

As the player progressed, it became more apparent that the game's scope was just too big for one developer, especially during the electricity phase. Initially, i wanted to do just one map, but then i got pretty excited with the world-building and created four more maps, heck i even created over 40 different characters to give context to these worlds. I thought i could get away with an original idea that i gave to the community, but in the end, i met my human limit doing a game alone of this size is quite challenging. The primary reason for this shift is that, in the end, life is just too short i did what i wanted with the game as best as i could, and after early access, i thought that i could cram even more stuff for the fans, but it became evident that my mind wanted to do something else now after all these years. I've been thinking about what i want to do next, and it's becoming more evident that i can't continue working on Ragnorium as i previously envisioned.
TILE MINER FORUM ON STEAM UPDATE
So, Summer is coming to an end, and i wanted to write an update on where i have been. I will keep you guys posted, and please let me know if you want me to write more of content like this. And for the sake of continuity, i will keep you updated you all deserve to know what will happen next. Still, i believe if you do something for a long time, you will become good at it some people take longer than others, and I take the longest.

Ragnorium, for example, in my view, despite being a colony simulator, is a unique game and not a direct copy of any particular game, but the execution for Ragnorium was lacking, so it did not succeed as a game.Īs a person, i am not particularly good at anything. The definition of success for me is a form of a game that is unique and executed well. In that period, however, it would have been more valuable if i had done 2-3 more minor games and attained more experience because, fundamentally, it's that experience that i lacked the most, which was my Achilles' heel.Īcceptance of faults is part of the process of becoming better, i do accept that Ragnorium is a 6.5/10 game it would be a waste to stop my game development story now for many failures, there is bound to be at least one success.

I dedicated about 4-5 years of my life to Ragnorium, and i had fun developing the game and learned quite a lot, i completed it as best as i could, given the scope and resources that i had. Like you players, i am as just burned by the idea of Early Access for games, but my reasons are different. Moving forward, i want to state that early access as a platform will no longer be utilized for future games of mine because i desire to improve as a developer. To begin, i want to state that Early Access as a platform is generally a good place it has produced many good games, and many single devs did a phenomenal job on Early Access, but, in my view, it's terrible for me. This will be quite a post, a post-mortem on Early Access and my thoughts on it, i doubt it will bring comfort to some of the players, but i think it's essential nonetheless to provide this information so that you guys know what the developer of the game feels.
