30,000 Copies Sold! ❤️It’s been almost two weeks since FEED THE AI released, and we just crossed 30,000 copies sold.We’re also at 450 reviews with 91% positive.That still feels completely insane to me.Thank you so much to everyone who bought the game, reviewed it, shared it, streamed it, or just told someone else about it. I really didn’t expect the game to reach this many people, and I’m especially happy that the overall reception has been so positive.I also have to say, one thing I’m really proud of is that the game actually launched DONE. No emergency hotfixes, no game-breaking problems, no panic patching on release day.The first patch only came about a week later and it was mostly just small fixes and balance tweaks. That honestly feels really good. I won’t write another giant paragraph repeating all the same thank-yous again xD So...What’s next?MAC SupportFirst, and probably most importantly, I want to work on a Mac build as soon as I can get access to a Mac.Unfortunately, Apple requires an Apple computer to make a build for the macOS version.More ContentI’m also thinking about adding more content, but I’m still not sure what the best approach is.The main story and its four chapters are already a complete experience. Looking at how Chapter 4 ends, I don’t really see a natural way to just add another chapter after it. Some of you suggested adding more Prestige levels. Though honestly, that feels like a lazy solution and probably wouldn’t be that interesting for most players. Playing the same loop for the fourth, fifth, sixth time... Yeah, I personally wouldn’t do that lol So the more interesting option would probably be some kind of additional game mode. The problem is that I never designed the game’s structure around that, so it would require quite a few changes under the hood. I need to figure out how to tackle that so the new content feels interesting, adds some real replayability, but doesn’t require weeks of work to build.So I’m thinking about it.If you hav...
First of all, thank you so much for all the downloads, reviews, comments, and feedback.I really didn’t expect this many people to play FEED THE AI, or for the reception to be this positive. I’ll probably write a separate post about all of that soon, hopefully when we hit 30,000 copies sold.I’m reading your reviews and suggestions, and I’m honestly surprised by how many of you are replaying the game to see all three paths. I really didn’t expect that. I actually added the Prestige system literally two weeks before launch, JUST IN CASE someone wanted to complete all three routes xDAnd on top of that, a lot of you are already asking for more content, so I’m slowly starting to think about what I could add next. If you have any suggestions, feel free to leave them in the comments! For now though, once all the launch stress and excitement finally wore off, I got horribly sick. So I’m limiting myself to the important quick fixes for the moment.I’m also only now slowly processing what actually happened with the game.But anyway...Changes in 1.0.1:Two players reported crashes. I still haven’t found the exact cause, even after checking their logs, so it looks like a weird edge case. I updated Unity, fixed a few startup warnings, and changed a couple of things that could potentially be related. Hopefully this helps. If not, I’ll keep digging.Improved the Japanese font and fixed missing/incorrect characters.Total Awareness now requires 7 active Vision Orbs instead of 10.Increased the overall spawn chance of Vision Orbs. A few of you mentioned that the Protector path feels harder than the others, so this should help a bit.Fixed a bug where choosing the Core Link Interval perk without buying the Core Link upgrade could make Core Link spawn every 3 seconds.Fixed a few other minor issues you probably didn’t even notice lolThanks again for all the support, and thanks for FEEDING THE AI! 🤖Once I recover a bit, I’ll start thinking more seriously about bigger content updates.
I honestly did not expect this.FEED THE AI has already sold over 10,000 (12.5k actually, 10k looks better xD) copies and reached 150 reviews with 95% positive.Thank you so, so much for everything.The game took off way harder than I ever imagined. I genuinely wasn’t even dreaming about half of this. We’re still on Steam’s Popular New Releases list, which is absolutely NUTS to me.Release day itself was... interesting xDI was so stressed that I literally barely remember what happened during the hour before and after launch. Apparently I should have also made a community post here saying the game was released, but that thought somehow never entered my brain lol Luckily, so far you haven’t reported any serious bugs and I don’t need to rush out an emergency hotfix, which is a HUGE relief.Once the dust settles a little, I get more feedback, and I finally get some rest, I’ll start thinking about what comes next.I’m incredibly happy, and I think I’m only now slowly starting to process what actually happened. On release day I couldn’t even properly enjoy it because my cortisol levels were somewhere in another galaxy.I genuinely don’t remember pressing the release button xD Thank you for playing, reviewing, and FEEDING THE AI. 🤖 A few small issues and notes I already know about and want to address:Some Japanese characters don’t display correctly with the current font.Also, if you played the demo and changed the language there, your language might be mixed up when launching the full game for the first time. I added more languages after the demo, which shifted the language indexes, and I forgot to reset that saved variable.I also forgot to reset the number-of-playthroughs variable from the demo, so some demo players get a slightly misplaced tutorial dialogue about collecting Data at the beginning.I also understand that the beginning of each chapter can feel a bit frustrating for some of you.There are two reasons for that:First, part of it was intentional. I wanted the difficulty...
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