a multiplayer game of parenting and civilization building
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I'm having trouble keeping up with the volume of input from the forums and Discord.
I need a filter. A way for the best ideas to float to the top.
Reddit to the rescue.
I will pretty much only be looking at suggestions that make it onto here:
https://www.reddit.com/r/OneLifeSuggestions/
Suggestions include little fixes like "the bow should go into the cart" and "the mouflon hide should keep you warm when worn" all the way to huge suggestions like "multi-story buildings" and "boats/oceans".
The forums are a place to discuss/debate suggestions among players, but please bring the best suggestions to the subreddit and upvote them.
I can easily see the top-voted suggestions of the day or week.
ALSO: no hurt feelings, please! If your suggestion gets downvoted, that's just part of the process.
ALSO: just because a suggestion has a zillion upvotes doesn't mean I will necessarily implement it.
Thank you, will fix!
I've heard it many times, from both friends and strangers alike (and even a bit from my spouse): "Jason, don't you think you're nuts for not releasing this game on Steam?" Steam has changed a lot over the years, though.

Back in 2011 when my game Inside a Star-filled Sky launched on Steam, Valve worked with me directly to pick a release date that had no major conflicts. My game was the only game that came out that day on Steam. I'll repeat that for emphasis: my game was the only game that came out that day on Steam. It remained on the new release list for almost an entire week, sitting there on the front page of Steam for everyone to see. That exposure helped this otherwise-unknown game sell 649 units on the first day and 704 on the second day, and achieve a peak of 43 simultaneous players on day two. For me, at the time, those sales number were huge and career changing. Of course, the normal drop-off and long tail followed, with occasional spikes during the sales that I participated in. But the biggest influx of players and revenue came during launch.
Fast-forward almost seven years. On Tuesday, February 27, 2018, I counted 83 games launching on Steam that day, the same day that I launched One Hour One Life off Steam.
Steam still has a lot to offer: a huge install-base of dedicated players, a channel for games to spread virally (because you see what your Steam friends are currently playing), and a top-notch player-submitted review system. And of course, some players "just don't buy games that aren't on Steam."
Some people even claim that no game released off-Steam could ever be successful. Such games, it would seem, are doomed to failure.
However, we have to keep in mind that the very most successful games of all time on PC have never been on Steam and will never be on Steam: Minecraft, League of Legends, Overwatch, and Hearthstone.
Minecraft is a great example: the order form, as I originally encountered it back in the day, was worded in Swedish, and the price was only listed in Euros. The point is, if a game is good enough and attractive enough, players will overcome their hang-ups and find a way to buy it, even if it's not on Steam. My goal is to make a game that's so good that it won't matter. Shouldn't I be trying to make a game that is just that good?
Finally, I certainly might have doubled or even tripled my first-week sales numbers if I had launched on Steam. But, as a solo developer, I'm barely able to keep up with the demand and influx of players as it is. I'm doing personal tech support and community management. There were a few show-stopping bugs on certain platforms that I didn't catch before launch. The servers are already half-full, and it will be time to get more up and running soon. This kind of game---a super-complicated multi-server, multi-platform, multiplayer game---pretty much requires a slow roll-out.
Another big difference is the nature of the "games press" these days compared to seven years ago. Back then, every news and review outlet covered Inside a Star-filled Sky at launch. I had an even bigger press response to The Castle Doctrine a few years later.
But in the mean time, the game press essentially vanished. Some websites don't exist anymore. Others are helmed by skeleton crews. Still others have shifted focus and pretty much don't talk about new games anymore.
Thus, to get the word out about my launch, I was really depending on Twitter and my 19K-member mailing list. However, email, as you're probably aware, is riddled with delivery issues. I'm paying for services that supposedly ensure inbox delivery, but they don't work very well.
All these factors conspired to make my launch numbers pretty sad:

Oh crap, look at that! The exponential decay curve was already kicking in just a few days in. Was it all down-hill from here? If so, the future of the game was bleak, because the top of the hill wasn't very high at all, relatively speaking. 484 units.
But if the games press isn't relevant anymore, how do people find out about new games? There are two ways: word of mouth, and YouTube videos. Word of mouth has always been the most important factor for any game, I think. When your friends keep playing a game and keep talking to you about it week after week, you are much more likely to buy the game yourself.
YouTube is a comparatively new factor, but it's a bit like crowd-sourced word of mouth, and also a form of try-before-you-buy. You watch someone else kick the tires so that you know what you're getting into.
But here's the thing: some games are way better at generating word of mouth and YouTube videos than others.
What kind of game generates the most word of mouth? A game that players tend to play long-term, week after week, month after month. Your friend will talk about it this week, and next week, and the week after that. Your friend will just not shut up about this game.
If your friend is still playing months later, it's likely that the game is somehow generating an endless supply of unique and interesting emergent situations. And guess what? That kind of game also makes for great videos. Each video can show people something from the game that they've never seen before.
A game that doesn't have these properties depends on buzz at launch to sell. It also depends on the critical mass that Steam can bring, to give it a chance to go viral during the brief window that people are collectively playing it.
But the press is gone, so buzz is much harder to generate, and Steam is crowded, so going viral there is much more uncertain.
The new world of video game success seems to be happening mostly outside the game press and independently from the impact of Steam's crowded new release list.
I designed One Hour One Life intentionally to operate well in this new paradigm. It is, hopefully, a unique-situation-generator, down to its core, and it's endlessly replayable. It also generates unique situations at a kind of meta level, because civilization collectively advances even when you're not playing. If you make another video next week, it will show something quite different from the video that you made last week.
But these things take time to cook and build. Word of mouth isn't instantaneous. YouTube videos take time to make. To my shock and happy surprise, the downward trend started reversing a few days after launch:

Until finally, today, I had my best sales day ever, by a large margin, a full week after launch.
The Castle Doctrine was a pretty huge hit for me, relatively speaking. It generated a lot of press buzz and word of mouth, and it managed to bring in something like $70,000 in the 11 months that I sold the alpha through my own website, before launching on Steam. But yeah, that was over eleven months.
I realized today that in just over a week, One Hour One Life has brought in nearly as much as what The Castle Doctrine brought in over 44 weeks. And The Castle Doctrine's graphs, both on and off Steam, always had the classic exponential fall-off after the launch spike.
So what's happening here?
Well, YouTube has been a huge factor, as several 100K+ view videos started getting posted a few days after launch. The comments on these videos are telling, with many people begging the YouTuber to make more videos about the game. And some of those YouTubers have. Some are on their third video at this point, with each video thrusting them into new and interesting situations.
But the other factor is that the players who started playing the game around launch are still playing the game and talking about it a week later. They are not "finished' with the game. They haven't moved on.
I'm getting ready to put out the second of my weekly content updates since launch, but even without my input, the game world is changing as civilization advances, making it worth coming back to. Thus, the critical mass of hourly active players is growing:

Given that I've been working on this game for three years already and have at least two more years of work to go, the revenue generated by this game during launch week has not come at all close to making it a financial success. However, it does look like it might be operating in a new paradigm of public interest in games, which is a slow build up to steady growth over the long haul.
Yes, someday I'll make a more accurate simulation where you have to eat 18 times per second!
Well, the overheating is coming, I think, from the fact that the thermal model has per-player memory. So I think your "temperature grid" is already warm, and then you take another step on the floor, and it starts from that warm point to recompute.
I'll have a look and see if it makes more sense to recompute from scratch every time.... I did like that the warmth of a fire "stays with you for a while" when you walk away. Maybe the center cell should have memory only...
The thermal model is a bit weird. It's a cellular model of sources, sinks, and insulation around you. That model is run for a bunch of steps, letting heat spread, to determine your current "heat map." The temp at the middle of that map is your temp.
The "hold down the mouse" thing is a different issue, having to do with WHEN the server updates your temp and tells you about it (only when it sends you a player update, which only happens when your move is done).
The original design of the game had a "birth cost" for each baby born, in that it essentially wiped the mother out and required a big meal right afterward.
That further increased the difference between males and females.
I turned this off shortly after launch to make it easier, but I will probably dial it back in over time.
Regarding rivers and other bodies of water, I really have to pick my battles. Getting a river system in place, with boats and such, would require a lot of extra coding.
At some point, I needed to stop adding engine features (feature creep) and just make content with the engine that I have. That engine has TONS of possibilities that are worth exploring. Rivers are not one of those possibilities.
Any time I spent programming rivers would mean weeks without content updates during that time....
Hmm.... that's too bad!
Well, I will work on this some for the next update and we'll see if it helps you.
Next time someone complains about this, please have them email me directly: jasonrohrer AT fastmail DOT fm
I'll have to submit a tech support request with FastSpring to see what's going on.
Thanks, will fix!
Hmm....
Sounds like a bug with the sprite caching.... the game currently waits until all of their sprites are loaded. If just one sprite isn't present, they won't be drawn.
Wondering if, after several hours of playing, your graphics card RAM is getting full of sprites and there simply isn't enough room for more. I'm freeing texture ram constantly, but maybe due to fragmentation or something, it's filing up?
Was the area so crowded that there was absolutely nowhere to drop it?
If so, it is possible for it to "fly off" to find an empty space, I think.
The bumping for 15-30 seconds is a different bug that isn't lag related. It's a bug where the client tells the server that you want to do something but never gets a response telling the client that the action happened. So you bounce forever, waiting for the response.
And no, there are NOT two round-trips when you ask the server to do something. There is simply a USE message that is sent right away, and the player responds with a PU (player update) message telling you what happened.
You already have the map client-side, so your client doesn't need to check what's there before sending a USE action.
Hm... well, this is third-party forum software. Have you thought about posting a bug report to FluxBB? They might appreciate it.
This isn't actually lag, but instead a server-side bug that I'm in the process of tracking down and fixing.
I've been calling it the "bouncing forever" bug. It's a hard one to catch, because it involves some kind of interplay between client and server.
I've recently received some recording files that show this bug in action, so hopefully I'll be able to figure out what's going on.
Wow... that is VERY weird...
Actually, I don't think the code contains those characters. Yes, the characters in a code are:
23456789ABCDEFGHJKLMNPQRSTUVWXYZ-I picked those characters to avoid confusion. No two characters look the same. So a code can be written down without ambiguity.
THUS... I'm guessing you're trying to enter the wrong code? Maybe that's your order number, from FastSpring?
Check your spam folder for another email. Also, your code is shown on your download page, so check there again.
Yeah, dual monitors are problematic for this game right now.
Run it in windowed mode. Sounds like you do not need to build from source. The binary should work. Just run in windowed mode.
Is SF still down? Jeez... what a mess. So glad I moved my main operations for this game to github.
MinGW is a bit of a pain to set up, sadly.
I've never tried building the Windows version from Linux. I always do it on WindowsXP.
At some point, I might post a snapshot of my windows build system.
So... did the NOFRAME patch change the "stretched across both monitors" issue?
I was trying to see if a "fullscreen window" would help you. In order to try this, you need to turn fullscreen off (0) in fullscreen.ini
UseLargestWindow only affects windowed mode. Fullscreen mode is controlled by fullscreen.ini
Yeah, people of any age can trigger so-called "default transitions". That's something reacting to you touching it, like scaring a goose.
This was fixed for the time being by reducing the population cap on the servers.
Well, that's not good...
Is this also true for typing your email address in the login screen?
Can you experiment a bit and see if you can give me more details about this behavior?
Someone else had this problem. We went through a bunch of investigation and never were able to isolate the problem.
It seems to only be happening in fullscreen mode.
Can you try windowed mode?
A "fullscreen window mode" is coming in the future that will hopefully solve this issue.
Fixed in git. Fix will be released on Thursday.
Two problems:
1. The game is installed in a read-only location. Re-extract from the DMG and put it somewhere else. That's why it's crashing.
2. Fullscreen doesn't work very well on some Macs. So that's why you're seeing a black screen. I haven't found a fix for this problem. To fix it, you need to edit the fullscreen.ini file. But the file should NOT be read-only, and TextEdit should be able to open the file.
Yes, you can reset them without worrying about messing them up for other people.
All the home marker stuff is handled client-side (not server-side), so their client will remember where they last created a home marker, even after you take it down or move it.
Placing a home marker just tells the client "Hey, remember this spot."
Also, home markers are in a stack. If YOU take down your own home marker (or set a new one and clear it w/in one screen of where your old marker location is), it is cleared from the stack, and the next location down on the stack becomes current.
So, you can have your home base marked, and also your satellite camp marked for a while. When you're done working at the satellite, you can clear that marker and then find your way home.