Changed the way Quick Play picks a dedicated server to join so it won’t attempt to join a full server or a server with over 200 ping

* Game no longer minimizes when it creates a local server

* A few other small bugs fixes

We have an exciting month ahead of us here, as we tackle new issues that pop up, and plan out where to go next with Zero Gear! This is one of the largest milestones for us personally and as a company, and we would like to extend a personal thanks to every person who has helped us bring the game to this point, either by contributing to the game, participating in the beta, or if you know us personally - just plain putting up with our crazy plans for world domination!

Have fun in-game!

Dejobaan Interviews Dave Marsh about NimbleBit

Dejobaan, makers of the game AaaaaAAaaaAAAaaAAAAaAAAAA!!! among many others – has interviewed me about NimbleBit as part of their “Half a Million Seconds with an Indie Developer” series of articles on ModDB. Read it to get some behind the scene info about the three headed turtle that is NimbleBit!

LEO JAITLEY: How does NimbleBit keep their beards so healthy and lustrous?

DAVE MARSH: This is probably one of the most often asked questions we hear, and I can’t divulge too much information other than to say it involves a steady diet of beef jerky and orange oil treatments. The overwhelming scent has the additional bonus of keeping one’s self awake during late night game jamming.

Another reason billions choose Zero Gear over WoW

Reminder: Today is your last day to pre-order Zero Gear and get in on the go-karting mayhem before the general public. That’s right, you can be the guy who says “I played that game before it got popular and sold out”.

Need another reason why you should pre-order? Watch this…

Part 2 coming soon!

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!

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