The Kaiyo Mission - Update May 2026
Based on player feedback, minor bugs have been corrected.
Based on player feedback, minor bugs have been corrected.

Based on player feedback, minor bugs have been corrected.
Based on player feedback, minor bugs have been corrected.
Minor incremental improvements and bug fixes based on feedback.
Minor incremental improvements and bug fixes based on feedback.
After what I’ve heard a lot of people describe as a challenging year, here at eXplore Studio we have been reflecting on what progress we have made. It has not been all sunshine and rainbows for us either. We have had our fair share of hurdles, especially as a truly independent in
After what I’ve heard a lot of people describe as a challenging year, here at eXplore Studio we have been reflecting on what progress we have made. It has not been all sunshine and rainbows for us either. We have had our fair share of hurdles, especially as a truly independent indie game studio with very limited funding. However, I am also incredibly proud to be writing that our first game will be released 29th January 2025, and we are now less than a month away from this milestone. This comes with both nerves and excitement, but The Kaiyo Mission game is a piece of art we cannot wait to share with the world. For us this is not simply a commercial product we are aiming to sell, instead it is a passion project we have invested so much into. This includes effort, time, and giving it our all. Looking back at 2024, it has been amazing working with the team of freelancers we do and developing a game which has such a peaceful and loving message. We particularly love the global nature of the translator team we work with, as we get to localise the game and hopefully reach even more people without language as a barrier. This adds to the main theme of our game being people from all over the world working together for a common goal, which we equally do as part of game development.
We are so excited to see the reaction to what we have created and how this resonates with players. This will equally include taking any feedback to improve our other two games in the pipeline. So as always, please reach out to us and we would be most happy to connect with you. Looking forward, we would love to develop more connections with people who enjoy playing The Kaiyo Mission when it is released. Though it is challenging to build up a high social media profile without funding for marketing, we are pleased our content is connecting with some people. We are very grateful for the support and engagement we have already received. Additionally, we are enthusiastic to help other indie video game developers and build new relationships through our joint love for indie games. In 2024, we have helped play test other games and supported other studios so it would be great to build on this in the next year.
Overall, we hope you have all had a great year and we wish you a very happy New Year.
We cannot wait to see what 2025 holds for us and we hope to take you along for the journey!
At eXplore Studio, we see the value of taking an agile approach to our work. This working style still includes two structured weekly meetings with the whole team, with a scrum planning meeting on Monday and a technical meeting on Thursday. Nonetheless, throughout the week we are
At eXplore Studio, we see the value of taking an agile approach to our work. This working style still includes two structured weekly meetings with the whole team, with a scrum planning meeting on Monday and a technical meeting on Thursday. Nonetheless, throughout the week we are flexible and maintain strong lines of communication. This means we are continuously in touch to share our insights and prioritise our working connections as a team. Equally, the agile approach gives clear advantages when developing working products which we continuously refine. Through this technique, we avoid striving for perfection from the outset and learn that we can evolve as we go. Testing and asking for feedback are also a huge part of this process, as we then do not end up with a “finished” product which needs to be wholly altered. Concentrating on progress over perfection means we can keep work going, instead of going into the pitfall of endless minor revisions. Moreover, we are open to change and expressing different opinions as we know the benefits of diversity of thought. Creativity breeds from experimentation and being able to respectfully disagree, to find solutions and innovate. Therefore, we focus on creating safe spaces at work to discuss various options and ways of carrying out projects.
As a Studio, we remind ourselves of the importance of saying “no” when necessary. How such a little word can build so much guilt and shame in many work cultures is something we wish to manifestly avoid. We believe in recognising our limits and respecting the reality that we can only accomplish so much within the time constraints of a day. Having a proper work-life balance is not always simple but absolutely necessary. Many game developers have separate jobs or other responsibilities alongside game development, so to prevent burn out is key. Continuously saying “yes” may seem kind to the people asking you to carry out a task but can also be a sure fire way to destroy sustainable development. It can lead to overcommitting and undermining long-term productivity. Instead, one needs to see the bigger picture and weigh whether said task is helpful. To say “no” effectively, you can suggest an alternative method which is less time consuming, ask if work can be spread out, or given to someone with a more suitable skillset. By realising that saying "yes" to one task often means saying "no" to others, we take a thoughtful and balanced approach to managing our workload.
Ultimately, being able to respectfully decline certain projects or tasks is not about avoiding work. The opposite is true - it is about prioritising work which suits one’s unique strengths and prevents too much pressure growing for one person. This is a crucial aspect of maintaining a healthy, sustainable work culture where we are focusing our energy and expertise on the work that truly matters. This approach supports both personal well-being and the long-term success of our projects.
Disclaimer: This DevLog is intended to help anyone, who is in a similar situation we are in at the moment. Everyone has to make their own decisions. This merely is our own honest view and opinion, based on our experience. We would love to hear from you, what you think about it all. We wish you all the success and fun you deserve with the development and release of your game! eXplore Studio
Whilst developing video games, accessibility might not be your first thought. After all, some people argue that certain accessibility functions could limit your creative scope. However, here at eXplore Studio we believe that accessibility and inclusivity are key to creating stron
Whilst developing video games, accessibility might not be your first thought. After all, some people argue that certain accessibility functions could limit your creative scope. However, here at eXplore Studio we believe that accessibility and inclusivity are key to creating strong video games. Most importantly, ensuring that everyone is able to be included and thought of before constructing a video game is key, rather than including accessibility as an afterthought. This makes it easier to figure out ways of working which are most accessible, as well as the video games themselves. In fact, we have found that accessibility helps everyone benefit from clearer and more effective work.
Accessibility can be challenging, giving how many different needs different kinds of people may have. This is particularly hard with video games. For example, adding loud music to the background of a game could be jarring and overstimulating for some. Equally, for others, this may help them due to hearing difficulties with quieter music. Whilst deciding on accessibility features is not always straightforward, we believe it is better to at least consider and strive to make our work as accessible as possible. Diversity and inclusion overall are a key message of our game, and even the game development team we have, is filled with individual and unique people. We find that this leads to better creativity of thought and helps us generate more imaginative content.
Regarding working with our game development team, we have seen the positive effects of allowing flexibility and being open to accessible ways of working. This is particularly important given the international scope of many of our freelancers. More and more, we see that trusting people to work in ways which are better for themselves leads to better outputs and team spirit. We believe in the strength of an adaptable approach to work and an open passage of communication to all our freelancers.
Specifically for our game The Kaiyo Mission, we also have functions designed to increase accessibility and player experience. You can click the ‘Options’ button and adjust many features including the sound, sound effects, brightness and more. You can even select a colour deficiency mode: protanopia, deuteranopia or tritanopia, and a dyslexia-friendly font is also available. We are always open to feedback on how we could make our game even more inclusive and accessible, so please do reach out if you have any further ways we could improve!
Overall, eXplore Studio is committed to making our games enjoyable for all people, including anyone living with a disability. Though this is a very nuanced and complex topic, we are trying our utmost to create content which can be enjoyable for everyone. We would love to hear your thoughts about this topic and hear any comments on how we can make the game even better for you.
Disclaimer: This DevLog is intended to help anyone, who is in a similar situation we are in at the moment. Everyone has to make their own decisions. This merely is our own honest view and opinion, based on our experience. We would love to hear from you, what you think about it all. We wish you all the success and fun you deserve with the development and release of your game! eXplore Studio
In the first mission phase of The Kaiyo Mission, the player controls a submarine that is exploring the underwater plateau of Enceladus, a moon of Saturn. While the submarine is discovering this new fascinating, extra-terrestrial world, you take pictures of the many elements of in
In the first mission phase of The Kaiyo Mission, the player controls a submarine that is exploring the underwater plateau of Enceladus, a moon of Saturn. While the submarine is discovering this new fascinating, extra-terrestrial world, you take pictures of the many elements of interest that are nearby like plants and animals for example. The second mission phase opens once all the pictures are taken! Good luck! 🐙
‘Are you telling me that one of our two ESEL submarines that landed on Enceladus last month, that was deployed, melted through the ice, found life in the subsurface ocean, and suddenly vanished…has been found on Earth last week?’ asked the Head of Deep Space Exploration of JAXA.
‘Are you telling me that one of our two ESEL submarines that landed on Enceladus last month, that was deployed, melted through the ice, found life in the subsurface ocean, and suddenly vanished…has been found on Earth last week?’ asked the Head of Deep Space Exploration of JAXA. (extract from The Kaiyo Mission – Enceladus)
Many developers do not bother with estimating their workload, because it takes time and effort, and in most cases, estimates turn out to be incorrect anyway. This is true. All estimates will probably be false. Too many factors have an influence on the time it takes us to do anyth
Many developers do not bother with estimating their workload, because it takes time and effort, and in most cases, estimates turn out to be incorrect anyway. This is true. All estimates will probably be false. Too many factors have an influence on the time it takes us to do anything really, even depending on multiple human performance influencing factors present on a given day, which will vary from one day to the next. But if estimates are good enough to give us helpful indications for decision making, they are precious.
So, estimating our workload when developing a game is crucial for several reasons: First, knowing how much time and effort each task will take, even if not 100% accurate, helps in allocating resources effectively and scheduling realistically. It helps in setting more achievable milestones and deadlines, ensuring that the project stays on track. Second, by understanding the scope of work, we can identify potential bottlenecks and challenges much earlier, which helps in proactively mitigating risks and avoiding costly delays. Third, Quality Assurance (QA) is greatly enhanced, since appropriate estimates are more likely to ensure that sufficient time is available for testing and other QA purposes. Fourth, clear estimates will help in managing expectations with stakeholders, including investors, publishers, and team members. It provides a transparent view of the development or project progress and potential obstacles or impediments that can be addressed appropriately. Fifth, estimating workload helps in creating a detailed budget, which is vital for securing funding and managing expenses throughout the development process. As a result of the above points, we can ensure a smoother development process, which should be leading to a successful and timely game launch.
However, most importantly, estimating our workload is essential for protecting our team in several ways: Accurate workload estimates help in distributing tasks evenly among team members, ensuring no one is overburdened. This balance is crucial for maintaining a healthy work-life balance and preventing burnout. Also, when team members have a clear understanding of their responsibilities and deadlines, it reduces stress and anxiety. This clarity helps in maintaining high morale and job satisfaction. Proper estimation helps with assigning work more fairly, based on each team member’s availability and competence with respect to the necessary work. This fairness fosters a positive work environment and promotes teamwork. Setting realistic goals and timelines, we can help our team stay focused and productive, because unrealistic expectations can lead to rushed work, mistakes, and lower quality of work outputs. Furthermore, when workloads are well-managed, team members can learn and grow without feeling overwhelmed and overly stressed. This balance allows for ongoing skill development and career progression. Finally, clear workload estimates improve communication within the team in general. Everyone knows what to expect and can plan their work accordingly, leading to better collaboration and fewer misunderstandings.
In summary, by carefully estimating workloads, we create a supportive environment where each team member can thrive. All the above will positively contribute to making our game better and building a stronger, and highly motivated team, in which everyone is more likely to enjoy their work.
An Underwater Inflatable Life Support System (UILSS) has been put on Europa in the vicinity of the portal to Earth and before it is fully operational, two researchers of The Kaiyo Mission are there at work, 1.44 billion kilometres away from Earth. ‘Sheila and Asim went through th
An Underwater Inflatable Life Support System (UILSS) has been put on Europa in the vicinity of the portal to Earth and before it is fully operational, two researchers of The Kaiyo Mission are there at work, 1.44 billion kilometres away from Earth. ‘Sheila and Asim went through their checklist of activities in the tent. They had eight essential test activities on their list: (1) Monitoring of breathing air consumption; (2) using the airlock; (3) charging the air supply of two portable life support systems simultaneously; (4) connecting the three surrounding observation pods and receiving data feeds; (5) testing the electricity provision and reduction of carbon dioxide; (6) eating and drinking; (7) going to the toilet (using portable human waste containers with an interface for male and female people respectively); and finally (8) sleeping.’ (extract from The Kaiyo Mission - Europa )
The Kaiyo Mission books are available on Amazon: https://www.amazon.com/The-Kaiy%C5%8D-Mission/dp/B09FFXCN73
One might think the situation is hopeless, when small indie game studios try to gain visibility and traction in the market, given that they have to compete against seemingly very powerful, big companies with impressive marketing budgets. However, despite the odds, small studios c
One might think the situation is hopeless, when small indie game studios try to gain visibility and traction in the market, given that they have to compete against seemingly very powerful, big companies with impressive marketing budgets. However, despite the odds, small studios can indeed compete with larger companies by leveraging creativity, community engagement, and strategic marketing. The following strategies may be useful:
Using social media like X, TikTok, YouTube, Instagram, Tumblr, LinkedIn, Discord etc., small studios can still reach out to their future players globally and build a strong and loyal community of followers, especially when the content they share is of high quality, e.g. with regular updates, appealing videos such as compelling trailers, interesting behind-the-scenes content, and interactive posts. Furthermore, engaging with influencers and streamers can significantly boost visibility. They can showcase your game to their followers, providing authentic endorsements.
Platforms like Steam, itch.io, and the Epic Games Store allow indie developers to reach a global audience without the need for physical distribution. Limited-time discounts and sales can further attract players and boost visibility on these platforms. Crowdfunding, for example with Kickstarter projects, can help raise funds while also building a community of early supporters who are invested in your game’s success. One cannot start too early to build a strong community of followers that will support and promote you and your game.
Participating in game conventions offers opportunities to showcase your game yourself, network with other developers, and perhaps gain the attention of influencers and the media. There are often possibilities to apply for an opportunity to exhibit your game at a reduced price and/or in the framework of a suitable organisation or association. Even if you cannot afford the high fees, it is still very useful to attend conventions to network, exchange experience, and tell people about your game.
Therefore, if you are involved in a small indie game studio – try not to lose hope or feel overwhelmed! It might well take longer to gain traction, but it is also a lot of fun and new friendships may be formed on the way. Enjoy the many beautiful people and open minds you will meet!
Since The Kaiyo Mission belongs to the hard science fiction genre, with animals, plants and artefacts created and named for the game itself, we thought that a compendium would be one of the many cool features to implement. Indeed, the compendium is easily accessible when you play
Since The Kaiyo Mission belongs to the hard science fiction genre, with animals, plants and artefacts created and named for the game itself, we thought that a compendium would be one of the many cool features to implement. Indeed, the compendium is easily accessible when you play the game and gives you short but very detailed information about the elements of interest discovered and photographed. Moreover, the comments have been written by the explorers of The Kaiyo Mission themselves (for more, check out also The Kaiyo Mission Enceladus and The Kaiyo Mission Europa books – available on Amazon). Finally, if you click on the pictures, you get the option to download these pictures locally and use them as you wish! And let’s not forget that the compendium is available in 14 languages…
Small game development studios face several challenges in gaining visibility in the large market of games – why is there still much hope even without having a publisher? The global gaming industry keeps growing at a rapid pace, which is good news for game developers. At the same
Small game development studios face several challenges in gaining visibility in the large market of games – why is there still much hope even without having a publisher?
The global gaming industry keeps growing at a rapid pace, which is good news for game developers. At the same time, the market is highly competitive, with many games being released every single day. For indie game developers, it is increasingly difficult standing out among well-established studios and popular titles, especially when they have limited budgets for the development and marketing of their games. Also, many small studios lack the marketing expertise needed to effectively promote their games, which likely results in lower visibility and fewer sales.
Yet, it is the unique charm and innovative spirit of these smaller studios that often capture the hearts of gamers. Many indie games have risen to great popularity by focusing on beautiful or refreshingly different music, creative storytelling, distinctive art styles, and engaging gameplay mechanics that set them apart from most mainstream games. With a lot of heart and passion, creativity, and strong connections with their fan community, indie studios can not only survive but do well in this competitive industry. It is perhaps their new perspectives and ideas that enrich the world of gaming with diversity and excitement, and thereby manage to compensate for their lack of size and budget.
Despite all the challenges indie studios must overcome, there are multiple reasons, why small game development studios can still find hope and success, even without having found a suitable publisher:
Small studios can use digital distribution platforms such as Steam, itchIO, Epic Games, or GOG to bypass traditional publishing channels, directly accessing the global market. Crowdfunding platforms have revolutionized the way indie games can be funded, helping studios to get early player feedback and validate their ideas, while building a supportive community from the early days of a game project.
Social media and community engagement have become invaluable tools for indie studios, enabling them to connect with their audience and generate excitement for their projects. Indie game awards and festivals offer a spotlight for these creative works, providing opportunities for recognition and networking. The freedom to innovate allows indie developers to explore unique game ideas and gameplay mechanics, often leading to ground-breaking new games that may challenge conventional genres.
Finally, the supportive nature of the indie community fosters a collaborative environment where resources, knowledge, and experience are shared, contributing to the success of fellow creators. This ecosystem not only fosters creativity but also ensures that indie developers can continue to bring fresh and exciting experiences to the gaming world. All the above factors create a more level playing field that allows even small studios to thrive, and even so without the backing of a major publisher.
Deciding whether to employ people or work with freelancers in game development depends on various factors, including your project’s needs, the location and country of residence of the people who work with you, your available budget, and the long-term goals of your studio. Employi
Deciding whether to employ people or work with freelancers in game development depends on various factors, including your project’s needs, the location and country of residence of the people who work with you, your available budget, and the long-term goals of your studio.
Employing full-time staff has got certain advantages but also drawbacks. On the positive side, it tends to bring consistency, stability, and longer-term commitment. Team cohesion is likely to be higher having a dedicated team, which can foster better collaboration and a stronger company culture. Regular team members can build stronger relationships and may work more cohesively over time. Also, it may be easier to align team members with the company’s vision and processes. Finally, employees can grow and develop their skills within the company, leading to higher quality work overtime.
On the negative side, full-time employees may come with additional costs such as benefits, potentially higher salaries, taxes, and overhead costs such as for office space. Also, your studio needs to have a steady flow of projects in the pipeline to keep everyone engaged and productive. However, this is something helpful anyway to ensure revenues are more distributed over time. If employees are geographically dispersed, coordination across different time zones can be difficult and may require flexible working hours. Again, this might be just as well the case for freelancers. There is, however, an undeniable administrative burden to employ people in different countries due to different national employment legislation.
Similarly, hiring freelancers has got pros and cons. On the positive side, freelancers can be hired on a project-by-project basis, allowing you to flexibly scale your team up or down as needed. Freelance contracts also tend to be cost-effective, since you only pay for the work done, without the additional costs associated with full-time employment. Moreover, freelancers often bring specialised skills and can be hired for specific tasks or projects only, and working with freelancers allows for access to global talent with diverse skills and perspectives. In other words, you can work with people that you could perhaps not employ because of the country they reside in.
On the negative side, you may have less control when managing freelancers, especially if they are working remotely. Of course, the same would apply for remote employees. Often, freelancers may have other commitments in parallel, which may affect their availability and reliability. In addition to that, it may be harder to integrate freelancers into your existing team and processes.
In conclusion, for a global team, hiring freelancers might offer more flexibility and cost savings, especially for short-term or specialized tasks. However, if you need longer-term commitment and consistency and you have the budget, employing full-time staff could be more beneficial. If you need flexibility and have specific short-term needs, hiring freelancers could be better for you.
What is your situation? Which specific aspects of your project are you most concerned about? Thinking about this might help you in deciding the best approach for your studio.
Attending game conventions can be highly beneficial for game creators. Here are a few reasons why: Conventions are a great place to meet other game developers, publishers, and industry professionals. Building these connections and ‘networking’ can often lead to collaborations, pa
Attending game conventions can be highly beneficial for game creators. Here are a few reasons why: Conventions are a great place to meet other game developers, publishers, and industry professionals. Building these connections and ‘networking’ can often lead to collaborations, partnerships, and valuable insights.
If you are actually exhibiting your game, you can also showcase your game to a diverse audience and get immediate feedback. This can be invaluable for refining your game and understanding what players enjoy or find challenging. Similarly, conventions offer you marketing and exposure opportunities. They offer a platform to promote your game to a wider audience. This can help build buzz and attract potential players, media coverage, and even investors.
Even if you do not exhibit but just attend as a visitor, there is a lot of learning and inspiration on offer. Many conventions feature panels, workshops, and talks by industry experts. These sessions can provide new ideas, techniques, and trends that can inspire and improve your game development or marketing process. Furthermore, being part of the gaming community and sharing your passion with like-minded individuals can be extremely motivating and rewarding. It also helps in building a loyal fan base.
Both exhibiting your game and ‘merely’ attending as a visitor have their own benefits and drawbacks. Here is some of what you should consider before you make up your mind what is right for you:
Attending as an exhibitor with a booth, independently or as part of the presence of your publisher, if you have one, will allow you to showcase your game and get immediate feedback from a diverse audience, which can be invaluable for refining your game. This will also increase your game’s visibility and can attract media attention, potential players, and even investors. Moreover, having a booth can make it easier for industry professionals to find and approach you, leading to potential partnerships and collaborations. In some cases, you may be able to directly sell your game or gather pre-orders, which can be a great boost for your project.
Then again, the cost of having your own booth can be very high, especially if you do not have any or at least not much income yet. Last but not least, setting up and running a booth requires significant time and effort, which will take you away from other activities like attending talks or networking sessions. Mentally, it can be draining to exhibit your game for several days to hundreds or even thousands of visitors. You may feel extremely tired, overwhelmed, and exhausted at the end of each day.
Attending as a visitor, on the other hand, is much more flexible. You have the freedom to attend various panels, workshops, presentations, and networking events without being tied to a booth. You can benefit from the learning opportunities, for example, gaining insights from industry experts, learn about the latest trends, and gather inspiration for your own projects. You can still network effectively by attending social events, meetups, and other gatherings without the pressure of managing a booth. And of course, attending as a visitor is generally much less expensive than exhibiting your game. On the negative side, your game will have less visibility, and you will not have the same opportunity to showcase your game and get immediate feedback from attendees.
Some notable conventions include Gamescom (Cologne, Singapore, Sao Paulo), PAX (Los Angeles), EGX (London), Tokyo Games Show, Africa Games Week (Cape Town), and countless others, both internationally and regionally or locally. Each convention has its own unique focus, so you might want to choose based on what aligns best with your goals.
In conclusion, if your primary goal is to promote your game and gather feedback, exhibiting might be the better option despite the usually much higher cost and effort. However, if you are looking to learn, network, and gather inspiration without the commitment of a booth, attending as a visitor could be more beneficial. In any case, it is a brilliant opportunity to meet and connect with other people from the game industry and share your knowledge and experiences with them. Finally, always try to have some days of rest before and/or after the convention, and even take the time to discover new places, cultures and people in the area where the convention takes place.
Looking forward to seeing you at one of the upcoming conventions soon!
Attending game conventions can be highly beneficial for game creators. Here are a few reasons why: Conventions are a great place to meet other game developers, publishers, and industry professionals. Building these connections and ‘networking’ can often lead to collaborations, pa
Attending game conventions can be highly beneficial for game creators. Here are a few reasons why: Conventions are a great place to meet other game developers, publishers, and industry professionals. Building these connections and ‘networking’ can often lead to collaborations, partnerships, and valuable insights.
If you are actually exhibiting your game, you can also showcase your game to a diverse audience and get immediate feedback. This can be invaluable for refining your game and understanding what players enjoy or find challenging. Similarly, conventions offer you marketing and exposure opportunities. They offer a platform to promote your game to a wider audience. This can help build buzz and attract potential players, media coverage, and even investors.
Even if you do not exhibit but just attend as a visitor, there is a lot of learning and inspiration on offer. Many conventions feature panels, workshops, and talks by industry experts. These sessions can provide new ideas, techniques, and trends that can inspire and improve your game development or marketing process. Furthermore, being part of the gaming community and sharing your passion with like-minded individuals can be extremely motivating and rewarding. It also helps in building a loyal fan base.
Both exhibiting your game and ‘merely’ attending as a visitor have their own benefits and drawbacks. Here is some of what you should consider before you make up your mind what is right for you:
Attending as an exhibitor with a booth, independently or as part of the presence of your publisher, if you have one, will allow you to showcase your game and get immediate feedback from a diverse audience, which can be invaluable for refining your game. This will also increase your game’s visibility and can attract media attention, potential players, and even investors. Moreover, having a booth can make it easier for industry professionals to find and approach you, leading to potential partnerships and collaborations. In some cases, you may be able to directly sell your game or gather pre-orders, which can be a great boost for your project.
Then again, the cost of having your own booth can be very high, especially if you do not have any or at least not much income yet. Last but not least, setting up and running a booth requires significant time and effort, which will take you away from other activities like attending talks or networking sessions. Mentally, it can be draining to exhibit your game for several days to hundreds or even thousands of visitors. You may feel extremely tired, overwhelmed, and exhausted at the end of each day.
Attending as a visitor, on the other hand, is much more flexible. You have the freedom to attend various panels, workshops, presentations, and networking events without being tied to a booth. You can benefit from the learning opportunities, for example, gaining insights from industry experts, learn about the latest trends, and gather inspiration for your own projects. You can still network effectively by attending social events, meetups, and other gatherings without the pressure of managing a booth. And of course, attending as a visitor is generally much less expensive than exhibiting your game. On the negative side, your game will have less visibility, and you will not have the same opportunity to showcase your game and get immediate feedback from attendees.
Some notable conventions include Gamescom (Cologne, Singapore, Sao Paulo), PAX (Los Angeles), EGX (London), Tokyo Games Show, Africa Games Week (Cape Town), and countless others, both internationally and regionally or locally. Each convention has its own unique focus, so you might want to choose based on what aligns best with your goals.
In conclusion, if your primary goal is to promote your game and gather feedback, exhibiting might be the better option despite the usually much higher cost and effort. However, if you are looking to learn, network, and gather inspiration without the commitment of a booth, attending as a visitor could be more beneficial. In any case, it is a brilliant opportunity to meet and connect with other people from the game industry and share your knowledge and experiences with them. Finally, always try to have some days of rest before and/or after the convention, and even take the time to discover new places, cultures and people in the area where the convention takes place.
Looking forward to seeing you at one of the upcoming conventions soon!
Game developers often face a big dilemma: should they create a game they love or develop one that is more likely to sell well? Clearly, in the extremes lies danger: Some game developers make just the game they have always dreamed about and spend many years on it. This is a very l
Game developers often face a big dilemma: should they create a game they love or develop one that is more likely to sell well? Clearly, in the extremes lies danger: Some game developers make just the game they have always dreamed about and spend many years on it. This is a very long time without income, unless there is some other way of financing the development, for example by means of grants or crowdfunding of some form or another. And without some kind of market orientation and community building, financial success of the final game may be questionable.
On the other hand, if a game is being developed that corresponds to the market today, but that does not really fill the developers with enthusiasm and joy, then they may be spending years of development doing something they do not enjoy. Also, the market moves faster than a game is usually developed. So, there are no guarantees at all that the targeted market segment will still be promising once the game is actually ready for release.
As so often, the best way forward lies probably in a more balanced approach. The developer or the development team should feel inspired and enthusiastic about the new game. This is more likely to result in a more authentic and unique experience. Their enthusiasm will shine through and resonate with players who appreciate the genuine effort. Passion-driven games can lead to very innovative mechanics, storytelling, and art. Unchartered territory may be explored, which can be rewarding creatively. Finally, working on something they love can provide long-term satisfaction to the team members, even if the game does not become a massive financial hit, or at least not immediately.
At the same time, a new game should also be designed for market success. In a diverse team, with not only diverse team members but also different responsibilities including for marketing, joint decisions are more likely to be balanced, including from a marketing perspective. At least one person in the team should look into marketing matters, and do thorough market research: understanding similar games, player preferences, trends, and market demands is crucial to identify gaps and opportunities.
In summary, successful game development often involves a blend of passion, market awareness, and strategic decision-making. Diverse teams, distributed responsibilities within the team, and frequent synchronisation among all team members are more likely to achieve the right balance and high adaptability to changes in volatile segments of the game market. All of the above does not guarantee but should increase the likelihood of being financially successful with a new game, while keeping the team motivated and passionate for what they are doing.
The Kaiyo Mission developers wanted to make sure that the game would be as inclusive and accessible to all as possible. That is why, when you hit the ‘Options’ button, you can adjust the sound, sound effects, brightness and more. Indeed, the players can select a colour deficiency
The Kaiyo Mission developers wanted to make sure that the game would be as inclusive and accessible to all as possible. That is why, when you hit the ‘Options’ button, you can adjust the sound, sound effects, brightness and more. Indeed, the players can select a colour deficiency mode: protanopia, deuteranopia or tritanopia, and a dyslexia- friendly font is also available. We hope it helps…
In game development, we always have to put ourselves in question and be aware of how players actually approach our game, how they play it. They do not have years of experience working on our game, they do not know it by heart, inside out, like we do. On the other hand, they are q
In game development, we always have to put ourselves in question and be aware of how players actually approach our game, how they play it. They do not have years of experience working on our game, they do not know it by heart, inside out, like we do. On the other hand, they are quite likely to see things about our game or experience difficulties, where we no longer see them, where we have blind spots. So, whenever we are in the great position to receive honest and constructive feedback from people who take the time to play our game, this is a fantastic opportunity for us to learn about our game and how we have to continue improving it. This is important all along the development of our game, not just in the end before releasing it.
Using such opportunities to learn and influence our work, it is also important to make sure that we have a lot of diversity among our play testers. This is so for several reasons: The more our play testers look at our game from different angles, the more likely it is that we will have more comprehensive and balanced feedback. Diverse testers will bring different viewpoints, backgrounds, and preferences. This will give us feedback on a broader spectrum of player experiences. Furthermore, since games resonate globally, transcending cultural boundaries, diverse testers will help identify potential cultural insensitivities and enable us to ensure inclusivity. Also, by including players who represent the game’s intended audience(s), we can collect valuable insights that help us to appeal to a wider range of potential players. In short, diverse playtesting leads to precious feedback!
However, there are some pitfalls we must try to avoid: Let us always be humble and really take the feedback in, seriously considering it, without jumping to a defensive mode. This is not about us having to justify our work, it is about learning from what our potential customers may think about our game, how they may experience it, and therefore how we can get it even better. This is sometimes not easy, because of course we are emotionally attached to our game. It can even feel very personal and painful to us, when we receive feedback. But it is about improving the game, not about our ego. We have to do our best to prioritise learning over our personal attachment to the game as it is. Moreover, we should try to prepare play test campaigns well and focus on specific aspects of the game we want to address, not just aimlessly play test the game. If we receive feedback, let us always make use of it, not ignoring it because we do not like it.
To summarise, well prepared, effective, and iterative playtesting throughout the game development with a diverse group of honest play testers leads to better games!
There are many games around that have started using inclusive language. Still, sometimes one can find vicious comments on social media or sales platforms from players who do not agree. So, when we are developing a new game, should we use it or is it better for us to avoid collect
There are many games around that have started using inclusive language. Still, sometimes one can find vicious comments on social media or sales platforms from players who do not agree. So, when we are developing a new game, should we use it or is it better for us to avoid collecting hateful comments? Well, it depends on what we want to achieve with the games we make. Do we want to do something meaningful that makes the world a better place and brings much enjoyment and hours or days of fun and excitement to our beautiful players? Or do we want to deny our values and dreams, and out of fear not do what would be the right thing to do?
In our opinion, using inclusive language is essential for several reasons: First of all, inclusive language shows respect for all individuals, regardless of their background, identity, or experiences. It acknowledges their humanity and validates their existence. It shows empathy for everyone.
Second, inclusive language helps prevent unintentional harm to people who look at our game or even play it. Certain words or phrases can marginalize groups, perpetuate stereotypes, or reinforce biases. By using inclusive language, we reduce the risk of causing offense. After all, this is not our goal. On the very contrary, we want to reach out to our precious fellow humans and make them feel better!
Third, using inclusive language fosters a sense of belonging. When people feel seen and respected, they are more likely to engage, collaborate, and contribute positively – in general, and also within the community of our fans and supporters. This is so, because it is simply more fun and much more enjoyable to be recognised, respected, and appreciated.
Fourth, the language we use in games, or when we reply to comments or otherwise engage with other people in general, this language shapes our perceptions and beliefs. By intentionally choosing inclusive terms, we do challenge outdated norms and promote a more equitable, fair, and welcoming society.
Fifth, using inclusive language may also be a legal and ethical matter. In certain cases, using non-inclusive language can have legal consequences, e.g., it may be seen as workplace discrimination. Also, ethical guidelines encourage inclusive communication, and using inclusive language is definitely in line with our declared values of eXplore Studio.
This said, always remember that using inclusive language is an ongoing process. It requires growing awareness, education, and a strong commitment to continuous improvement. If you want to start using inclusive language in your games, English is a great language to start with, as it lends itself to it particularly well. Other languages like French, Spanish or German are much more difficult… We will talk about that another time.
The Kaiyo Mission is the story of a courageous mission to find extra-terrestrial life in our own solar system, the experiences of amazing people from all over the world, working together as one, to push the boundaries of human knowledge and understanding, while bringing out the b
The Kaiyo Mission is the story of a courageous mission to find extra-terrestrial life in our own solar system, the experiences of amazing people from all over the world, working together as one, to push the boundaries of human knowledge and understanding, while bringing out the best human qualities we have within us. So, when you play The Kaiyo Mission, you control one explorer at a time, but you will notice other brave members of the mission helping out and ensuring safety, working on the underwater habitat, chatting to you, encouraging and support you, and presenting their findings in the compendium.
You can learn more about The Kaiyo Mission by playing the free demo available on Steam or read The Kaiyo Mission-Enceladus and The Kaiyo Mission-Europa…🐙