It started as a game called Quad. Slated as a one year Chess type game it became a bare bones tech demo in early 2012. From there it morphed into a fantasy RPG then a steampunk roguelike and renamed to Steam Marines.
Public builds of Quad started in April of 2012. By the time Steam Marines went on sale on Desura on 4 September 2013 the game had been in open alpha for Windows and Mac for a year and a half.
After over a year Steam Marines was Greenlit on 16 October 2013. On 4 September 2013 it launched on Steam’s Early Access.
Two of the first posts created on the Steam discussion forums were the Roadmap which laid out the long term future of Steam Marines, and the FAQ which laid out the state of the game, such as controller support and platform support.
Steam Marines was still in alpha and this was clearly communicated. The main goal at this point was to get all major features and content in.
Steam Marines participated in the Steam Holiday Sale 2013 which started on 19 December. On 27 December it was voted as the Community’s Choice and went on sale for eight hours at 75% off.
By 2014 Steam Marines had, just four months after it had transitioned from open alpha to paid alpha, sold over 50,000 copies across all distribution platforms.
Steam Marines is fully released after spending over a year on Early Access. Nearly all features initially presented in the Roadmap were implemented. Some features, such as deck destruction which I considered a major feature, were cut in part due to Early Access players offering feedback that such a system was undesirable. Some features which were not promised also came to fruition such as a native Linux build, deeper marine customization, and modding capabilities.
The vast majority of known bugs have been squashed. The game is stable. It is feature and content complete. Word of mouth continues to be a significant driver of new players.
I’m quite proud of what I’ve accomplished since early 2012. The initial one year project scoped up to a two year roguelike, then was extended for more features once it hit Early Access which was largely successful.
I’m probably most proud of my engagement with the community. There are many valid criticisms one could level at me regarding my design decisions, UI/UX implementation, choice of art aesthetic, et cetera, but I don’t believe responding and engaging with the Steam Marines’ player base is one of them.
I learned about game development and design, met a lot of interesting people in the industry, saw more sides of the game/player community, and did well enough that I can continue making games.
That’s a win.
Thanks for reading,