Hi everyone! Thank you for all the support and interests in TPK. On October 15, 2019, our blog has officially merged with EQ Studios' main site. We will still be keeping this page, but newly blogged content won't be posted here. We apologize for the inconvenience, but believe it's a better move in the long run for our fans and us. Be sure to follow us and subscribe to our mailing lists for latest news, free newsletters, and development blogs on the links below!
It’s been over two years since The Painscreek Killings (TPK) launched on September 27, 2017. Prior to that, it took a little over five years to develop. Looking back, TPK struggled in development and failed in marketing, but sold about 40,000 units as of today and somehow was able to keep us afloat as a startup company. Was it all worth it? We would say yes. But that’s not what this article is only about.
What we hope through this postmortem is that we could share our experience from start to finish with those who are in the same boat as us - indie developers creating mystery investigation games using the walking simulator formula - to take what worked for us and hopefully avoid the pitfalls that we faced.