First off, I want to thank everyone who downloaded the demo and wishlisted the game during Steam NextFest. This is my first game, and seeing any interest at all has been encouraging.
NextFest Numbers:
900+ demo downloads
76 total demo launches
Median playtime: 4 minutes (one or two players played over 2hrs)
3 wishlists directly from demo players
257 current wishlists (with 20 removals since the SILO page launch)
It’s clear that most of the folks who downloaded the demo haven’t tried it yet, and for those who did, many dropped off quickly. That’s understandable. Early feedback and my own testing uncovered several issues that likely contributed to the low playtime. The mouse and keyboard controls are also not as intuitive as the gamepad controls, and overall, it’s possible that the gameplay just isn’t hooking players the way it needs to. In any case, I’ve been working hard to make improvements based on the feedback received.
Patch 1.1 Changes:
Fullscreen Toggle Button: A button has been added to the main menu that lets you switch between fullscreen and windowed mode. Windowed mode runs at 720p. Fullscreen will match your desktop resolution, which may reduce performance on lower-end GPUs. Due to engine constraints, this toggle is only available from the main menu and not during active gameplay.
Mouse Cursor Visibility Fixed During Assault Segments: Previously, mouse users couldn’t see the cursor during Assault missions. This has now been fixed.
Tutorial and Controls Improvements: I’ve revised key sections of the tutorial and added control diagrams to the pause menus for both Silo exploration and Assault missions. This should help players understand the controls and objectives better.
Dialogue Progress Save System Overhaul: Dialogue progress is now stored in a separate external file. This prevents progress loss between patches and ensures dialogue resets properly when starting a new game.
Memory Image Color Fix: The compositor was unintentionally altering the color balance of the art in the hidden Memories. This is now fixed. These Memory images were created by a friend, and it was important to me that they display as originally intended.
Future Plans:
I hope that more of the 900+ players who downloaded the demo will give it a try and provide additional feedback. Going forward I’ll continue making small improvements and bug fixes as needed. The full game's completion depends on two things:
Finishing the remaining art (about 4–6 more pieces), which is being generously created by a friend on their own schedule. I’m not pushing them for delivery, especially given the current level of player interest.
Building the final level.
Realistically, it's about 1–2 months of crunch if the art becomes available and I shift my focus back to SILO.
That said, I’m trying to be practical. Current player interest and playtime don't seem to be at a level that justifies crunching right away to complete the game. If interest picks up or once the remaining art is ready, I’m fully prepared to refocus and finish the game.
In the meantime, I’ve started work on a new game: a fantasy adventure being developed in Godot. I’m still creating assets in Blender for that project, and everything I’ve learned from SILO is going directly into improving my workflow and game design for what comes next.
Thanks again to everyone who’s supported the project so far.
