Nothing’s Gonna Stop Us Now

We’ve been silent for quite a lot so it’s time for us to finally tell you what have happened to Top Run and us in the past few months.

Part 1. Beta

We started the beta and those were probably the best days of working on the game! Feedback, feedback a lot of valuable feedback and suggestions.

People have sent us very detailed reviews.
And what we didn’t expect (but wanted to) is that they were positive and people actually enjoyed playing our game.

It is still hard to believe it, because after so much time working on our game we have a quite complicated love/hate relationship with it.

Part 2. Publisher

While the beta was going on, some people suggested that we should show Top Run to a publisher. Hmm. Hmmmm. That’s what we thought and after some doubts we decided to give it a go.

Part 3. Waiting

We decided not to make drastic changes to the game in case the publisher will tell us the game is good and that they want some changes, or that it’s bad and we need to change everything. We were waiting for an answer for almost 2 months and at this point developing has slowed down. This was the most challenging part because we were constantly thinking: what should we do? When will we get the answer? It was the first time when we couldn’t plan our workflow.

Part 4. Yes or No?

It was a no. The publisher didn’t approve our game. Of course we were sad, even though we’ve been expecting this. We’ve spent one evening being completely destroyed, eating fast food and talking if it was really worth it from the beginning.

Part 5. Back on track

We woke up broken and sad (and feeling guilty about the amount of junk food we ate). And we started to talk again.

Should we stop everything, forget about game developing – No way!

It all started like a small no name game with a naked man collecting bananas and ended up being a big project for us that became an essential part of our lives. We can’t imagine ourselves working on something else anymore.

We’ve met amazing people along the way:
Beckett – a talented musician who’s music we fell in love with;
Alan – amazing artist who made us the best game cover we could’ve imagined;
John – awesome voice actor who gave Kevin his voice!

And all of you who supported us along the way.

All that waiting and the whole publisher idea was totally worth it! We’ve got a lot of feedback and it’s the best gamedev courses we could’ve found.

Part 6. Plans

We were planning to release our game in 2017. February 2018. Spring 2018. Seems we need to work more on our time management skills.

Right now we’re adding a lot of new cool stuff to the game. And as we’ve already missed all the deadlines we could spend one more month on it.
Maybe two. Because we don’t want to release our game at the same time with E3.

We knew that making games is hard and challenging and the market is oversaturated. What we didn’t know is that the community is incredible and open to newcomers with zero experience. Thank you all for supporting us!

Now we are working even harder to make our game something that we didn’t expect it to be in our bravest dreams!

Mark and Lena