2024 Year-End Summary


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And just like that, it’s 2025.

I admit that I tend to use developers logs as an opportunity to be candid. I think as an indie developer, I am both blessed and burdened by the direct connection with my audience. I can go at my own pace, with my own voice, but I also feel obligated to provide updates on how the game is progressing, even if things aren’t going as planned. But seeing as a lot of fellow creatives and developers read these, I just hope that my honesty provides some solace.

Introduction

2024 was perhaps the most challenging year since I began working on Legends of Astravia in 2018. Experiencing a significant loss in the spring, then later attending an event I’ve always dreamed about in the fall is a testament to what a rollercoaster this year truly was. And despite the finish line still feeling so far away, I’ve resolved to move forward with a little more confidence.

I’m a bit embarassed that the game has remained perpetually in a “demo” state even after 6 years. Maybe that’s not so unusual with my lack of resources. But learning to step over this discouragement and be more kind to myself is perhaps my biggest resolution for 2025.

Working on a project like this has also made me aware that there are people who have expectations for my success and others that resent my achievements, which really amplifies the feelings of inadequacy and anxiety that I often struggle with. Unfortunately, I am human, and as such, I spent a lot of time this year soul-searching and trying to find my way so that I can remember how to create without getting too hung up on perceptions and pressure.

But I think I’ve finally started to make progress on all the negative feelings these past few months. And despite the difficulties encountered this year, I think there are still some accomplishments worth noting.

So let’s take a look at some highlights from 2024, as well as what’s in store for Legends of Astravia in 2025.

Progress Summary

January-April

The start of the year had a few milestones, though the end of spring was also the peak of some personal struggles I was facing at the time.

I was able to complete the revised demo and overhaul the battle system. During this time a handful of talented developers and dedicated supporters gave me valuable feedback that helped me create the best iteration of the game since starting on it so many years ago. I remain incredibly grateful for their contributions.

DemoScreenStitch

I also tried my hand at making a new trailer for the game. Though it isn’t the best, I’m still proud of it given I barely had any editing experience and had never used DaVinci before.

I had also taken this time to prepare a marketing campaign for Next Fest, as well as work with a Japanese translator to get the demo ready to launch in both languages.

Next Fest

In June, I launched the demo for Steam’s June 2024 Next Fest. It was an immense event, with 1800 or so other games to compete with for players’ attention. I learned a lot about setting (unrealistic) expectations, handling feedback, and marketing.

SteamCover_copy

I focused on marketing with the same mindset as if I were launching the game, despite it being only a demo with no financial return. I took a big step out of my comfort zone, streaming the game live and showing my face to dozens of strangers.

At the time, I felt all these efforts were in vain because I received just shy of a 1000 wishlists–compared to the tens-of-thousands that more popular games saw. But in hindsight, I think this number is nothing to be disappointed about. Making a game and also getting it seen is an impossible task these days, especially as the number of games released grows exponentially.

After Next Fest, I took time gathering, reviewing and processing player feedback and gameplay videos. I noted and continued to work on fixing major bugs and issues reported by players. By this point though, I was really burnt out.

Seattle Indies Expo 2024

As I started to work on the game again, I received notice in July that I was selected for the Seattle Indies Expo 2024, which I had applied to in a fever during the spring. Only a couple of games from outside of the pacific northwest would be selected, so I was pretty shocked that my project made the cut.

Next Fest Promo

I considered whether or not it would be worthwhile for me to go. Financially it was irresponsible, and I also felt like my lack of progress made it silly to go to an event like this. However, one of my biggest dreams when starting on the project was being able to showcase at a convention–as was traveling to Seattle.

I decided to go for it. The following month was all dedicated to preparation for the event. I created a bunch of physical marketing materials. I learned a lot about print design, and I think it paid off. I made some cool bookmarks and designed a huge standing banner using the art I commissioned from the talented Ryuuen (whose support of the project all this time I am immensely grateful for).

SIX_Merch

I was the most stressed and also the most excited I’d ever been in my life. I had a barrage of migraines leading up to the event, but the day of was incredible and it all worked out in the end. I met a lot of really cool people, made some connections, and received lots of feedback. For the first time ever I actually witnessed people experiencing my game in person, which was pretty surreal.

Despite my limited experience, I was pretty happy with my table setup, which I had to pack with me on a plane!

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It was a wonderful experience, and I’m so grateful that I was able to attend. Financially it was a huge loss, and I only received a handful of wishlists, but I would absolutely do it again if I could. I really appreciate the team at Seattle Indies for giving me the opportunity and putting together such an amazing event.

October-December

After SIX, the burnout really kicked in. I had been pretty much nonstop the past several months promoting the game, but also feeling a bit discouraged as I felt I was “jumping the gun” and pushing it before it was actually completed.

Development progress was limited, but it was not entirely absent. I finished laying out some of the early areas, and I also created tiles for later areas.

NewAreas

I also fixed nearly all of the core system bugs and issues reported by demo players, the most prominent being the choppy collision and movement.

Ultimately, I used the final months of the year to try to rest, recover, and recenter. And I believe it was worthwhile, as I finally have a strategy and feel confident enough to get Legends of Astravia closer to the finish line in 2025.

2025 Plans

Release Legends of Astravia as Early Access

Completely, without chapters.

My goal for 2025 is this: Legends of Astravia will release in Early Access, regardless of where it ends up development wise. Whether its 25%, 50% or 100% complete, the game everyone has been so kindly supporting will release–even if it has to be as a beta–on its 7th year. Not as a part 1, chapter 1, or whatever, but just as Legends of Astravia.

I have never received any funding for this project; no kickstarter, no publisher, no financial assistance of any kind, so it’s been challenging to find the best way to ship the game despite those limitations. I remain passionate, but creating something that is better suited for a team, all alone, self-funded, is taking a lot out of me (and my bank account). I think some degree of payoff after all this time is a necessity to push forward, even if it’s a very small amount.

And while I wanted to break the project down into clearer “Chapters”, I think this ultimately leads to supporters of the project feeling a bit mislead. Folks have been waiting for “Legends of Astravia”, and it’s always been a bit too late to try and divide it up. I think it makes more sense to have those who are willing and eager to support the project early have the opportunity to do so, and be entitled to the remainder of it without paying rather than breaking it up and releasing it in pieces.

Additionally, I think a “final” release of anything, even episodic, is just too much pressure at this point. I am one who likes to continue to refine and grow my work based on feedback and experience–the game’s few demos are proof of this. I would rather have the opportunity to ensure the game is the best it can be even if that means starting in Early Access, instead of potentially missing the mark with a rocky first chapter.

More information regarding this Early Access strategy will come with a separate, official announcement and likely some polls and surveys in the coming months. The most important aspect of EA is ensuring player feedback is considered, and I like to think I’ve developed enough experience in that regard over the years.

More Devotion, Less Promotion

As I noted in my Next Fest post-mortem, I really went overboard and jumped the gun on promoting the game despite the risk that I’d miss the deadlines I had lined up.

In part due to anxiety creeping up on me, it felt like growing my audience was a necessity, and that folks would get impatient without having something to play after all this time.

But that’s not really helpful if there’s no finished product to lead up to!

As such, I will be dialing back on my promotional posts on social media, etc. until I’m fully confident in the game’s release date. I will continue to provide developers logs and updates where I can, but I don’t care much for growing a following on social media websites, at least for the first half of the year. So expect those channels to remain quiet. I’ll still try to stick to regular developer’s logs here, and post some updates in the Discord server.

If you’re a player who is eagerly waiting for the game, but wondering what’s taking so long, I hope this summary provided some insight. I can’t put into words how much it means for people to believe in the project, and I’m sorry that I haven’t been able to deliver it in a timely manner.

And for the fellow creatives and developers: I believe that simply surviving really is something to be proud of–especially with the current state of the world. I hope that you achieve your goals for 2025, and even if the world around you feels like it’s crumbling, that you keep creating and believing in yourself.

-Jaiden

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