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NIRAVASI Devlog (09/06/2022): Marketing Depth



Hey everyone,

Man, there's going to be a LOT to talk about for this Devlog. Last week, I spoke about keeping the latest build of NIRAVASI clean, a bit about releasing a Launch Trailer for the game, and talking a bit more about the game's release on Steam (oh, and something about being busy for the next couple of days, I guess). Well, I've got some great news for everyone reading this today, so let's get straight into it, shall we?





Steamworks

It's official, everyone. After months of planning and preparation, NIRAVASI finally has its Steam release.

It should be noted that this is truly an incredible milestone for the game to achieve, as well as one I can still hardly believe is actually real. When I first started working on this game in August 2020, I could've never imagine I would reach a point where I would see this humble little experiment of a demo blossom into a fully-fledged video game.

Having NIRAVASI be on Steam also allows a much greater access for players to interact with the game, as Steam is generally a more accessible platform for people to pick up a digitally-distributed game like NIRAVASI. Sure, GameJolt, itch and RPGMakerNet are great ways to get an indie developer's feet wet, but having the game on Steam will do absolute wonders for my personal portfolio as well. Imagine walking up to a business interview and saying "I made a game, and here it is!".

And as an added bonus, implementing fixes and changes to the game on the fly is a lot easier than I gave it credit for. It not only puts to rest one of the biggest worries I had with implementing the game's cut Secret Ending back into the game, but it also allows me to quickly fix any catastrophic bugs that players may encounter on their journey through the lost city.

https://www.youtube.com/watch?v=NBDgD8iNS4w&t

Trailer Boys

NIRAVASI's arrival on Steam isn't not the only piece of grand news I've got to share with all of you today. There's also the fact that the game now has a proper launch trailer that better reflects that kind of product that you'll be playing around on July 6th, 2022.

With all of the supporting marketing material like this complete and the game more-or-less being complete, the next month will be all about cracking down on those final bugs, as well making a big push to get the game out there in the hands of players/reviewers that either previously expressed interest in giving the project a go, or to newer audiences that just wanna know if you can pet the kitty cat (I'm afraid you can't, but I'm sure Mura would appreciate the thought anyway).

Now don't worry about what will happen to the game after it's released. I've still got a few things I'd like to add to the base game experience, as well as find the time to iron out any nasty bugs that players may run into as they venture through the world of Niravasi. But I'll do my best to remain as open and transparent with communications like this going forward, so expect more Devlogs for the game to come out after its release.



Browsing Goods

Finally, NIRAVASI's website has received a rather large overhaul in both its look and design. The original site was built to show off the game to any audiences that were interested in the project during its more quiet months of production (September-December 2021), but was also lacking in the kind of quality I ultimately wanted for the IP as a whole.

If you head on over to the site now, you'll see a much more refined and friendly experience for users wanting to know more about the project. We've got footage running in the background, better use of imagery, and even text that fades in. As always, I'll be keeping a close eye on the site as the months go on, so don't worry if you think this change will only be a once and done deal.



And that's about it for this week's Devlog for NIRAVASI. Now that I think about it, we don't have a lot of time between now and the game's release on June 6th, 2022. That's about two more Devlogs before NIRAVASI gets dropped into the hands of the public, so I'll have to have a good think about what to talk about in the next couple of Devlogs. Until then, thank you very much for reading, and I hope you all have a wonderful day.

Kind regards,
Angus (Sangos)