Home again: An update of development (and why the pause)

Hey everyone – been a while, right? So I’ll get to the good news right off the bat: I’ve been working on the game for a little while and have started on 3 key features: pops opinion feedback (in other words, why is my stability dropping on a planet?), the character/House AI, and the save/load system! Those are my 3 huge priorities before I call .6 complete. There will be some other tweaks, including more planets, an easier font typeface for some parts of the UI, the completion of the financial main screen, etc. but those are the big ones.

So that’s all well and good, you say, but where have you been? Good question. It started a few months ago with a 2-week trip out of the state for work, and I didn’t have a chance to do anything with the game at that time. When I got back, I had some issues that I had to take care of from a family standpoint – nothing major, but necessary. By then it was June and when I finally had some time to restart development, I realized that I wasn’t looking forward to it like I always had. In the past, I’d stay up until 2-3 AM working on something (I’m a night person) and not think twice about it. Now, I almost dreaded going to the computer. And I realized something at that point – I was burned out on the game.

You have to understand that I’ve been working on Imperia/AotSS more or less by myself (from a coding standpoint, anyway) for almost 4 years. In that time, I’ve had some artistic and game design support, most notably by Oliver, but for anything to actually be done in the game, I had to code and implement it. Even the smallest indie studios that release commercial-quality games typically have 4-8 people working full-time. The smallest I can think of that make games that people who would play AotSS would be Zero Sum Games (one person; StarDrive series) and Arcen Games (two people; AI War, The Last Federation, etc) but even they do it full-time as their main job. I am not in a position to make KatHawk Studios a full-time proposition (for now, anyway) so I’m caught in the position of assuming 100% development responsibility for a project that I can’t devote 8 hours a day to. So I’ve worked around the gaps in my life that don’t involve family, other social events/duties, and work. That leaves very little time for… me. And I think that finally caught up to me.

Since then, I’ve been refreshed and gotten the nice break that I needed, but of course I could have been more forthright about where I’ve been. One thing that I’ve always struggled with, even professionally, is taking relatively small issues and letting them spiral because I have an unreasonable fear of the results. In this case, all I would have had to do is post a blog saying that I was taking a month or two off and I’m sure most people who understand the development situation would understand. However, since I let it get to this huge thing in my mind, it became harder and harder to respond. So I take full responsibility for not explaining things sooner, and I’m sorry for that.

So that’s the first part. The second part is this: I have taken out some small loans to fund AotSS. This project was never about me making any substantial amount of money (I have not made a single dime on this project – all monies received have gone towards development, profit share, or loan repayment) and I don’t expect that to change. However, I do have to raise some money to keep development going (art, mostly) and continue to pay off the company debt. It’s not much, just a few thousand, but it’s not nothing either and I can’t use my personal income to pay it off instead (kids aren’t cheap, folks!!) So I have basically a few options left:

  1. Raise the price on AotSS
  2. Start a massive advertising/marketing campaign to increase sales
  3. Take out another loan
  4. Start a Kickstarter
  5. End the project and write off my losses

I don’t want to do #1; in fact, my plan is to keep the price at $7.99 even into .7 as a good will gesture. Naturally, this will not help my cashflow, but it’s the right thing to do.

#2 is a necessity, but I’m not a marketer and the person who really did that well (Oliver) is no longer an active part of the project due primarily to his own projects and life goals. And of course, actual advertising takes money which I am not flush with. So any sort of marketing would have to be guerrilla in nature.

(Huge shout outs at this point to eXplorminate and Space Game Junkie; y’all have been tremendous in your support!)

I really don’t want to do #3 since I already have 2 loans outstanding and unless I was going to do this full time (in which case I would bite the bullet and really do it right and take out like $150K to staff up and office out) I need to keep the debt load where it is.

I don’t want to give up 4+ years of work and let down numerous people and customers either, so I can’t face #5 as an option.

That leaves #4. I once swore that I would not do a Kickstarter – the idea of people paying for a project that they might never see gave me chills. However, as I study my options in my unique development situation, it may be the last resort. Many people have reached out to me over the years asking whether I would do one, and I always told them ‘no’. I am proud of the fact that AotSS is self-financed and funded, and I never asked for a penny for Imperia because I believed (and still do!) in the game and idea. But business considerations have made it to where I need to bring in some revenue to pay for art at a minimum. We don’t need a lot (relative to game development costs), but I estimate it will take about $5,000 to finish the game at a basic level.

So after much deliberation, I will do my best to do #2 and #4 to keep AotSS and KHS going. I don’t have any firm details about backing levels, but I can tell you that virtually all of the rewards will be game-based. I know for sure I will have unique characters for backers and for higher tiers, custom Houses, and things like planets and systems and provinces can also be named. Beyond that I have a few ideas but I’m still deciding on them. Once the project launches on Kickstarter I will let everyone know. Also, anyone who has already purchased will get a KS reward to be determined.

In addition, if anyone out there is interested in helping with the project on a part-time level, let’s talk. You can email me at steve@imperia5x.com and let me know what you would be willing to do, your skill set, etc. I primarily need some programming help (C#/Unity knowledge required) and a new artist who genuinely loves this project and what we’re trying to accomplish. Art would be paid per asset project; all other assistance is negotiable. (But obviously, if you’re looking to make $60K on this, keep looking. 🙂

Once again, I’m sorry about my communication and lack of progress. I’m human, and I don’t have a lot of support at this point WRT actually creating and coding the game. I’m not looking for sympathy, but I do want y’all to understand the situation. And believe me, I’m far from the only small indie to struggle. It’s an inherent risk in developing a game of this complexity. If I simply wanted to make money, I’d churn out puzzle games on mobile platforms. I have the expertise to do that. But it’s not my passion. This project is, small blips notwithstanding, and I will see it to the end.




  1. A few ideas to the mix: Patreon (w/ optionally some exclusive insights or light-involvement in development) and maybe reach out to some streamers/youtubers who may be interested in a small “let’s look at early alpha game” (which would be like #2, but probably not “massive”).

    1. Interesting. I don’t know much about Patreon. I’ll have to look into that. I have some people who are interested in showing gameplay but I’m always wanting the game to be ‘little more done’ before showing it off. Maybe I need to be more flexible. Thanks for the comments!

    1. Thanks man. The more the merrier. Sounds like you’re going through some of what I am, creatively anyway. Push on through!!

  2. Wow, glad you’re back. It’s a tough situation, and there is never a guarantee of success, so it is always a risk. Having said that, #2 and #4 seem to be a must or find a publisher? It’s a tough road.

    Having said that, we’ll continue to cover your game, and hope for its success.

    1. The publisher is always the last resort because generally if they fund it or much of it, especially for a new developer with little clout, you’ve lost much of your control over your IP and game design, I have found/heard. I truly appreciate all the time y’all have spent on AotSS coverage – it really does help!

  3. Agree about Patreon. On the off-chance KS blows up, I’d recommend against any stretch goals and instead using that money to keep prices low and to minimise personal expenses on your part.

    A lower price as you approach release will definitely encourage fence-sitters to give the game a go and help with that marketing you were talking about.

  4. (Disclaimer : I am french so I apologize in advance for any grammar, syntaxes or any kind of typos in my post)


    I am new here so it is possible that the subject has already been talked about but why don’t you try selling your game on steam ?

    You’ll have access to millions and millions of potential buyers and since the 4X genre seem to be in a kind of revival I’m pretty sure you’re game will have some success. On the other hand a third of your revenues will go into Steam pocket but since Steam is the first game seller in the world I think it may be a valuable investment.

    I take this opportunity to talk about my problem (I’d post on the forum but I have yet to be accepted by an administrator) : My problem is, I bought the game three days ago and can’t download it. I can only download a 128 kb zip file that I can’t open. I tried downloading it with Opera, Firefox, Edge and Chrome. I also tried disabling my firewall and my anti-virus and downloading it from another computer… same drill each time.
    I wrote an email about that on your paypal mail adress but I don’t know if you use it for mail.

    I’m sorry talking about that here, where I am fully aware it is not the subject but I don’t know how to contact you, except in the forum which I can’t access for now.

    Anyway I already tried your demo and your game is really great, in fact it looks like my dream game and the artwork and UI are so gorgeous I could cry. I will back you on Kickstarter or Patreon or whatever your decision is.

  5. I would also like to give a rec towards patreon and instead of kickstarter I would say gofundme. With gofundme there are benefits that kickstarter doesnt have. namely being able to turn it into a store, continually receive funds even after the end date, keep funds even if you dont reach the fund goal.

    kickstarter lacks this

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