t’s hard to believe that 2012 is history! I’ve been stuck in bed for the past four days with one of the worst bouts of the flu I can recall ever having. During the rare times I wasn’t asleep, I had some time to contemplate Crashtastic and what all happened during 2012. Now that I am finally on the mend, I wanted to give a brief recap of 2012. My next update will share some plans for 2013.
2012…. The Review
2012 was a big year for Crashtastic. I can’t possibly detail all the amazing things that happened, but here are the highlights….
It started on the heels of a nice article on PC Gamer [link], which pushed me into frenzy mode, as I drove to get the Crashtastic Alpha ready for launch. To this point it had been about two years of part time development, but Crashtastic was going to reach players hands! Crashtastic continued to get some good press coverage including articles on Rock Paper Shotgun and Indie Games Interview, and this added fuel to my drive to release it. I thought I would release the alpha in March but as is typical in game development it slipped a bit and ended up releasing on May 4th, and it was crazy!! There were server issues, game issues, and some random issues with Paypal, and Google checkout, but those kinks got worked out pretty quickly.
I launched Crashtastic on Steam’s Greenlight in October, and I am happy to report that while I wasn’t Greenlit in 2012, I am still in the top 100 and feel good about the chances of making it this year! If have haven’t already, please go here and vote yes.
Over the eight months since launch, so many creative people have posted amazing videos on Youtube, which have a combined view count of over 2 Million views, which is way beyond anything I expected. I watch almost every one of them, and it really does help get the word out about Crashtastic. So I wanted to give a special thanks to everyone who spent their time sharing their video of the game. Thanks!
Here are some of my personal favorites:
Since the launch of the alpha, I have released seven patches, including several new levels, a Mac version, and often requested features including tunable rockets, and a sandbox mode. While I feel really good about that, I’m not done yet! Stay tuned for an update on plans for 2013.