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How Heartbeast Shipped a Game in 4 Months

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How Heartbeast Shipped a Game in 4 Months

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148 segments

0:00

This is Redacted the Safehouse, which

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Ben Anderson, aka Heartbeast, shipped on

0:05

Steam in just about 4 months. To me,

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that's very fast. So, I asked Ben, "How

0:10

did you do it?" So, let's hear some of

0:12

the smart decisions that Ben made during

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development. Then, I'll summarize the

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points at the end of the video. Let's

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jump in.

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>> The first decision was just the initial

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scope for the game was so tiny, so tiny

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that the game has probably quadrupled in

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size from the initial scope, and that's

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still small. There was almost an

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inherent limit with how big the game

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could be based on where I started.

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Before I actually started production for

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the project, I made a lot of prototypes.

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I actually made a Substack post about

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this, but I made like six different

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small prototypes. One of them was kind

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of like the core gameplay loop, and then

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a bunch of visual prototypes, and then

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one more prototype that was like some of

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the core mechanics that I needed. And I

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decided to move forward with the game

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right after the gameplay loop was

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validated. Like, once I found the search

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mechanic and added the redaction system

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to that, I that's kind of when I was

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like, "I think I want to move forward

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with this game, but I had to prototype a

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bunch of stuff with the visuals and a

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few of the mechanics after. I actually

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started production on the project

1:21

Christmas break and built, I would say,

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80% of the game over the course of 2

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weeks. It was really quick. There was

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like this longer, maybe a month leading

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up to that where I was doing all these

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prototypes, and then there was like a

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2-week, almost game jam style, I'm

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pushing really hard, I made all these

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milestones and goals, and I'm going to

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get these done, and then I'm going to

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release an alpha by this date. And then

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the last 3 months or so has been

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playtesting, iterating, feedback,

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polishing, bug removal, like adding

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saving and loading cuz the product the

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first alpha didn't have saving and

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loading, getting the Steam page ready,

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getting the marketing materials ready,

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doing the trailer. It's been like a

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little bit less about actually making

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the game and more focused on like just

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polishing it. And I have added new

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content since the alpha, like the whole

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case report was new. I did some visual

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updates over that period of time as

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well. I added like an outdoor scene with

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the jump scare. There's definitely a lot

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more stuff that I added to it. So,

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that's kind of the timeline for it. And

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again, I think one of the biggest

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contributing factors was just starting

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with an idea that was so small that it

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almost couldn't grow into anything too

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big. And realizing that it was okay to

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make a small game. I was a lot more

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careful with pricing and stuff like that

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in this one. I asked playtesters what

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they thought a fair price for the game

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would be like after they played it. I

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was like, "What would you expect this to

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be priced at on Steam?" And I got a lot

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of answers that ranged between the three

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to five dollar range. My takeaway was

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that that seemed like a pretty fair

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price to players and what they might

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expect it to be priced at on Steam. And

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I also took inspiration from Voyager 19,

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which is a game by Mizzles. That was a

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very quick development cycle for his

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game as well. And it's done quite well,

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and he priced it at $3.99. And so, I

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stole the price point because I his game

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is about an hour as well and has a

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little jump scare at the end and it

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seemed kind of similar in scope and I

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don't know, general feel. And so, I uh

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stole his price point. [laughter]

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And it seemed to have worked out well

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for me. The thing I will say is that

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Steam users in the reviews, most of them

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seem to be very positive about the

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price. And I've heard before if all your

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users like your price that you maybe

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actually underpriced it a little bit.

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So, you still always want to make sure

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that your pricing is fair, but I may

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have ended up on the lower end of fair,

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and I potentially could have and should

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have priced it at the slightly higher

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end of fair, like $4.99 instead of

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$3.99. But, I wanted to be safe because

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I messed up pricing with End Hall, and

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so I wanted to make sure that

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um I did more market research and did a

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better job. The other thing that I think

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helped a lot was I did a lot of

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kitbashing. I used a lot more public

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domain assets, reworked them, like I

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edited a bunch of the public domain

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assets with new textures, and even

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modified the vertices to make them more

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modular, so I could piece them together

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when building the apartment. There was a

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lot of that. I used a shader, um a

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public domain shader that did a lot of

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work for me on the for the visuals,

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which made it a lot easier to to make

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the different assets kind of match each

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other.

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>> So, if you want to ship a game fast,

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here are four things that might help.

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One, start small. Two, prototype

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components separately.

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Three, embrace that you're making a

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short game. And four,

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leverage pre-made assets. Not all advice

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is suitable for everyone, of course, but

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you can embrace the parts you like,

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ignore what you don't, and make changes

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to fit your own development style. In

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the description, I'll put a link to my

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newsletter, where I wrote even more

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about all of these steps. If you'd like

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to support Ben, pick up a copy of

5:25

Redacted: The Safe House, and his game

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dev book Production Point, which I have

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uh somewhere around here. Here it is.

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And if you'd like to support me,

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wishlist my game Pixel Washer, and pick

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up a copy of my book, How to Make a

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Video Game All by Yourself. That's it.

5:46

Thanks for watching, and good luck with

5:48

your game.

Interactive Summary

This video features Ben Anderson, also known as Heartbeast, explaining how he managed to develop and ship his game 'Redacted: The Safehouse' on Steam in just four months. The key takeaways include starting with a very small scope, prototyping gameplay mechanics before full production, spending significant time on post-alpha polishing, conducting market research for pricing, and leveraging kitbashing with public domain assets to accelerate development.

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