Crowdsourcing adventures full of astounding worlds!

Okay, so updates include the arrival of:

-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.

Crowdsourced Adventure – browser-based sci-fi adventure multiverse
Astounding Worlds – unlock a menagerie of fascinating, even astounding, fantasy worlds.

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.

Ending Etsy Printing Services

The shippable items on Etsy are gone and I’m sure many of you noticed that.

At the moment only digital delivery products are still present there.

Maybe you are upset by this and want them back – I may offer them again at some point but no guarantees for now. If they do reappear that might be mostly on this site (the HornbostelProductions.com shop) instead of Etsy. That would mean similar pricing but more profitability as it would be outside of Etsy’s steadily rising fee structure.

Why would I ditch an Etsy product line that was taking off and proving highly successful? Well, there are three major reasons.

  1. Etsy printing services are not super creative and not what I most want to be doing. Cutting that off allows me to focus more of my time on other projects. For example, game dev stuff, and the imminent launch of a massively expanded HornbostelVideos website.
  2. Etsy wasn’t only time consuming, it was a bit stressful trying to ship batches of packages out on a daily basis. Other (digital) products are different in that I can step back from working on them when I’m getting upset/stressed instead of feeling like I have to keep working through the misery to get stuff out for the mail truck when it swings by.
  3. Final note there is the fact that this year I’ll be moving to a new house. It’s in Sewickley, PA. So that move is going to disrupt any possible work and shipping regardless for the next 2-3 months.
  4. I don’t need the Etsy money at this point, not really. I’ve gotten a mild boost in income in spots outside of Etsy so will likely be able to leverage THAT now instead of Etsy print sales and still make nearly the same amount. It’s enough cash saved or flowing in that I am in a good spot to complete things like Vivid Minigolf. That project, has two courses I still haven’t yet built or implemented, plus various remaining minor bugs across otherwise completed ones. But if I push on that now I can definitely still get it onto Steam by mid March 2023. For various reasons, I will ignore mainstream advice relating to Steam releases. There have been talks about how ‘optimal pricing’ for indie games is $15-20. Now in this case, I don’t care if the cash coming in is ‘optimal’. I mostly just want the game to be accessible and playable for people and I want players to have fun. I considered a $5.99 price point for a while but have shifted my views on this. Current price point at launch is now likely to be in the $3 range instead.

So basically:

Vivid Minigolf launch is early 2023, on Itch.IO and Steam at a price of $2.75. It will go on sale too with increasingly solid discounts as months pass, eventually dropping as much as 75-80% off which is to say, about 50 cents. Plus there will be DLC every once in a while, at no additional cost. There will also be a free version on the game’s official site which lags roughly a year behind the paid version in content terms. And it has a few ads spaced around it on the webpage. When the game first launches that free version will have one course included, so for the first year it’s essentially a demo. But at the end of year one, by that point the Steam version will have some free DLC and the free version will lag behind said DLC and just have the core seven courses. And so on. Eventually, by 2026 or 2027, DLC updates will likely be over and the free version will fully catch up with the paid one and at that point the ‘paid’ Steam game will go freeware. It’s up to you whether paying $2.75 at launch is worth it, or under $1 about nine months after that, or NOTHING AT ALL but you would need to wait four years.

Astounding Worlds (previously Panoramic Worlds) is now set up for status as an Itch.IO and AstoundingWorlds.com exclusive, free plus optional tip on Itch.Io, and free with a few ads on the official site. That and the minigames like Spiral Skies, Easely, Eracer, and Vortex, all will go live in Summer 2023. The entire batch will be accessible for $1 on Itch (or) free with ads on the official game site in the case of Astounding Worlds.

Miniature Multiverse should be ready to launch by November 2023. It will be priced similarly to Vivid Minigolf.

After all that, who knows? I’m open to going heavily into reimagining other backburner projects from World Pinball to Isola, to a Troop 4 adventure and some fangame stuff.

But the bottom line on all of this is it’s all greenlit and moving forward faster now. I can afford to get all these projects done. Watch for exciting updates ahead!

Etsy status in October 2022 + other notes

Another week, another Etsy sale. Most of the time *something* is on sale on Etsy even if not the most popular items (ie printing services) and that’s intentional, it’s a rotation of items on sale from week to week. Some weeks multiple categories are discounted and on holidays everything is discounted HEAVILY. This October has been an anomaly: more sales made the first half of October 2022 than the first half of the year 2021. A twelvefold increase in frequency of sales! That of course makes it something of a challenge to keep up. I try to get every order out on time of course but occasionally things do arrive late especially during sale events or when a HUGE order has been placed.

This month has seen $450 in sales and it hasn’t even hit the halfway mark!

So that is astounding, even if 67-72% of it is getting eaten up by materials and shipping supplies and so on. I even am releasing new print products now like (very cheap, my cheapest material) prints on copy paper and small print items like bookmarks!

The Halloween rush is going to be deranged in its level of activity. I’m pretty sure of that. I am of course setting a lot of other tasks aside to stay focused on fulfilling Etsy orders for the rest of October. A few things still get some attention though – one being the ongoing work on Vivid Minigolf. I aimed for a ‘late 2022’ release and still am hoping to get that done successfully.

Southwest desert course in Vivid Minigolf
Japanese Garden minigolf course (most of it visible, anyway – the image is cropped, not just resized)

Any success via Etsy will slow down the first release of the game slightly but will also give it a stronger shot at visibility when it does get released. Right now I’ve built courses, implemented features, am actively debugging the game… all the mini supply materials involved were covered months ago, the software side of things and the Steam fee are covered too. But that leaves me with a bit of a challenge in gaining publicity at time of release.

Should Halloween prove effective in generating sales activity, it will give me a bigger promotional budget to work with which in turn may have a multiplier effect if used well, in that this title might appear somewhere on the lists of popular releases. Ideally first page of Itch with no scrolling down the list, maybe a bit of scrolling on Steam but not too much? That kind of thing helps people notice that a game exists! I will be messaging a (fixed) list of Youtubers and game news sites with download keys, of course, and my policy is not to hand out keys to anyone not on that top-100 list. I know random people will claim to be a popular Youtuber, ask for free keys, and then resell them on the cesspool that is G2A, it’s a common tactic. I’m just not going along with that, in general.

Other than the PR kit, the key distribution / mailing effort… a better YouTube trailer and more and more gameplay clips by time of launch… and my ongoing manual commenting on minigolf related videos on YT (I think I’ve linked to the game project on something like a hundred of the more popular YouTube minigolf videos at this point) I will also run a massive $150+ ad campaign across Google/YouTube, several banner ad networks, Twitter ads, Facebook/Instagram, and Bing/Yahoo search. I have already fine tuned with the initial $25 – am confident I can make over 5 million (generally, relevant) people aware that this game exists when it launches. This is in terms of *impressions* of course and it will probably translate to at most 1% of that group clicking through, and probable 1-3% of that 1% buying the game. In theory, then, we’re talking 500-1500 sales over time which… anything in that range would be amazing if it pans out. We are talking $1000-3000 there, factoring in the reality that many of the buys will be during sales and that Valve gets a 30% cut.

If that happens though, great potential for free updates over that first year of release. The core seven courses only involved $500 in materials, $200 in Steam submission and software expenses specific to the project, $150 or more promoting the thing at launch. Not to mention hundreds of hours of work as an indie with no actual pay rate.

So if this goes well, great! The target of $1000 in sales pretty much means breaking even on this project, and every $1000 or so above that means maybe some new features added, and an extra 5-6 courses posted in a free update to all players who bought the game.

I have thoughts about revising the game features to include, for example, randomly mixed 18-hole courses. Either a front nine/ back nine selectable combo or just 18 completely randomly selected holes. That is one of those things which would involve a lot of reworking of code to implement (like online multiplayer functions, multiplayer beyond hotseat) but which I would like to do in an update in early 2023. I also want to port this to mobile devices, touchscreen UI and all that. And I want to build AI opponents somehow as an option, even though that is tricky to do well.

I get it, you would all prefer these features exist at the outset. But I am a solo indie game developer. It takes time and cash to add all of this. I don’t have immense resources going in and I am hoping you all understand this. A game with a dev budget below $1k and an unpaid solo dev, is not going to be the most impressive thing ever, but if there is an audience for this, if people buy it and are patient, I will take that support seriously and do what I can to build amazing things with it in the next year.

Links relating to all of this:

http://www.vividminigolf.com

https://www.etsy.com/shop/MatthewLHornbostel

Thanks for everything!

A few brief updates [mid-April 2021]

  1. 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
  2. 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.
  3. 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:
A floral artwork priced at under $10. 12″ by 16″, original and handmade.

Paris street scene, $15 on Etsy. 18″ by 24″ original acrylic, on stretched canvas.

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!

Crowdsourced Adventure

A new domain – and a new game – are active right now.

CrowdsourcedAdventure.com.

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.]

February 2020, updates

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!

sea battle – pirates in pittsburgh suburbs. .GIF loop.

Ships sailing in a pond, during a storm.

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.

Happy Holidays (2019)!

Hello everyone, hope you’re having a good time as 2019 nears its end.

I’ve got a few key updates for all of you.

Etsy update – My often dormant Etsy shop actually has some listings available again. One of them has already sold!

https://www.etsy.com/shop/MatthewLHornbostel

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.

Remember my Etsy shop? It’s active again. Here’s a pumpkin pie painting I made.

Happy holidays, Thanksgiving, Christmas, Hannukah, New Year’s, etc.

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:

Pinterest – Matthew Hornbostel’s profile

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:

Holiday Bundle – Cyber Monday sale!

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.

 

 

Seven quick updates for everyone here!

  1. It looks like the data on my problem hard drives will partially or entirely be recoverable. It’s an ongoing process that’s expensive and slow, but going well so far and not as costly as I’d expected initially.
  2. My nephews and niece will be in the new house about 20% of the time, not 40-50% as had been the case my first 3 months in Pittsburgh. That means I’ll have more potential for productivity from here on out.
  3. All eBay orders people placed from me, were shipped out successfully some time ago, i.e. around October, so I’ve caught up on all of that, and it seems like the frustrations and complaints of several customers will likely be resolved.
  4. Activity across my web network has been climbing steadily after the resumed operation of the sites and the extensive display fixes for mobile users, which are underway and mostly already applied at this time.
  5. Itch.IO has become a big focus for me; I launched the TACC2018 content there and the 2018 Bonus Autumn pack in time for Halloween 2018, and intend to have two new products – a Miniature Multiverse extras pack with artbook, and a batch of textured 3D models of plants and details for outdoor nature scenes – released in time for a massive and very promising Thanksgiving sale [Nov. 20th-30th, 2018]*
  6. The fiscal situation here is good but not great; the Halloween sale was successful enough to show potential but not actually anywhere near enough to cover remaining costs of completing ‘Miniature Multiverse‘. I think if the Thanksgiving sale goes well, an end-of-2018 release is still possible, if uncertain, and if it turns out to be only marginally successful, then you should all expect the completed project to be released around late January 2019 or early February.
  7. Other things like fan art modding projects and a long list of video productions which were delayed due to inaccessible data may yet be resumed but only after Miniature Multiverse launches. Apologies to the adventure game fans who, for most of the past 15 years, have been sitting around waiting for new content to play! And apologies also to my family who will have to wait even more, until Christmas 2019 for all the family videos I’ve recorded after 2010 [give or take] to make it to the finish line! [I.e. ‘1999’, ‘Globe’ and ‘Fortress Siege 2’.]

Reevaluation of priorities

Status update – I’ve been in Pittsburgh for a while, I’ve gotten past the ‘trial by fire’ of childcare and have a few days off right now to sort through things. I’m now sending out a bunch of long-delayed eBay orders as well as 100% refunds of the purchase prices of those orders as an apology for the delays in shipping. Also, as you might have noticed, my websites were down for weeks, due to a weird glitch in my billing setup at A2 Hosting. I’ve now sorted that out and all my domains are back online and should hopefully remain online from here on out.

The bad news is, I’m having real difficulty getting many of my external hard drives to work. That includes drives with critical content on them relating to many of my projects, some of that content is essential and irreplaceable.

I did back everything up locally in a massive reorganization effort; each drive had a mirror drive which was filled with identical content. Unfortunately, only 3 out of my 10 drives are functional post-move which means in a couple of cases both the original drive and its duplicate are both unusable. With data recovery costs at around $400+ per drive, I figure I’ll need $800 minimum to get everything back on track production-wise.

I have noticed that certain projects are almost entirely intact. One of the few of my projects that still seems mostly in place is my game ‘Miniature Multiverse‘. I need close to a thousand dollars in position in order to recover all the inaccessible data. That includes a ton of video projects that were nearing completion, as well as game productions, and scattered side projects including a batch of fan content I was close to done with and now cannot access.

So here’s the deal I’m making with all of you. I will work as hard as possible to wrap up ‘Miniature Multiverse’ and do it justice, with the goal of launching the project by end of 2018, several months early. I am desperately hoping it will then sell well enough to jumpstart the data recovery effort, which in turn would allow me to complete other projects, their existence contingent on ‘Miniature Multiverse’ succeeding. I won’t have a big ad budget for the launch, every last penny and every available waking hour goes into getting the game finished, so I’m counting on all of you to PLEASE buy this thing when it’s done because the future of nearly everything else of mine pretty much is hanging in the balance. If the game does well, I can accelerate my productions, and if it fails, then you’ll see a bitter wait of 2+ years possibly before anything around here makes much progress again.

I’d be grateful if you’d spread the word about the project – and share this Itch.IO page and the official website of Miniature Multiverse.

 

Art supply sets being resold at a loss on eBay soon!

About $120 worth of brand new, unused art supply items, are going to be listed at prices that are only 55-65% of the amount I paid for the items, and with free shipping.

I’m trying to get my eBay shop to new heights, and most of my recent ratings are as a buyer, not as a seller. I’ve got over 200 ratings by now on eBay, 100% of them positive, but only about a third of them have been as an actual vendor/seller. I’m hoping to draw in about a dozen new ratings on eBay *as a seller* this week and ideally also one or two on Etsy soon as well.

To that end, I’ll be advertising heavily, for both my art shops and my near-release game ‘Miniature Multiverse‘ and I’m expecting a torrent of web traffic during the next 12 days as I post:

-a bunch of art-supply listings at excellently low prices.

-a handful of auctions for substantial original made-to-order personalized artworks.

-a couple of new artworks on Etsy as well.

-a final batch of articles filling the ‘articles page’ on TriumphantArtists.com – the last incomplete section is currently being written, that is, the one on ‘game design/development’.

-Chapter One of ‘Another Road Taken’ as well as early parts of the ‘Troop 4Uncensored, pt. 4’ comic book, filling out the fairly weak comics section of TriumphantArtists.com and in the process also further improving the Troop 4 site.

-House Trek episode 6 posted on HornbostelVideos.com, and also a Miniature Multiverse video trailer shortly before launch.

-Revision/update of my still art gallery on TriumphantArtists.com.

-And actually launch ‘Miniature Multiverse‘ on major digital gaming shops!