It's the goal of most small developers to get a few titles out onto the market to do what I call, "revenue stacking" (maybe that's the official term, I don't know). I've got three titles out on Steam and for the first time in my life I feel somewhat secure about my career.
Secure to me is when I can expect decent paychecks consistently for a few months. Being a millennial in 2018 means everything feels uncertain and unstable. Each month might be your last and it takes a single horrible event to collapse your entire existence.
Posting less frequently
I used to really enjoy writing out really in-depth posts here but my time has become more constrained with each leap I make. Now I have to communicate with my team nearly daily and manage a few things whereas before I simply had to make a game. That's not to say I won't post here anymore but I may start turning my attention to other outlets.
It's finally here! Don't Sink released on November 21st 2017 and is available for $9.99! I'm crazily busy so I can't write a whole post at the moment but here's a store page link and I hope to write something more in depth soon.
Forgive me for my lack of posts recently. I've been very busy with the upcoming release of Don't Sink. Some major changes have occurred since I last posted and everything has just been really crazy.
New development team
It all began when I made contact with Topher (Christopher Anselmo) to write the music for Don't Sink. After a few weeks working together I asked him what he thought of the artwork for Don't Sink in which he replied truthfully that the game needed a real artist. I asked him if he had any recommendations and shortly after that Thirteen (Daniel Marques) was on the team.
Since Daniel joined the team we have completely recreated the artwork for Don't Sink (besides the GUI so far). Now Topher is also involved with the programming which greatly relieves my workload and will really help us get bigger, better features implemented. I await the release of the game and am excited to see what happens.