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As many of you have probably heard, Kongregate very recently announced that they won't be accepting any new games, and social elements such as the chat and the forums will be closing down on the 22th of July. Here's the official announcement, but it doesn't cover much more than that: https://www.kongregate.com/forums/1-kongregate/topics/1916387-important-kongregate-announcement . It feels safe to assume that the Incremental Adventures chat and forums will also be closing, although I have not been personally informed about this (yet). Sadly, that's out of my hands. The game Discord remains online, of course. Which you can find here: https://discord.gg/UdsZkFR
Now what this all means in the long run is very hard to predict. Shorter term, some of you might already know that I have been working on a second game recently. I actually hoped to be starting early alpha testing this week, but these recent announcements changed that roadmap a bit. I was aiming to go kong-exclusive for that game as well, but since they won't be accepting new games, that's no longer going to happen.. :)
As far as the announcement goes, currently existing games will stay online, and updates can still be released. So that's what's going to happen for IA in the short to mid term for sure. However, it feels very much like a "dark cloud" for the longer term. And while that's pure speculation, it seems silly to wait for it to start raining, so to say.
Short term, this means I'm shifting my focus to make sure Incremental Adventures remains online. I started looking at porting the game for Steam, which so far seems like the best approach to accomplish this. I already have a working prototype for a standalone executable, but that doesn't properly cover stuff like cloud saving and kred purchases. Stability needs some more testing as well, but looks promising. I intend to explore that subject further, before continuing the development of my second title. Of course, part of that includes paper work and external verification periods so those plans may intertwine a little.
As for the slightly longer term, I was intending to PM long time players to invite you to the alpha of my new game over a spread period (tuning on first impressions and all that). But I am not sure if I'll still be able to PM players after the 22nd, for those that aren't on Discord. So if you'd be interested in that, please let me know, so I'm able to reach out to you when the alpha is ready (enough). I couldn't give a proper ETA on that even before the recent kong announcement, but that just became even more fague.
In any case, Kongregate has been the best stepping stone platform a solo game developer like myself could have ever hoped for, and it comes with a certain feeling of grief to see it shutting down to (at least) new games like this. Their staff has been of great help in both providing me with valuable information and tips, as well as marketing opportunities to reach the players. But most importantly, the community that Kongregate has brought to the game has been absolutely incredible! So this should not be the end of our adventures, regardless of what happens with Kongregate next.
Cheers,
Gniller
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Please make sure the game is available for Mac Users. A few other Kong games that have moved to Steam are windows only even though I can play them well on a Mac on Kong.
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> *Originally posted by **[davidwes](/forums/1058760/topics/1916800?page=1#13422743)**:*
> Please make sure the game is available for Mac Users. A few other Kong games that have moved to Steam are windows only even though I can play them well on a Mac on Kong.
That's a valid point. Because the base of the game remains JavaScript based, I shouldn't technically be limited to specific platforms. I will need to work out a compilation plan for Mac (and Linux, when I'm at it), with hardware as the tricky factor for Mac, but I think that shouldn't be a limitation. In any case, I'll definitely keep this in mind during development!
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As a Linux user and moderately competent developer, I'd be more than willing to help with testing and tweaking on the linux-y side of things!
(Gentoo ~amd64, and I know my way around things like gdb if that ends up being something useful.)
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> *Originally posted by **[thePalindrome](/forums/1058760/topics/1916800?page=1#13424537)**:*
> As a Linux user and moderately competent developer, I'd be more than willing to help with testing and tweaking on the linux-y side of things!
> (Gentoo ~amd64, and I know my way around things like gdb if that ends up being something useful.)
Sounds great! I've got a somewhat working prototype running with Electron, which is a standalone webkit runtime (also used for Discord, Slack, VSCode and such). Because of this, OS specific implementation are mostly taken care of, aside from a bit of build process CLI work. However, having someone able to properly test the linux version is obviously great :) (Although I'll be running a Ubuntu VM/dual boot to verify it works at all, of course).
I'll send you a PM when it's properly test-able! Current state: waiting for Steam API access (verification period). When I get access to that, I can start working on a proper test build.
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Two other idle games I've been playing are playable on github. They are Synergism and Antimatter Dimensions. The github version of those games could be played on a browser and isn't limited to a specfic platform, though screen size could cause UI problems.
Having a steam version of the game is great, as I don't have to connect to the Internet to play the game.
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> *Originally posted by **[wyp020610](/forums/1058760/topics/1916800?page=1#13425322)**:*
> Two other idle games I've been playing are playable on github. They are Synergism and Antimatter Dimensions. The github version of those games could be played on a browser and isn't limited to a specfic platform, though screen size could cause UI problems.
> Having a steam version of the game is great, as I don't have to connect to the Internet to play the game.
While I can definitely see a github version being great for some games, I probably won't be going for a github version. As far as I'm aware this is only free to open source projects, but more importantly, I would need to set up some sort of cloudsave system based on emails. This comes with privacy regulations that I'd rather not have to deal with. This would also be the case with a self-hosted website. And a version without any form of cloudsave doesn’t really fit Incremental Adventures well.
While a web version definitely makes sense, Kongregate should be fine for that for the foreseeable future. I will continue to update the Kongregate version for as long as Kongregate allows me to (and people keep using it). From what I’ve understood so far, Kongregate won’t stop developers from updating games any time soon.
As for the Steam version, I indeed intend to make it fully offline playable. This needs a few adjustments, but should be possible. From what I’ve understood, Steam Cloud should work with offline as well (of course, syncing between devices needs internet, but that shouldn’t require the game to be open).
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