Himeko Sutori - Released

HiddenX

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After a successful Early Access phase the tactical RPG Himeko Sutori has finally been released:

Himeko Sutori

Intricate Plot
An unprovoked attack on a minor noble house sparks a fire that will engulf kingdoms. Aya, the youngest daughter of House Furukawa, must find her way amid crumbling alliances and her family's questionable decisions. The war rages on after its original aim becomes impossible and the innocent begin to lose their way. If there is still a victory to be achieved, you the player must fight for it.

Epic Battles
Lead House Furukawa's few remaining loyal soldiers into battle. Forge new alliances and rally new troops. Train your human troops in 20 unique character classes and fill your ranks with wolves, fairies, the undead, and your own mechanical creations, each with their own character classes. Equip them all with hundreds of different items in limitless combinations. Craft powerful new weapons to give them an edge in battle. Organize your troops into lances, relying on your captains' leadership abilities and your troops' affinities to maximize their effectiveness in battle. Order your lances in tactical turn-based combat to defeat your enemies in epic battles with hundreds of unique characters on each side.

Huge World
Travel across a huge world, spanning forests, deserts, caves, mountains, and the dangerous Shadowlands. Meet unique, diverse, and interesting characters who may help you on your way--or stab you in the back.

Modding Support
And all this is just one possible adventure to be had in Himeko Sutori. With the included campaign editor, you can make an infinite number of possible stories. Use the powerful Kismet visual scripting tool to set up your campaign without writing a single line of code. Or for the advanced modder, make entirely new games using Himeko Sutori as the base for your development. Then share your campaigns for others to experience.

Come experience Himeko Sutori.
More information.
 
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Congratulations to the developer as I remember interviewing him a few years back.
 
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I don't think I've even heard of this game up to now, it looks like something I'd be keen on. I'll be watching for some reviews, now that it's been released.
 
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It got many good reviews in Early Access already, the price is -15% right now, so I bought it. I don't know when I have time to play it...
 
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Yeah was looking at this...Hidden you need to try this so I know if I should buy it heheh
 
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NVM bought it oh the peer pressure...
 
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Got curious. Located latest YT gameplay video, where multiple squadrons of evil yellow-green-purple cupcakes are mercilessly attacking the party of heroes. Ohkay..

A v o i d w a r e!
 
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I like evil blobs in all colors -I'll check it out.
 
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I have crawled out from under the crushing pile of bug reports and feature requests and am finally getting back out to the forums I used to visit. Hi everyone. Thanks HiddenX for announcing the release. I hope you're enjoying the game. (Unfortunately, it looks like about 48% of recent players haven't been enjoying it...) If you come across anything that could be improved, let me know!
 
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How is it selling? I am amazed you managed to finish it, I remember when you posted here a looooong time ago at that time it was still in very early stages I think.
 
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How is it selling? I am amazed you managed to finish it, I remember when you posted here a looooong time ago at that time it was still in very early stages I think.

It's selling pretty well. I did a pretty detailed breakdown of sales over on Reddit, for all the game developers who want to know what that's like. The short version is that I'm looking at $49k to $245k post-Steam-cut in the first year. (Maybe minus 10% for refunds and European VAT.) That's pretty good for a lone developer, but not so good if you consider it took me 4 years to make the game and I'll probably support it for at least another year to come.

But still, you're right to be amazed that I finished it at all. I don't know the exact figures but I'm pretty sure that a very small percentage of announced indie games ever get released, and of those, probably a very small percent make enough money for the dev to keep deving. That's not to brag, but just to acknowledge that yeah, that was a lot of work, and we've come a long way. Now being able to see the amount of work, discouragement, and the (probably higher end of) pay, I can definitely understand why so many developers abandon their projects.
 
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How much did you spend on buying assets and music and so on ?

Pretty much the entire Kickstarter earnings of $11,000 was spent on software licenses, art, and music. After that was gone I spent maybe another $4,000 for custom pixel art, plus music and assets from the Unity Asset Store. On top of that, for stuff that isn't actually in the game, I might have spent another $6,000 on my Adobe CC subscription ($600/year), Amazon Web Services for web hosting and email ($400/year), and a bunch of small one-time expenses like Fraps for screen capture, gamepads for testing the controls, a Woovit campaign to contact streamers, and probably some other stuff I might not remember.

So my best guess for total budget (not including paying myself for work) is probably around $21,000. From that, I would have paid $10,000 out of sales.

Hopefully now though most of the expenses are behind me and most of the sales are ahead of me.
 
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