How Heartbeast Shipped a Game in 4 Months
148 segments
This is Redacted the Safehouse, which
Ben Anderson, aka Heartbeast, shipped on
Steam in just about 4 months. To me,
that's very fast. So, I asked Ben, "How
did you do it?" So, let's hear some of
the smart decisions that Ben made during
development. Then, I'll summarize the
points at the end of the video. Let's
jump in.
>> The first decision was just the initial
scope for the game was so tiny, so tiny
that the game has probably quadrupled in
size from the initial scope, and that's
still small. There was almost an
inherent limit with how big the game
could be based on where I started.
Before I actually started production for
the project, I made a lot of prototypes.
I actually made a Substack post about
this, but I made like six different
small prototypes. One of them was kind
of like the core gameplay loop, and then
a bunch of visual prototypes, and then
one more prototype that was like some of
the core mechanics that I needed. And I
decided to move forward with the game
right after the gameplay loop was
validated. Like, once I found the search
mechanic and added the redaction system
to that, I that's kind of when I was
like, "I think I want to move forward
with this game, but I had to prototype a
bunch of stuff with the visuals and a
few of the mechanics after. I actually
started production on the project
Christmas break and built, I would say,
80% of the game over the course of 2
weeks. It was really quick. There was
like this longer, maybe a month leading
up to that where I was doing all these
prototypes, and then there was like a
2-week, almost game jam style, I'm
pushing really hard, I made all these
milestones and goals, and I'm going to
get these done, and then I'm going to
release an alpha by this date. And then
the last 3 months or so has been
playtesting, iterating, feedback,
polishing, bug removal, like adding
saving and loading cuz the product the
first alpha didn't have saving and
loading, getting the Steam page ready,
getting the marketing materials ready,
doing the trailer. It's been like a
little bit less about actually making
the game and more focused on like just
polishing it. And I have added new
content since the alpha, like the whole
case report was new. I did some visual
updates over that period of time as
well. I added like an outdoor scene with
the jump scare. There's definitely a lot
more stuff that I added to it. So,
that's kind of the timeline for it. And
again, I think one of the biggest
contributing factors was just starting
with an idea that was so small that it
almost couldn't grow into anything too
big. And realizing that it was okay to
make a small game. I was a lot more
careful with pricing and stuff like that
in this one. I asked playtesters what
they thought a fair price for the game
would be like after they played it. I
was like, "What would you expect this to
be priced at on Steam?" And I got a lot
of answers that ranged between the three
to five dollar range. My takeaway was
that that seemed like a pretty fair
price to players and what they might
expect it to be priced at on Steam. And
I also took inspiration from Voyager 19,
which is a game by Mizzles. That was a
very quick development cycle for his
game as well. And it's done quite well,
and he priced it at $3.99. And so, I
stole the price point because I his game
is about an hour as well and has a
little jump scare at the end and it
seemed kind of similar in scope and I
don't know, general feel. And so, I uh
stole his price point. [laughter]
And it seemed to have worked out well
for me. The thing I will say is that
Steam users in the reviews, most of them
seem to be very positive about the
price. And I've heard before if all your
users like your price that you maybe
actually underpriced it a little bit.
So, you still always want to make sure
that your pricing is fair, but I may
have ended up on the lower end of fair,
and I potentially could have and should
have priced it at the slightly higher
end of fair, like $4.99 instead of
$3.99. But, I wanted to be safe because
I messed up pricing with End Hall, and
so I wanted to make sure that
um I did more market research and did a
better job. The other thing that I think
helped a lot was I did a lot of
kitbashing. I used a lot more public
domain assets, reworked them, like I
edited a bunch of the public domain
assets with new textures, and even
modified the vertices to make them more
modular, so I could piece them together
when building the apartment. There was a
lot of that. I used a shader, um a
public domain shader that did a lot of
work for me on the for the visuals,
which made it a lot easier to to make
the different assets kind of match each
other.
>> So, if you want to ship a game fast,
here are four things that might help.
One, start small. Two, prototype
components separately.
Three, embrace that you're making a
short game. And four,
leverage pre-made assets. Not all advice
is suitable for everyone, of course, but
you can embrace the parts you like,
ignore what you don't, and make changes
to fit your own development style. In
the description, I'll put a link to my
newsletter, where I wrote even more
about all of these steps. If you'd like
to support Ben, pick up a copy of
Redacted: The Safe House, and his game
dev book Production Point, which I have
uh somewhere around here. Here it is.
And if you'd like to support me,
wishlist my game Pixel Washer, and pick
up a copy of my book, How to Make a
Video Game All by Yourself. That's it.
Thanks for watching, and good luck with
your game.
Ask follow-up questions or revisit key timestamps.
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.
Videos recently processed by our community