Hi, I'm Henry. In 2012 I quit my job as a programmer at BioWare to spend a year making my own indie games. This blog is about what happened next...

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The Launch

Well, as I’m sure you know by now, Spaceteam went live on the App Store on Thursday November 29th (App Store link). It was, unsurprisingly, incredibly exciting and terrifying. As soon as I saw the real-actual-official-oh-my-god-this-is-happening Spaceteam icon appear after obsessively refreshing the store I downloaded it, made sure the in-app-purchases worked, played a quick game with Sara, and breathed a sigh of relief.

It all happened so fast. My app status was in the “Waiting For Review” stage for about a week, and then over a period of 3 hours it went from “In Review” to “Processing For App Store” to “Ready For Sale”. I’m sure Apple has the review process down to a fine art by now, but even so I was surprised at how quick it was. Also, interestingly and almost certainly not coincidentally, it hit “Ready For Sale” just before the release date that _I had set _when first submitting the build the week before. Which leads me to believe that they schedule the reviews in order to respect the developer’s preferred release dates. But now I’m curious what would have happened had I set the date a few days earlier or later.

The Buzz

My amazing friends and colleagues helped spread the word through Facebook and Twitter, and hooked me up with some great press contacts. My first official mention is an article by Ben Kuchera from Penny Arcade Report, who says:

“Think of Spaceteam as the result of FTL and Artemis getting together and doing lines of speed.” (link to article)

I’ve been getting so much positive feedback from reviews on the App Store (more than 50 five-star ratings!), tweets, and emails. I’ve collected a few here:

“Spaceteam Haiku:

Must all play Spaceteam.

Get ready for the Spaceteam.

Caramelize Onions.”

“Being on a #spaceteam is the most rewarding thing about owning an iPhone.”

“The most incredible game I have ever played. 3 of my friends just sat in a coffee shop yelling “Appreciate the artwork… QUICKLY”.

“This game is seriously amazing, and awesomely unique … If this game and I were in prison together, I would stand behind it in the shower to protect it.”

“I had dreams all night about spaceteam. Not lying. Super stressed.”

“YESYESYESYESYESYES. I can say, without any exaggeration whatsoever, that this is easily the best game to have been released this week. My god, it’s so mind-bogglingly brilliant that I really, really hope the developer succeeds and profits from this.

At the point where you’re staring at your randomly-assembled control panel, yelling at somebody to turn the Swigglethorp Dial to 3, while they’re telling you to “turn off the thing that looks like a shoe”, while you’re trying to replace a swinging panel that’s come loose, while they’re trying to see under slime that’s leaking over the pieces, while you’re both shaking your devices to avoid an asteroid while your screens are wibbly-wobbly (timey-wimey) because you failed to avoid a wormhole, you know you’ve arrived.”

“Spaceteam is so. F*cking. Good.”

Here’s one of the only examples of a “negative” review:

“… This is a ridiculously unpolished app, and the IAP are all laughable, but I bought every single one of them out of appreciation for such an imaginative concept. …”

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The Statistics

After 3 days I’ve had 3,730 downloads and 241 purchases. And there’s more coverage to come. I’m tremendously happy with how it’s gone so far and I can’t wait to see what happens next!


Upload Received

I submitted my first build to Apple last night!

It takes Apple a week or so to review each app and make sure it runs properly and conforms to their guidelines. In fact, according to this site, it looks like the average review time right now is 8 days. So if all goes well, Spaceteam should be ready for download on the App Store by next weekend.

The last two weeks have been pretty busy. Shortly after my last post, I upgraded my iPhone to iOS 6 and discovered a critical problem that forced me to delay the launch. When my iOS 6 phone connected to my iPad running iOS 5, the game would often just freeze and stop responding to input (specifically, it appeared to be a deadlock in Apple’s GameKit library). Now, my connection code has always been a bit flaky, so I took this opportunity to rewrite the network foundation and make it more robust.

I ended up ditching GameKit (for connections) and using two free libraries that helped a lot:

The show-stopping bug is now gone and I’m a lot more confident in the connection code.

Loose Ends

During this time I also continued to tweak and polish, fixing these vitally important issues (among others):

  • Added the Euro currency glyph to my font bitmap.
  • Removed the “devil woman” symbol*, the “bound hands” symbol, and the word “Cervical” from my control name generator. The words “Nipple” and “Ballcock” are still in there though, since they’re perfectly good plumbing/hardware terms!
  • Made it impossible to simultaneously wear a tie AND a scarf.

*Actually a symbol for the planet Mercury, but you wouldn’t know it from everyone who’s ever tried to describe it.

Pretty soon I’ll write up a full post-mortem with things I learned, what went right and wrong, and so on. Stay tuned!


Endgame

The Final Boss

The end is in sight. I’m going to submit a build to Apple this week. I’ve been filling out GST/QST tax forms, and checking the licensing terms of all the code, graphics, and fonts I’m using to make sure it’s all legal (I ended up replacing the Alien font).

On that note, in case anyone’s interested (and for my own reference), here are all the tools, resources, and websites I ended up using. Many of them are totally free!:

New Mode!

The “Logographic Malfunction” anomaly is in, and it continues to amuse me:

New Skin!

Thanks to Jérémie, I now have another skin to offer in the Ship Pack upgrade. I’m calling it “Origami”:

New Icon!

Jérémie also surprised me with an improved logo/icon: