Back in January 2015, I wrote a post called “Twin Robots – 1 year of stats”.
I recently received an email asking for up-to-date stats, so I thought “why not?”. It was the perfect excuse to write something on this blog again
This is going to be much shorter than the other post though, since current analytics data is very skewed and incorrect. Why is that? Well…
- Console versions are completely isolated, so I don’t gather any gameplay data from those.
- The Android version was removed from stores some time ago.
- Ouya died.
You see, platforms come and go, but the robots will always prevail
Also, GDPR is almost here and I’m planning to update the game to remove all this analytics gathering anyway.
So, what can I still talk about? Well.. REVENUE! Yes, I’m sure that’s what you came for so you won’t be dissappointed… or… maybe you will, because I can’t talk specifics. You see, to publish on Steam or consoles, you have to sign an NDA which prevents all kind of info to leak out. Unfortunately, that includes sales numbers.
I’ve been gathering all type of analytics data since Twin Robots was first released back on December 21st, 2013. Now that a significant time has passed, let’s have a look at some of it!
There is quite a bit of content, so I’ve categorized it in a way that (I hope) makes a bit of sense. You can click on any item on the following list to jump to it.
Twin Robots has just been updated on ALL platforms where it’s available: Ouya, FireTV, AndroidTV, GameStick, Android(PlayStore), Windows, Mac, Linux.
This brings all the platforms up to date on features (desktop versions were slightly lagging behind in terms of updates as of lately, sorry for that!).
The main feature of this update (besides bug-fixing) is the switch to a self-hosted solution for the online leaderboards; now they are stored on my server and they load faster!
Twin Robots has been through a lot of updates lately!
This is the list of the latest changes, ordered by platform:
There’s been a long time since my last post! Sorry for that, but the development of Twin Robots has never stopped! I intend to release the OUYA version in a matter of days, while Android & desktop versions will come out later.
Latest additions to the game include… explodable robots! Yes! Now depending on how a robot is killed it will just fall down using ragdolls or explode in pieces! This explosion effect comes at a higher performance cost than just using ragdolls, but it’s hardly noticeable unless you want the object to explode in hundreds of pieces. So don’t worry, framerate is pretty stable at 30fps on the OUYA.
I’ll be back soon with release date & further info.
A tip for Unity users: If you have a light in your scene and you are using a cookie on that light, that’s going to break dynamic batching; You’ll get more drawcalls and worst performance. Remove that cookie at least on low-end devices!
It’s been a month since the launch of “Save Sea Turtles!”, my 1st Android game. I’m waiting a little bit more before writing a full post-mortem but today I’m going to have a look at something else: Time tracking & efficiency.
I’m working on the phone version of “Save Sea Turtles!” and everything is going ok for now. Working perfectly on a Samsung Galaxy S2 and on a SE Xperia Arc S. Hopefully it will be released before September (both tablet & phone versions).