I recently got a message that my use of Unity Personal (my Unity license) was revoked, and that has me wondering why it’s the case. Unity Personal is for any individual, organization with revenue under $100,000 from Unity, and I’m obviously well within that category – my Unity revenue, in effect, does not yet exist. I used Unity once for a $64 freelance gig. I have made $4 from ads on Unity project sites. None of this makes sense as a reason. I used a VPN once – literally one time on a desktop – for reasons entirely unrelated to Unity and Unity identified the failure of Unity on that system soon afterward as a bug, not an indication that I’d done anything wrong. I have no explanation for Unity’s revoking my license, I have in no way violated their terms. The only thing I ever did that might explain this is either a mistake on Unity’s part due to incompetence, or vindictiveness due to my fairly mild criticism of the engine due to the recent Unity controversy involving greedy leadership. I wanted Unity to be a good game engine. I wanted it to thrive because I have had games in the works using it. The fact that they shot themselves in the foot made comments at the time and noting the fact that I was starting to look into an alternative, open-source engine Godot, relatively polite and harmless under the circumstances.
So basically what this means is if Unity Technologies fails to resolve the revoked license and reinstate it, I am stuck with a choice to either:
rebuild entire game dev projects in a different engine, setting everything back by maybe a year or more of work minimum including learning the new software and figuring out a new way to do everything on a list of different projects that have been using Unity.
Or move ahead with Unity and upgrade to a month of Unity Plus/Pro one time every 12 months roughly, which I find unpleasant but am gradually coming around to as possibly a least costly option. My time has value and I poured a TON of time into Unity projects, I really wish to get them over the finish line. And delaying a year or more runs serious risks of the projects not being done at all (ever) due to outlying improbable-but-still-possible risks of geopolitical chaos, personal health risks, or some other surprise near-future incident on an individual, family, national or international/global level causing me to be stuck unable to work on them. Definitely thinking in terms of the notion of Memento Mori, accidents, black swan events, and the unit of measure known as a mort. (probability unit of death in increments of 1/1000 odds of death) which, let’s be clear, there are a few of them every passing year even if world conditions are stable and you’re only in ‘midlife’. I am basically thinking now in that sort of ‘get previously started things done, pause, reconsider before committing to huge new ones’ phase where I need to work on my backlog of huge epic productions and not commit to anything new if the new thing could exceed a total of a full week of labor. [eg an occasional small project like the new 3d asset packs announced on itch.io, that is one thing – I can have that over in under 50 hours, or maybe a short video I’ve been hoping to make forever, but giant stuff, nope, not starting any new huge stuff for a while.
So here’s my current concept:
A Unity Plus license acquired for one month later this year. Likely September. Until that point, projects that had been slated to release soon are on hold, won’t be released as playable. That means Astounding Worlds, Crowdsourced Adventure will be stuck for a few months unless the Unity revocation gets reversed.
Plans for addons to those two slow and big updates arrive once a year in waves – revenue builds up for a year following initial release and I gauge options for what could be added the following year.
That’d be a poll, here and there, on the ‘next thing’ every time revenue builds up to a range where an addon is mostly funded and viable. And that keeps going until the next month I have Unity output ability. I have found I can still work in the Unity editor with a revoked license somehow, it just keeps me from exporting anything out of the editor to a fully playable form. I can still build stuff and test within the editor. Just not release.
What that means is work would continue year round, a bit here and there as funding emerges. If the funding exists to cover it, there could be a full year of no new content and then boom, suddenly two, three, four or five new worlds to explore all at once. Each year, if the support from players is present.
I will also, this summer as September looms close, be posting a reasonable number of screenshots of various areas and other preview material pulled from the editor. You’ll be able to see what’s going on even if the content that exists is not yet available to play. And given no more than a month of actual work remaining on these two projects combined, and a release target of September when I can cover the near-$800 cost of launching a whole pile of stuff on Steam, Epic, itch.IO and also covering the $200ish one-month Unity upgrade, all that means is other things will move forwards faster than games in public’s view UNTIL that month. But that gets me time to save up spare cash.
During that time, when not dealing with Etsy buyers, goals will mainly cluster around new product lines of a non-game sort – texture packs, 3d packs, new Etsy listings, stuff of that nature. There were asset packs starting development in 2021, 2022 that moved slowly and even now aren’t quite ready to launch. So those along with recent in-the-works packs and updates to existing ones, that all gets going really fast for the rest of May, June… watch for that to be a big deal on itch.IO where there’ll be thousands of new things [texture and 3d files] posted across about 8 different asset packs. If that sounds good, this is even better:
They all go on sale, all that new material on top of already existing thousands of assets, for less than $2 COMBINED every once in a while. An outstanding option nobody seems to have really taken seriously until I participated in the Palestinian Aid Bundle. That bundle ended with the outcome of thousands of new visitors to my itch profile, hundreds upon hundreds of downloads of the texture pack that had been in said bundle, now nearing a thousand even after it’s over… and a batch of five-star reviews of that asset pack, all those ratings accumulating, and the last sale I had there, was unannounced Mother’s Day thing that got dozens, almost a hundred visitors looking at that sale page. It was only there for 24 hours. But still it went well. It was in fact the most widely visible sale I’ve ever had. So now I am planning three more one-day sales:
-Memorial Day
-Father’s Day
-July 4th.
Each will be preceded by actual [really substantial] long-awaited updates to my asset packs and collections. All these should be taken seriously as opportunities for anyone who is interested in any way, in 3d art or game development.
BONUS: On Memorial Day 2024 I’ll be setting up some absurd sales on HornbostelProductions.com in particular. There will be Itch.IO discounts, and Etsy discounts too, but the HornbostelProductions ones will be truly crazy – we’re talking 97-98% off on digital products, 75-90% off on physical ones.
Why the **** would I do that? Simple, I’m really hoping to get things rolling here. Etsy’s fee structure is eating up 10+% of my sales, up from the 5% norm three years ago. I see no indication fees will not keep rising there. So although the prices on my own shop are ALREADY about 10% lower than on Etsy, I’m willing to discount REALLY HEAVILY if that gets me a first wave of sales, reviews on my own shop. Once again: All transactions handled via Paypal/Stripe. I never at any point have actual access to any of your your financial data. It’s all SSL-encrypted to the fullest extent possible with Comodo SSL. The prices will be absurdly low and you’ll think, wait, how is this possible? It’s possible because I’ll be embracing a major loss on the sale. It’s possible because I’ve set a limit to how many items can sell of each type during the sale, keeping the total potential for losses at about $175. That also means some items will go out of stock when this happens. If you’re reading this now, you have an edge as you know it’s happening soon and will be able to jump in first on the best stuff before anyone else can claim it.
All I ask: Please post a review/feedback after the fact. That’d be amazing.
UPDATE: Unity Technologies – after roughly a week – responded to a message I sent them and offered a number of avenues to explore regarding a possible fix. The engine is indeed kind of broken for now, and the easiest fix – using Unity Hub – is not so easy to solve as Unity Hub hasn’t worked for me in months – but there’s enough to go on that I may still be able to troubleshoot this and get it fixed. However, considering the issues I’ve run into here, a pileup of problems on Etsy and a broken monitor that took days to replace, which was the cause of delays for a number of Etsy buyers… as well as an effective additional delay on game dev work, and some other issues here at home… even if things are resolved with Unity soon it seems likely all prior launch estimates are about a month or so too optimistic. If everything works out, maybe figure on a launch in late June for Crowdsourced Adventure, early August for Astounding Worlds.
I cannot see these happening any earlier however at this time.
-more and more new paintings about to reach Etsy, plus recent launch of confetti bags like this one that are rather unique insofar as they vary randomly and have printed textures. Plus while there are texture and 3d update delays on Itch.io and a lot of that scheduling clearly misfired, updates are nonetheless still on the way. I am still working on it and my hope is to have that all done finally this month well before the other big stuff of April 2024 drops.
Namely: By end of April 2024 I will post the fixed, reworked first areas of Crowdsourced Adventure, and a bunch of the Astounding Worlds stuff by end of May 2024. I am hoping for a Steam / Epic launch too coinciding with these, which means $400 getting two things launched across two stores at a price of $2 each on every store. That is a $2 launch price, but sales are likely to exist down the road and aside from that, the whole point of the launch is less about racking up profit and more emphasis on visibility. I think marketers call it ‘framing’ – you place it somewhere at a price but also note that it exists there somewhere else for intriguingly less. And you never really intended to mostly sell at the first price. You just wanted to make people aware of it in a big public setting aka Steam and pull them off to your own shop or site and get them playing THERE.
And the sites are already recently redesigned, with further overhauls imminent, and the two games will be HTML5/webgl browser game freeware there. There are ads at the bottom of the page below the game, but they are not going to interfere with the play of the game at all, they are just images with links, that exist along the bottom of the page.
Literally the only reason to play them through Steam then is to have an offline install for PC that fills 100%, not 90% of the full desktop screen area, with no ads at the bottom edge and no usual browser stuff at the top edge.
But the game itself is always exactly the same either way.
Questions people are likely to ask at this moment include:
What about your itch.IO listing?
-Yes, if you bought a big asset bundle of everything on my Itch.IO shop, you get the Astounding Worlds installer for PC the day it hits Steam and Epic. Or if you buy one in the next month, or whenever. Crowdsourced Adventure too – I am adding it to Itch.IO too as first part of the minigame pack.
What about Miniature Minigolf? Miniature Multiverse? Other games? You posted on YouTube and then silence…
-Other projects continue inching forward in development. The two mentioned in this question are HUGE projects for a solo dev and despite much progress there are hundreds of hours work remaining across just those two. If you want to help push those forward please keep visiting my sites and playing whatever I have already released as that is a real show of support for not only the released stuff but for future projects. If someone is playing the small projects it bodes well for bigger ones down the road. As for YouTube there will be video content on YT and Vimeo and HornbostelVideos.com soon relating to all the new launches. I am still actively preparing for HornbostelVideos.com relaunch and that will be big soon but I have to stop at some point in this ongoing addition of page after page, with video after video, and just put it online. That site… wow… I have maybe a hundred old videos headed there over the course of this year from 20+ years of crazy hobbyist video productions and that means occasional VFX fixes in places where they are crucial, including blurring out or replacing logos on T shirts and random business signage in urban outdoor scenes, HD AI upscaling on the older SD videos, adding subtitles, and running everything through cutting edge audio filters in an effort to clean up vocals slightly and reduce the interference and volume of clicks, hisses, wind, and non vocal irrelevant background noise in many dialogue scenes to make the voices clearer here and there where I can. And if the sound of people talking is still muddy, like with echoes, or just really bad built in mics, well, that’s when the subtitles under every video come in and help.
What is this ad nonsense along the bottom of the two new game sites?
It’s two types. One is just links to my various sites and shops, and the other, is to other peoples’ sites, shops, web comics, etc. It is an ad slot for many other indie sites’ banner ads. It’s part of a banner thing called ComicAd.net, and while some of the ad spaces at times might push towards mature content, violent or weird dark stuff, that’s true of a few of my own things too that can on occasion be a bit adult in various ways and forms – dark (adult in sense of violence, gore, psychologically horrifying, or sexually suggestive, or ominous or uneasy, disturbing). Or now and then adult just as it is aimed at thoughtful adults, not idiot kids. (Adult in the sense of at times smart, sophisticated and verbally complex, not in the sense of offensive)
I pretty much chose a range of ad filters reflecting the most ‘adult’ my online stuff ever gets, and set filters to that. Mature but not flat out pornographic. So the ads will be a mix of stuff and some of that will be dark. And it is filtered automatically, not by me. It is a lot of indie art stuff, mainly online web comics. It operates with ad slots and a bidding system, so if you wanted to you could easily post your own ads on a bunch of slots across my websites. Just last two months these Crowdsourced Adventure and Astounding Worlds ad spaces all combined have typically raised 3-5 cents daily, despite the reality that not much exists on the related sites yet. I hope the launch of the actual game content leads to a near tenfold spike in visitor activity there and we see as a result something close to $0.50 a day being bid on the ads across these sites, as that is roughly $15/month and it is the lowball threshold where ongoing regular updates make any sense. It takes me 10 to 25 hours of work typically to make a moderately substantial new area or world for either game. I am aiming to earn over $4/hr doing this, any less and it just makes zero sense as I can already make over minimum wage on many other things I have going. Therefore, $40 to $100 raised between all ads on these sites and all other sales of them on itch.io, steam, epic… that is the target that funds a new world addition. If the ad slots manage $0.50 daily, that’s a smallish $40 world added to one of these two projects every 2.5 months.
And if you unexpectedly make a lot, like $10, daily, across all this?
There will be a funding pool for game dev. I have only so many hours in a day and these two projects will max out at two hours daily work each. Or… $16 a day. At that level, we may see significant nearly weekly updates. If income on this effort climbs above $20-25 a day for a while it means I will feel pretty safe to also divert a bit of it to other game dev project budgets as well… and donate some of the cash too. I certainly would love to see at least half the income over the $20 daily mark sent to charitable causes and used to solve real world problems. So… that is what I will do. And the goal’s not out of reach. Puzzle / adventure games that are open-ended and continually expanded like this are rare in gaming, and the reason they are rarely done is probably because the first big gaming attempt at a puzzle MMO flopped really badly despite strong reviews, lovely art direction and sound design, over $12 million in development prior to first launch circa end of 2003, and a recognizable adventure genre IP. (Myst Online, aka Uru) but it turned out, funny thing, even there if they scaled down to match a low end estimate of their playerbase audience they were eventually able to make it sustainable. Today Uru is back online and is operating sustainably purely on a donation based maintenance budget that is just enough to cover electrical bills, internet bandwidth, and occasional staff maintenance, or around $15,000 annually. And it has survived and remained online on such a budget for over a decade now. And it is even growing finally due to a few people making fan content and forwarding it to the Myst studio (Cyan) for inclusion on the servers.
So why is that relevant here?
Well, I’m actually a fan of what Cyan did with Uru in many ways. I find the Myst series inspiring creatively, aesthetically and was super impressed by the stuff the studio did in its ’90s heyday from a technical POV and frustrated when it all fell apart in the 2000s and sort of cautiously optimistic that they’d bounce back since then, which seems to be happening somewhat, despite one or two mediocre missteps like Firmament. But when Uru flopped, it killed the notion of ‘puzzles in multiplayer’ entirely for the entire games industry for ten years until the classic console title Journey in 2013, which promoted itself as an artful platformer, not as puzzle game or even as a game that had multiplayer. I also can see in retrospect that the entire adventure genre has unraveled over time and puzzlers with stories and real ambition are now rare. There were plenty of warning signs. Grim Fandango, circa 1996, is a genre classic but it sort of flopped out of the gate despite being one of the best adventure classics ever made. The Longest Journey was a marginally successful game despite being amazing, and its sequels chose to add clunky combat mechanics and then when that didn’t boost appeal on the second title just kind of gave up on puzzles and most gameplay mechanics almost completely in favor of just wrapping up the storyline fast in the third and final title. Syberia likewise limped along after the first title, with not a single entry in the series breaking into the mainstream. Those were in 2000, 2001. And every Myst title after the first for a good while was selling about half as well as the previous one regardless of quality. Myst (1993) sold 7 million copies. Riven sold about 4 million. Exile just shy of 2 million. By the time Uru came along the sales were in the low hundreds of thousands and only just over 30,000 even logged into the online part before it was axed by Ubisoft. When Portal revived the ‘dead’ idea of puzzles and innovated in puzzle design circa 2007 with a really cool concept underlying every puzzle setup, everybody bent over backwards to emphasize it as a platformer, not as a puzzle platformer. Puzzles were always the dorky thing nobody wanted to discuss in gaming circles. Puzzles were sudoku and match-3 and cheap junk. Bro gamers wanted to pretend they weren’t actually a thing that could be done well or that could work well. So when a game like the Talos Principle comes out (2014) and it’s one of the top ten sellers that year, and is excellent, and spawns a sequel last year (2023) that’s also excellent and is the first game to truly take advantage of Unreal Engine 5, we sort of try to ignore that. We try to ignore that to some extent the amazing parts of Tears of the Kingdom in 2023, one of the best games in recent memory, were not just related to physics but the use of physics in really inventive puzzle design that always offered multiple valid solutions, yeah, we kind of ignore it again. Everyone always tries to ignore it. We ignore it at our peril though. Game devs ignored Myst when it sold 7 million copies and topped annual PC sales charts three years in a row. (1993-1995) and it was in much the same way that they ignored The Sims when it finally broke that record and sold 14 million copies by 2002. Myst and The Sims are two VERY DIFFERENT games, but the common thread is they broke through to audiences who don’t normally play many games and got those audiences into gaming. They were well made games at the time, doing somewhat novel things nobody had been doing all that well previously, and they stumbled onto unexpected success by appealing to broad swaths of gamers, including many women, who normally were excluded from gamer culture. We dismiss a wide range of ‘boring, simplistic’ casual games, narrative games, puzzle games, or games that expand gaming to new and broader markets, at our peril as developers.
At a total ad revenue and/or sale revenue of 10% the current reduced Uru donation revenue, or a target of $1500/year, I am agreeing to make and actively build monthly expansions for, two different games, one with a roughly scifi focus, one more fantasy styled, that is a new world on each every month or 24 worlds yearly. These don’t match Cyan’s technical ambition. They are not multiplayer. Puzzles in mine will border on casual, to the point where some will describe these as walking sims in the same way “Gone Home” is often categorized as such despite it actually having some simple puzzles. They are more old school PnC adventure titles in some aspects. But the core appeal is there. Beautiful art direction, capable sound design, and even if puzzles are relatively simple, they’ll be greatly varied, along with the settings you can explore, which I feel is a lot of what I love about the Myst metaverse, just the variety and imagination in the scenes involved. Plus like those, I’ll lean heavy on that intangible sense of wornness, weatheredness, detailing that makes impossible places feel plausible, like they have history, and I’ll have many worlds with their own distinct storylines that can be uncovered. Some of these are unexpected and inventive storytelling in their own right. The first hub world in CrowdSourced Adventure, it’s a nice setup, but the first three concepts and the related puzzles and stories and the way the places, puzzles, and stories blend nicely and all three work, the three choices presented in poll one, are all ambitious, all interesting, and I’m entirely torn as to which one to pursue first. But that’s not up to me, it’s up to the players what the next release is!
See, the community forums and polling attached will be an engaging thing – as both Crowdsourced Adventure and Astounding Worlds will allow player communities to vote on updates over time, with little posted packages of concept ideas and design drawings, maps and terse text summaries, and polls allowing the community to decide which addition is most promising, and which should therefore be the next one to move forward. There will even be systems by which people can post their own concepts and ideas and if something sticks out as cool it may end up drifting up into the polling system in some form.
And while nobody ever has paid me $50-60 to make or even $10 to slightly customize, a world for them, even though that does exist as a product on Etsy and is pretty cool, maybe, just maybe, a couple thousand engaged players across two games might be enough to collectively raise that much just with related ads, even if the players themselves are not really paying anything individually.
And if you are concerned I’m hijacking Uru’s slim playerbase, note I have actual respect for them and as someone who respects them, will not hesitate to namedrop Uru. I’ve donated easily $300+ to Uru’s fund over the last decade. I feel that this post, which may take risks in mentioning many other noteworthy puzzlers and adventure titles, might get in trouble with the devs of those titles. I wish all of you to recognize I genuinely like that stuff, and that this post, and this game content, though taking some ideas from existing puzzlers… is not tied to them. My games here won’t connect to any of their trademarks or canon. It might, however, be a thing that causes people to realize those other historically significant puzzle games exist, which for younger people is truly not a given. I can see one reason Cyan seems to keep rereleasing Myst every 7 years or so in some new overhauled edition is that they want a way for old people who recall the game to share it with their kids or other younger family, in a way that won’t alienate them due to the archaic tech. They want to keep it accessible to younger generations who are just exploring the different types of gaming for the first time, all the zoomers and soon gen alpha kids who were born years after this was a thing. Every time they do this they seem to pick up a new wave of people who become fans. And this year the first Myst sequel, Riven, is also getting a huge remake. [launch later in 2024] and so on.
But if this isn’t enough, I will push further. If revenue from the ad slots and sales across all venues for (Crowdsourced Adventure) and (Astounding Worlds) exceeds $1000 by the end of summer 2024, I agree to commit to getting a full-blown Uru expansion out to the point where it can be played by the public by December this year. That’s all the stuff I worked on a little bit here and there beginning in 2014 with Sevkor. I had to completely rebuild that age, to fit the criteria of the Guild of Writers and use the new toolset Korman. The original version was pretty but inefficient, and later iterations underway are way more obsessively optimized, with a filesize of all texture and graphical data in the 40MB range, not 145MB+ and I’ve also worked on four other fan ages connected to that, which can result in a 300mb expansion with five ages of about 60mb each. They’ll run smoothly, they’ll look great, they have related lore and puzzles and I worry that the lore will be a holdup as it’s hard to tell any real story in the setting without triggering problems with the canon and fan age guidelines. Between lore and minor technical revisions and fixes to bugs people might discover, no guarantee of it all making it past Gehn shard to Minkata, much less the official servers, by end of 2024, but… just getting it all there to a point where it is all fully playable and looks, sounds good at all THIS YEAR will be tricky and involves a couple hundred hours additional work. I could keep kicking this fan stuff down the road and barely progressing on it. If it continues at the rate it’s gone so far, I’d say the ages maybe would be done in 2026. But if the Myst fandom can help boost my stuff, make it a hit a bit more out of the gate, I’ll definitely prioritize them as well over most of the 20-odd other backlogged slow moving things in my queue. It’s not just that I’m trying to cover my bills and somehow scrape together $10k+ from all sources this year to get off disability support entirely, and be self-supporting despite numerous mental health and other medical challenges, but the fact is I’m under some pressure to do so by family, friends, myself. I find it difficult to justify any fan art or no-profit creative work around the edges or any project that fails to make income. I’ve been quite clearly discouraged from any fan art by parents and others, in favor of maximizing hourly pay. I barely can justify even commercial indie game dev and only then on dubious claims that it might pay off. My stock media on itch.io, is slowed to a crawl because not many sales are taking place there. I’m making under a dollar per hour worked on stock media packs. Etsy? The papercraft is cool but is rarely selling. Most creative products sell poorly or not at all. Paintings – only half the paintings ever posted there have sold, usually discounted to levels where I make no more than $2.50 per hour worked on them. The one thing that is working is print services – posters, bookmarks, and so on. I make just over minimum wage on many of those listings. ($7.50/hr roughly) and that’d be good except that it is wildly inconsistent in volume and frequency of sales. Most days, zero, one, possibly two sales there. Then once in a while on a holiday time, usually the 45-60 days leading to Christmas it all goes nuts. I go from not enough sales to ten, fifteen a day and drown in overtime and refunding orders from people who I could not get the order done for in time… profit drops almost to zero, maybe goes somewhat negative with some scathing feedback, despite enormous effort and workload as seen in late 2023. How I wish Etsy could hold steady at 5-6 orders a day year round. If I somehow had THAT, I’d be making the requisite 10k from that alone already.
It is NOT for lack of trying to make things happen. I have so many product lines and ventures in the pipeline and they’re not stalled even if they may seem like it, they are all moving slowly forward. I’ve been working at least 10-11 hours a day across all this, at a pay of around $1/hr and change overall, which comes out to about $4k, possibly $5k earned a year on a good recent year. Get the pay rate up to near $2.50/hr and I’m good. THAT is what I need to get off disability. But I don’t make that much and most things in development have not taken off yet for those products launched, or aren’t even released yet. I am trying. 75 hours a week working on creative stuff is trying. It’s not working. And I get nobody will ever hire me. I can’t just ‘get a job’ because autism and mental disorders and lack of recent work history and other stupid red flags always trump the fact that I’m wildly creative, hardworking, skilled, and will work for super low pay in even really technically complex jobs.
That’s the reality. If these games somehow succeed post-release that WILL be huge for me. It’ll even be huge for the entire adventure genre, and the world more broadly.
BONUS: IF, between these two games and everything else, I exceed $10k in earnings for 2024, anything above $10k will be donated. I will donate to lifesaving charities, as a result of this success. And every year after, over 50% of all my earnings above that 10k mark. I will be SO thrilled to be that guy who somehow clawed his way off of govt. support through sheer effort and paid taxes, would be nice for my self-esteem and would be good for the world too.
NOT trying to be rich. NEVER want to be. I am asking for support and for someone to hire me for gigs just because I am trying to stay afloat financially on the cheap and retain creative freedom and help make the world better. This grind is not to make a fortune, it’s to make art and games and do so with a minimum of interference and fewer creative limitations, while also assisting others to survive, thrive, fulfill their own dreams in the process.
The Etsy Labor Day sale was not super successful. Indeed, the data-recovery efforts mentioned earlier – getting new external hard drive storage media and downloading cloud backup files back to local storage where they can again be used… plus some other assorted work, costs and issues resulted in delayed payment of a few bills and certain things going down visibly, including the Etsy shop itself for a few days post-sale, and the website MiniatureMultiverse.com which hit its expiry date but was still well within the ten-day grace period when I renewed the domain. Both bills have since been covered and things have indeed stabilized around here.
While customers online have continued to buy things at a gradually growing rate, the really key thing here has been the support of family and in-person connections. I am being paid by my sister Katie to do videography at her upcoming wedding, for example, and am assisting my dad with illustrations on his workbook (a church small-group workbook he’s putting together based on the Spirit of the Disciplines by Dallas Willard, I’ll show some of that later…) and all of that I’ve been really trying to do well. I’ll show more of that material soon. In practice, that means over $300 made in the past week between those things and a few sales online.
I’m even doing 3d-animated menu stuff for Katie’s wedding DVD and BluRay, based on what her wedding and reception sites look like:
It’s not enough pay to be outright transformative, but it absolutely did get things back on track a bit and it did allow me to cover some new stuff which will result in some things moving forward a bit more. I’m optimistic now, for example, that the stock-media packs I’d planned will be available by Halloween 2021, along with an initial launch of Panoramic Worlds. I’ll also have the first asset pack of mine on Unity’s Asset Store by then, assuming they actually have enough sense to see that it’s good, and approve it.
I am actively making more artworks, listing them on Etsy. Don’t be surprised if there are over 45 listings total on the shop by November 2021… and over 60 by the end of 2021.
That will be not just MANY paintings but also a LOT more papercraft listings showcased with some lovely new dioramas – the urban inspirations for the new sets are Venice, Paris and Amsterdam, so that gives you some sense of what’s planned by end of 2021. I may even have a couple of Greek sets up by the end of the year with both modern Greek structures and ancient Greco-Roman ruins and structures. In case you wanted to make an ancient Rome or Athens and not just stuff from the medieval or later eras. There are a bunch of mini supplies inbound largely for this purpose and a number of those materials may yet find secondary use in wrapping up the physical assembly of remaining areas in ‘Miniature Multiverse’ as well.
Basically, things are improving for me. And despite some depressing missteps a few days ago, and my opining that I might never have a career success at all given the risk of climate-change related collapse over the next 25 years, right now things are looking up. And while I still believe environmental issues could cause a massive wave of volatility and instability in the coming years, for now I’m feeling like the end of 2021 and the start of 2022 might not be terrible. I might actually have a shot at some sort of success here, and I’d love it if that meant I were able to help people struggling with lack of access to food, medicine, education, etc – all the people already on the brink in this world, who’ll face tremendous adversity as things start to unravel. These people will need our help. Nature, too, will need our help. We will have to dig deep and make sacrifices for everyone and indeed for the planet itself, if the world is to hold together in the coming crisis. And I want to believe that America and Americans can show global leadership, instead of petty tribalism, greed, short-sightedness, and self-absorption. To that end I’ve begun giving more to charitable causes this month than I was even earlier this year… raising the giving level from around 11% of my monthly budget to 23%. I want to make the world better. And I’m hoping that I can do so while also still making creative work that you all will love, at a rate that’s unprecedented. If things continue improving, there’s no reason I couldn’t continue to push my giving upwards as well, which I would love to be able to do.
If you like that idea please continue to support my work – buying on Etsy, Itch.IO, etc – and ideally also reviewing what you’ve bought. Next sales are Halloween, Thanksgiving, and Christmas, and I think you’ll be excited to see what will be available during those events. Or – you know – you can also buy things quickly at full price if they show up and look interesting. Like what a recent buyer did with the lighthouse art – they saw something they liked, a one-off unique item – and they immediately grabbed it instead of waiting and running the risk somebody else would claim it.
Panoramic Worlds has been fast-tracked but despite a lot of work is not yet released. I’d expect it to be available by the end of April 2021 though. See: PanoramicWorlds.com
A massive and sustained ad campaign is moving forward. It includes a few relatively niche banner-ad networks, mainly an additional $40+ ad spend on Comic Ad Network over the next 60 days, which seems to be a natural successor to the defunct “Project Wonderful” in that I’m optimizing my ad spend well enough to get targeted clicks to Etsy, Itch.IO, etc, for about 20-25% the cost that would be involved in a typical FB/Twitter/Google ad campaign of similar effectiveness. I won’t be at all surprised if there are well over a thousand real people who show up to my online venues and sites in that timeframe. This is combined with online forum activity [signature banners and links] and YouTube and social media group comments. Such activity is proving very effective at finding interested [relevant] people who actually want the types of items I have to sell.
I’ve been posting more items on Etsy and that’s going to expand further over the second half of April. For example, these artworks that have begun gaining a bit of attention:
Finally, let’s note that I’ve done a ton of mTurk work over the course of this year so far. As in, $4-5 per hour worked, and a total amount of over $130 so far in 2021.
This -among other improvements – has helped stabilize things and I’m optimistic that there won’t be any further future issues with domains going down, or Etsy shop closures, due to lag in paying related bills.
Watch for some cool things to happen over the rest of 2021!
The site includes a small ‘Myst like’ gameworld with four simple puzzles. It’s playable right now. [As of Aug. 4, 2020] and between active player support via Ko-fi, and more passive indirect player support via banner ads, I’m hoping to raise a ton of cash not merely to finance the development of the game over time – which I’ll do at a ridiculously low pay rate – but also to give to worthwhile charitable causes, and creative productions, beyond my own in the the broader gaming scene.
All Ko-fi support – every $4 – backing this also gives you as a supporter some cool benefits, not least the entire set of the stock media and other content I have on my itch.io page. [a $14.45 value] plus you’ll be able to contribute ideas of things you want in the future worlds of the game. [And you can have your text message added into the game, 30 character limit, could be your name, username, a URL, whatever.
For those who are wondering when my next sale is, it’s on Labor Day 2020.
Check my Etsy and Itch.IO shops then. There’ll be some fantastic discounts that day only, [Sept. 7, 2020, for those unclear on when Labor Day is.]
Some of you may have noticed a problem with my eBay shop lately. Things are taking longer to deliver. Orders do, in some cases, take weeks to fulfill.
That has much to do with my bare-bones financial condition. I’ve made a lot of artworks and am shipping them as soon as I can, but even so the delays continue to escalate as some customers have requested and been given, refunds. Note that even in these cases I still will fulfill their orders, it’s kind of important to me even if it makes zero difference to eBay, but… the last two weeks I’ve been scraping through huge piles of sub-minimum wage tasks in an aim to finish shipping all delayed orders. My losses [all factors considered] on eBay in the past 40 days are in excess of $70 which makes me a rather godawful excuse for a business person but maybe not a truly horrendous ‘person’ person?
I’ve been doing a ton of stuff on mTurk and other places, every gig I can grab, at $2-3 per hour, including low-end tasks I’d normally not touch, in an effort to stabilize things and resolve complaints from customers, complaints that have piled up badly.
You need to know that I’m working on it, working very hard to shovel my way out of the broken mess I’m now stuck in. Much of that low wage work’s already done, I do see some delays/lag as likely though as the tasks are still being approved and shifted out to a usable form of money. But I’ve earned $10+ daily doing that and it seems to be piling up faster than the refunds are going out. So sending refunds *and* shipping all of the ordered items, should be viable in the next week at most.
Upsides: my Itch.IO profile has seen a gradual climb in sales even despite total absence of reviews from buyers there. Even comments here and there would be enormously impactful FYI, the only feedback I have ever gotten was a comment on one Itch stock-media pack that said the collection was a great deal. Which explains why that one pack is accounting for about 60% of all my sales on Itch!
Also, I’ve made a second sale on Etsy, so it seems that is going well and I’m posting three new artworks soon, later than I’d aimed to, but still… they will be posted.
Here’s the item that was sold. I’m still posting more and more art there as time passes. I expect the total number of available listed items to be around 25 by the end of February:
Likewise, I’m nearly done setting up an overhauled version of TriumphantArtists.com and will switch everything over to the new web design in another day or so. It’s better in terms of navigation, clean style, and flexible [responsive] formatting. The pages, in general, load faster too!
As usual though, don’t expect the changes to necessarily show up in your browser without hitting refresh. My advice, go to the main page at TriumphantArtists.com next week, hit refresh, and, err, feel refreshed I guess by how the site looks after that point? I expect the switch over will be in effect by Feb. 15 and may become visible worldwide over the following 48 hrs. so some cool things should result from that.
“Pirate video” – I’m making a little video short for the nephews’ birthday, putting an hour or so a day into that on top of everything else. It includes some pretty awesome VFX shots. That’s just another reminder of what I can do with videos and visual effects!
Final note – I know everybody’s so, so tired of waiting for something to happen with Miniature Multiverse. I have completed the first part of the game’s design, 100%, with other sections of the game in varying stages of completion. Now I’ve opted to release a ‘partial version’ with the later areas all stripped out temporarily, and post that as a downloadable on Itch.IO with added sections posted every two months afterwards as long as it is still selling (if it sells much at all really, which given the nature of indie game dev, is unclear.) So that is the first fifth of the game which will be posted on Feb. 24th, along with the corresponding sections of the making-of PDF for ‘Extras’ buyers. So yeah, a lot is going on right now. I’m working every waking hour on something creative or earnings related [or both] lately and wouldn’t have things be any other way.
Better: All prices are 25% off during the Black Friday/Thanksgiving/Cyber Monday span. So if you want an item… now is a good time for 25% off.
Pinteresting… As a result of posting a ton of freshly revealed .GIF clips from my video productions and other projects,I’ve had a staggering 800+% spike in Pinterest views from October to November, which I suspect drives some of the activity I’m seeing elsewhere [the above Etsy sale, for example].
Check my Pinterest boards to see why that’s taking off like crazy:
And also active [through Cyber Monday is a jaw-dropping 81% off sale on all of my Itch.IO stuff [asset packs with 3d models, stock video FX elements, and texture maps] bundled together. Five asset packs (AND) an early Miniature Multiverse preorder, for $1.69. Here’s a direct link to the bundle page:
There are some new GIFs, video clips, and stills scattered across my ITch.IO pages to showcase the evolving status of my asset packs. I pushed a big update recently to some of them and will be posting some smaller incremental updates very soon – fixes to a few texture-file links and a couple of other small but noticeable glitchy details [like the dandelion texture which I noticed issues with] and I’ll also be adding the long-awaited hanging spanish moss to the ‘Marshes & Meadows’ pack. So those fixes will be posted soon. I tried to participate in the Icehouse Game Jam but fell behind my intended schedule and opted not to submit a very incomplete minigame. However, I’ll still finish the mystery game production [teased on Twitter & Pinterest] at some point.
A new plan… I am working on overhauling HornbostelVideos.com and TriumphantArtists.com.
There will be a lot of new stuff for everyone, massive improvements in content and responsiveness for various devices and the new drop-down navigation is way nicer, plus my video-player setup is way cooler, with a wide range of professional-ish features. Plus it’s all way cleaner looking and no giant endless blocks of text. And long awaited comics and a few more articles actually posted which are not currently available.
HOWEVER, VIDEO IS STILL A LEGAL MESS:
There is a tangled mass of challenges in terms of dealing with video content I have made over the years. I’d love to hit the ground running VERY FAST the day this large-scale new overhaul goes live in mid January of 2020. I need to convince the assorted family and friends to accept terms I’ve laid out [quickly] but that’ll require them to believe signing on [ie allowing their roles to be public and facing possible embarrassment] will somehow be worth it. I have a way to do this but it’s a bit tricky in a few ways, and I will NOT guarantee the online survival of the site video content beyond its first year. I do think I could pull off the plan [but] it’s contingent on this stuff finding an audience.
TV networks need subscribers or millions of live viewers bombarded with commercials, and I will not intrude on my stuff with video ads stalling the video content, nor will I require a subscription or paywall. There will be a still, not animated, banner ad at bottom of each page below the video stuff, and a widget for social media sharing, and that is *it*. So I expect far less revenue per viewer, as a result, than ‘TV’ because I refuse to be intrusive and wish to respect my audience.
Resulting harsh truth: I’ll launch with about 25-30 videos in the site library, and each of them needs to, on average, hit nearly 7,000 unique, REAL views/month. Minimum. That is, 2 million total [combined] video views in the first year. I have had family express skepticism that my VFX-laden, comedy and/or action videos will be of any interest to the broader world.
Well… Pinterest is a fascinating case study. The REASON my Pinterest views have exploded to 800-900/day has mostly to do with about a dozen amusing .GIFs from my video projects. Some of those have been seen by *thousands* of Pinterest viewers. So I figure, if a 5-10 second GIF loop from me grabs a thousand viewers in the past week… how well might the actual high-res video do? I truly believe what my family finds fun the world will too. So that’s why I’m emboldened to give this a shot.
THE SCHEDULE:
Currently, the Cyber Monday sales are active – and some Etsy art is viewable and some Itch.IO asset packs updated, but little else is new.
Lots of gamedev, video, and web design stuff is going on in the background during December, though.
Jan. 20th, 2020 – the web network updates go live including way more video content, new design, comics, articles… etc.
Feb. 15, 2020 – the Miniature Multiverse extras pack and a bunch of new preview material gets posted online, generating further buzz.
March 15th, 2020 – the full game (Miniature Multiverse) hits Itch.IO and Steam.
Shortly after that I will be reevaluating my plans based on how successful or not, that game’s been. If it goes well, more will happen faster. We’ll see.
So… the things I said I intended to do, in my last post, are happening.
-eBay stock media DVDs, are being sold and some are being auctioned right now along with a lot of other amazing deals intended to draw attention to the store I have there.
But – and this is a key thing – I could still really use support to get Miniature Multiverse done soon.
And no, I haven’t yet resumed my efforts on Etsy, but at some point I will. The video ‘Freeway’ is complete, and the new House Trek is in production. I am currently working on a systemic overhaul of nearly all my websites with OpenElement and if some things occasionally seem a bit more defective than usual in next few weeks it is probable they’ll be fixed soon, but as usual you would be well advised to refresh any pages that seem broken or massively out of date. If a page is soon gone entirely, removed, the content is probably just redesigned with a new organizational structure and filename, it is NOT gone. Try refreshing or returning to the domain root, then refreshing. And if that fails, try again a few hours later or a few days later. This should work in 99+% of problem cases. Seriously, it will all be better in many ways (visually, navigationally… in performance and responsiveness terms too) once this transition process is over and the data is all restructured and redesigned.
Right now I am pursuing a lot of work on Amazon’s mTurk and it doesn’t pay well, but it might be enough to cover the remaining miniature supplies and some other costs, by mid October. But again, if you want to help get that moving ahead faster, try buying something from the above shops, or backing me on Patreon – https://www.patreon.com/matthornb (or Ko-fi – https://ko-fi.com/matthornb – if you only want to commit to a small one off payment) or, maybe hiring me via the HornbostelProductions shop. I am not merely offering made to order personalized art in numerous forms, I am now posting an option in which you could pay me to make a virtual tour / virtual world for you or for someone you care about, as a gift item. It is less expensive than you may expect; right now prices amount to roughly $2/ hr, so if you are choosing one of the more costly options it is still only around $28 to order a large, detailed realtime 3d world based on your creative visual ideas, and I can turn it around in a week or so, and give you a playable Windows application at the end of that week. That is pretty cool!
Anyway, thank you all for staying around, I realize things have moved slowly but I am still trying, I have not given up. I think sooner or later something I am trying will work out and my network will take off. patreOnce that happens it’ll be pretty amazing.
My current plan involves the following sequence of events:
#1) Wrapping up and releasing the stock-media asset pack updates on Itch.IO, including an expanded ‘Marshes & Meadows’ and two new collections of 3d assets beyond that. Expected timing is late June, with the sale running from end of June through July 4th. I’d attempted to be ready for the entire duration of the Itch Summer Sale but things aren’t progressing quickly enough. So the start of that sale was officially June 21, and I had reworked my plan for June 24th or 25th when it became clear this would not be ready for the 21st, and now that it’s the 25th, I’m very close but realistically the 27th-29th is now looking like a probable release timeframe. But whenever this stuff IS a bit more polished and ready to launch, you’ll see a video on my Itch profile, 15 mins. long, an extensive overview of my work, especially work related to Itch.IO releases & content.
The sale will include massive discounts as well, especially on a bundle of all five stock media packs ($1.49 for five different stock media collections together in one incredible bundle, essentially 30 cents each!)
#2) I also have been slightly reducing prices and broadening options on eBay, and I posted a brand new fantasy artwork for sale too, I created it on the afternoon/evening of the 24th, over a span of 3 1/2 hours. Opening bid is $8.99. You can view my eBay profile here as usual, and the fantasy item in particular, here.
All the eBay activity is partly to raise funding, but also in preparation for a stock-media DVD launch coinciding with the new Itch.IO releases. Basically, it’ll be all five of my massive stock media collections that do or soon will, exist digitally on Itch, together on a physical DVD complete with disc art, cover art, shipped to customers through eBay. So the eBay ramp up in activity is intended to coincide with the equivalent excitement at Itch.IO.
#3) With the eBay and Itch frenzy wrapped up, ideally I’ll have raised a couple hundred $, or something close to that, and it’d get me to the point of funding the remaining content of ‘Miniature Multiverse‘ which STILL IS MISSING THE LAST HANDFUL OF MINIATURE WORLDS! So while I *could* plausibly raise that cash elsewhere, over the next month, if I want to do so before end of July, I will need something to happen on eBay / itch.
If you’re wondering why I recently bought a handful of items on eBay, incidentally, which have zero connection to that, including a batch of candy gummies and some lighting stuff [filters and a light] plus a bit of children’s clothing… yeah, I am recording a couple of comedy family videos with my nephews and niece, all of them under the age of seven. So they have short attention spans and candy is key to keeping them on task as the 20-minute mark hits. Plus the light stuff is related, as is the roll of blue paper I’m using as a improvised cheapo bluescreen. And the clothes, I want to be sure there’ll be shirts that won’t have any blue in the design, as blue would get keyed out! So yeah, sometimes for holidays I’ll grab something (the flower items for Mothers’ Day) or for projects. In the case of the current video projects, we’ll see if there’s a way to get everyone onboard with the idea of posting that stuff online, but for now I’m just focused on getting those videos made in the first place. So that… the videos in question include a short called ‘Freeway’ in which the children are forced not to watch TV, they get upset, drive off in a car, on their own, and a ridiculous chase ensues. The other video is “House Trek: The Next Generation, Season 1” and that is a follow up to the ancient HT TOS series of absurd sci-fi videos I did and which can be viewed (some of them at least) on HornbostelVideos.com.
Only this time it has an actual cast, better production values (in terms of set stuff, props, etc) and a real narrative arc across the handful of episodes that constitute Season 1. The cast of HTTNG S1 includes me [as the crazy inventor uncle] and the kids [who accidentally initiate a launch sequence and cause the adventure to develop] and Katie [my sister / their mom] as well as my parents. This should be fun. You’ll see what I mean someday.
I’m recording this in much higher quality too. Really, it’s 1080p, good pristine 1080p too, some shot in 1080p, some in 2.7k and downscaled sharply. I could go higher res than that even but I think an HD final edit makes sense for a few reasons, mainly that 1080p is about as high as many PC monitors and mobile tablets can display anyway, and it’s the highest resolution that works for BluRays. But the bottom line is it’s real high end HD and it should look nice when done.
I am hoping that despite spending near $120 on the pair of video shoots, that I’ll still be able to cover the Miniature Multiverse stuff too, sometime in July. It’ll be the end of the month if no sales are made on eBay/Itch and maybe early/mid July if things go unexpectedly really well on my sales. But the project *will* move forward soon to completion, one way or another.
And so will the ‘older’ video projects. I had worried that a significant chunk of my video core data on videos recorded during the last couple years, would be unrecoverable and that in the worst case the videos would be severely weakened as a result of the data losses. But I’ve, with a mix of clever digital methods, been able to recover almost everything at this point, that was key to those. The resulting reality is this: Now those videos can also continue and move forward again. And that’s great news.
So, for example, Fortress Siege 2 is going to happen. And a few other videos too, will be part of what I’ll be working on from October-December 2019, after the release of Miniature Multiverse. If that launch goes well I may even be able to overhaul some of my hardware/software workflow and that may result in some cool VFX imagery and techniques / technology that you’ve never seen me pull off before!
I’ll be posting two new stock media packs [3d asset packs] on my Itch.IO page sometime soon, probably within the next 5-10 days. These are the ‘Forests & Flowers’ and ‘Snow & Sand’ packs that I’ve been working on. They’ll be $1.10 each except during sales or in bundle pricing situations.
I’m trying to update some websites a bit more, I’ve already overhauled MiniatureMultiverse.com somewhat, and TriumphantArtists.com should see a few small fixes & updates soon as well, along with minor improvements across some of my other websites.
I’m actively ordering a bunch of additional art supplies, shipping supplies, and DVDs/DVD cases. Why? I intend to launch all the Itch.IO content together as a singular $14.99 DVD product on eBay and here as well. I also intend to make a new batch of artworks and sell those too. As in, giant 24″x36″ size artworks, big, beautiful pieces with prices starting around $23.99.
All this stuff going on will coincide with a staggering mix of ad campaigns that should draw in thousands of people and generate crazy levels of traffic from March 15 – April 15. The total cost is estimated at $45, or $1.50 spent on the campaign per day.
I have some fan art stuff going on, behind schedule, but it is happening nonetheless. I also have some updates on RedeemerDocumentary.com heading in soon; you’ll see more content relating to the virtual church building tour which is nearing completion. I am also digitally reconstructing my old house in Houston, TX, and between all the various examples piling up, of my ability to realistically reconstruct architectural spaces, well… I’ll be posting a sale item here which essentially allows for people to hire me to make a made-to-order 3d level/tour for them in Unity.
All the [still unposted] House Trek videos are going to be posted on HornbostelVideos.com shortly, except for the making-of stuff, and the animated DVD menus. And that’s just part of what’ll be posted. Watch for a PDF ebook, and also a printed paper equivalent, that showcases essentially all my work, with an emphasis on the creative process and what I’ve learned by doing all the stuff I’ve done [relating to game development, video production, handmade art, etc] it’s an insightful history summing up the last two decades of my life and it has hundreds of pics – giving you an inside look at a lot of things only friends and family know about so far, massive piles of interesting stuff the internet in general, currently has no idea exists. And no, not a puff piece, I very clearly and bluntly describe my mistakes and errors in judgement, and offer useful advice on solving common issues, that’ll make creative efforts hopefully easier for you than things have been for me.
All of this sale stuff being launched, the artworks and other items, the book, stock media packs/DVDs, and the month-long ad campaign… it’s all a gambit to secure funding to do all the stuff I’m hoping to do by year’s end. I have three videos to shoot, about a dozen to actually finish, plus game content, including Vivid Minigolf v2, and Miniature Multiverse, those two in particular are challenging insofar as they each still have unresolved costs of over $250, in miniature materials alone. And then tack on the $450+ goals in funding between the three videos I’d like to record, plus all the other stuff involved… yeah, basically I hope this plays out well. If I don’t have close to $1k earned by end of Spring 2019, it means a lot of the goals for summer and fall of this year will fall through. And, quite bluntly, if you’re as tired of the slow rate of progress around here as I am, I’m pretty much begging you to buy something of mine, because if sales volume across my web network climbs high enough, and the percentage of visitors who transition to buyers climbs from a current level of 0.0135% to 5%, that’d change almost everything around here! (I seriously have thousands of visitors – around 2500 – every week, across my various websites and shops, and yet the majority of weeks nothing is actually sold anywhere on my network.)