EDIT: The Rebuild 3 mobile release has been delayed until August 27th. Details.
A cry rings out throughout the land: “We want Rebuild 3 on our phones! We want it on our tablets!”. From high in her tower in the City of Glass, Sarah Northway heeds the call.
“There will be a mobile version.” she shouts down to the gathered masses. “And you will find Rebuild 3 on the shelves of the Apple App Store and of Google Play on August 13th 2015.”
Then Sarah retreated back into her sky palace and was never heard from again. Some say she’s still up there, fretting away at her next project, some cross between Pokemon Snap and Railroad Tycoon… or was it a spiritual successor to Barcode Battler? A virtual reality Sim Ant?
It’s out! After nearly 3 years of work and a fair amount of stress and crunching, I released Rebuild 3: Gangs of Deadsville on May 29th. Yaaaaay!
I wasn’t expecting a launch bump since it was Kickstarted and spent a year in Early Access… plus gaming press were too busy with E3 to review it. But release went well! There were Rebuild 3 banners on the front page of Steam, GOG, and IndieGameStand. It was exciting to see my own creation up there with other games I have so much respect for.
I launched at a 15% discount and had the same deal for the Steam summer sale 2 weeks later. I keep hearing from players who are glad I launched on GOG at the same time; looks like about 10% of my launch sales came from GOG which I think is high. The game’s Steam Spy data is currently accurate… though it’s way off for some of our other games.
Rebuild 3 launch bump and teeny summer sale echo
Steam refunds system
Daily % looks high but cumulative since May 27 is only 2.33%
Steam dropped their refund bomb four days after Rebuild 3 released, allowing players to easily refund purchases for any reason including not liking a game or finding it on sale for cheaper, just so long as they’ve played less than 2 hours. As someone who buys a lot of games I love it; they’ve basically brought back demos and made them mandatory for all games. Ideally players will spend their refunded money on a new game and stop when they find one they like. Everybody wins!
But I grew up in the shareware era and I know that sometimes 2 hours of a game is enough, especially for bite-sized indie titles. I don’t think that’s an issue for Rebuild 3 (which has a whopping average play time of 15 hours), but it might be for other games.
Rebuild’s had cumulative refunds of 2.3% since launch – nothing remotely close to the hit/miss ratio of actual demos. Most of them say it’s “Not what I expected” and that the game is too simple and looks like a mobile game. I guess that’s fair enough (she says while working on the mobile port).
Version 1.1 update
I’m rolling out the first big bugfix update for Rebuild 3 to all stores. It fixes 50-odd small bugs, and introduces (in that I fixed the bug preventing it from running) a very rare questline which forumgoers are crowdsourcing to solve as a group.
I also just added Steam trading cards, so you can collect various faction leaders and trade them in for unique profile backgrounds and emoji.
Farmer Bucket’s trading card art
Now back to that mobile version… I’ve had some hiccups but it should be coming out to iOS and Android sometime in August. You can get the Android beta version now if you buy the game direct from RebuildGame.com, or if you’d like to be in the iOS TestFlight beta you can email me to request a slot.
Sample page from the Rebuild 3 Art BookAdam just put the finishing touches on the Rebuild 3 digital art book, which is included in the deluxe survivalist edition of the game. You can upgrade to the deluxe tier on Steam if you don’t already have it.
Flipping through its pages has been a trip through memory lane for me, remembering the last two and a half years of development and all the people who helped make Rebuild 3 happen.
Hiring an artist
I spent an agonizing eight weeks looking for someone who could do both ui design for Rebuild’s extensive menu system and illustration for the characters and events. My friends told me it would never happen, that I’d need at least two artists because those skills are too different… but I had a romantic indie notion that I’d find someone who was a jack of all trades like me – they’d even help with design and do some of the sound or writing or promotion too. I imagined a team of two taking on Rebuild 3 together. I had no idea I’d end up working with such a big team by the end!
Picking an artist for Rebuild 3 was the toughest decision I’ve made yet in my professional career. Who has the talent and flexibility to do the work, who will care as much as I do, who will stay motivated while working remotely, who can I trust? As the weeks went on, I adjusted my romantic notions – I wasn’t going to find someone as motivated as I was to work on an unsexy sequel where they’d probably have limited creative control. It wasn’t going to be a 50/50 partnership where we bounce game ideas off each other. It would be contract work, and I needed a reliable, professional contractor.
Enter Adam Meyer. When I hired Adam in April 2013, he was juggling work on games with his graphic design company Crystal Clear Art. His interface design was excellent and he constantly pushed me to simplify Rebuild 3’s ui and hide away the ugly numbers and text in favor of more readable elements like dials, icons and color-coding. He defined the clean, angular graphical style for the game and created all the buildings with meticulous detail. But his non-game contracts took priority and he could only work on Rebuild about one week a month. I needed more help.
Hiring more artists
Sara’s sketches and Adam’s charactersI brought Sara Gross on for the Kickstarter in October 2013. I suckered her in for a couple months of part-time concept sketches and illustrations in the hope she could join up for longer, but she evaded my grasp (*shakes fist*). Sara worked in bitmaps and had a tough time with Adam’s vector style, so I found a method to convert her event illustrations into the game that also helped speed up Adam’s work on the characters. He found it faster to sketch something in Photoshop then convert it to vector and tweak than it was to draw from scratch in Illustrator.
Next I roped my friend Pana in for the rest of the event illustrations and she did such a good job of copying Sara’s style that you can’t even tell them apart. At that point we were on our second year of what was supposed to be a year and a half long project. The scale had grown, especially the writing which I hired Stephen Gray to help with, and I underestimated how much work I’d have to do on the art myself to integrate it into the game. I probably spent 40% of my time on the interface and visual polish.
The last mile
Lindsay’s sketchesRebuild 3 went over its original schedule by a year. I finally lost Adam to Steamroller Studios where he’s working on Deadwood: the Forgotten Curse. They’ve been prototyping that game for years, and in fact it was a key point in Adam’s portfolio when I hired him. It’s pretty exciting that they’re finally making it happen.
I snagged Lindsay Jorgensen away from Radial Games for a month to help finish up. What a lifesaver! He jumped in to the characters with an excellent imitation of Adam’s style, and can work in Flash which saved me a bunch of integration time. Now he’s working on promotional art, icons and the last few pieces we need. He’s FAST, and we even have the option to work in the same place since we’re both in Vancouver now. I could get used to this…
What I learned
I’m not a good manager. I know it. I’ve worked with talented, awesome people, but I’m no good at motivating them, building relationships, enforcing timelines… and rather than ask for changes I just make them myself, compulsively editing everything they send me. Colin’s much better at working with artists than I am.
So I’d like to try doing the art for my own games in the future. It won’t look as good (I’m terrible at characters) but if I apply myself I’ll improve, and hopefully I can find a style that works. Maybe I’ll hire someone to do concept art then implement it myself. Anyway, once I’m finished the Rebuild 3 mobile port I’m going to give it a try with a few prototypes and we’ll see what happens!
Upcoming release
I’m about to compile Rebuild 3 release build 1.0 for PC – coming out on Steam and GOG in just a few days on Friday May 29. The mobile builds will be another couple months – stay tuned!
In a post last year I showed an early version of the tech tree and explained why I’ve renamed scientists to “engineers” and tech to “research” in Rebuild 3. Since then I’ve changed how a few research projects work, added Preemptive Strikes and replaced Fort Policies with Survivor Management. Here’s how the research tree looks in its final form:
Zombies track:
Start on the left tree to kill zed more efficiently and reduce danger on missions.
Level
Research
What does it do?
1
Zombie Vitals
10% more efficient zombie killing – speeds up zombie killing missions
2
Basic Traps
Craftable zombie killing building upgrade – kills 5 unmassed zed per day
2
Zombie Avoidance
25% less danger from mission distance
3
Disease Vectors
Reduced chance of zombie bites – during random events
3
Anti-Zombie Armor
25% better zombie defense – lowers danger rates
4
Zombie Bait
Draw in zed to a building – craftable from food, distracts mobs and roamers
5
Advanced Traps
Better craftable zed traps – kills 10 unmassed zed per day
5
Fort Silence
Fewer hidden zombies spawn beside the fort
7
Improved Defense
Increase building defense by 1% per level, repeat
Buildings track:
Start on the center tree for more options in your fort buildings.
Level
Research
What does it do?
1
Construction
Build bars, schools, churches, labs, etc
2
Watch Towers
Defensive building upgrade – +5 defense to upgraded building and +2.5 to neighboring buildings
2
Generator Power
10% faster workshop crafting – this research is automatically granted if you repair a power plant
3
Bunker Towers
Defensive building upgrade – +10 defense to upgraded building and +5 to neighboring buildings
3
Fertilizer
Extra food from farms – also increases max food storage
4
Improved Walls
Better fort-wide defense – +1 to all buildings
4
Irrigation
Prevent drought – also increases max food storage
5
Advanced Construction
Build and fortify 25% faster
6
Turret Towers
Defensive building upgrade – +15 defense to upgraded building and +15 to neighboring buildings
6
Electrified Walls
Improved fort-wide defense – +1 to all buildings cumulative with Improved Walls
6
Pesticides
Prevent pests, extra food on farming missions – also increases max food storage
7
Improved Farms
1% bonus to food production per level, repeat
Survivor track:
Start on the rightmost tree for management skills that make your survivors stronger.
Level
Research
What does it do?
1
Survivor Management
See happiness, relationships, and talk to survivors – allows awarding level perks
2
Signposts
Attract survivors – in random events
2
Improved Teaching
50% more skill from training
3
Paramedic Training
10% better chance of injury instead of death – for all survivors
3
Improved Scouting
Reveal further when scouting – reveals adjacent buildings
4
Searchlights
Attract more survivors – in random events
4
Medkits & Medicine
Craftable medicine in workshops – use medkits to instantly heal injuries
5
Fireworks
Craftable entertainment – use to improve happiness
5
Doctor Training
Extra 10% chance of injury instead of death – stacks with Paramedic Training
5
Spotting Spies
Saboteur units become visible
6
Preemptive Strikes
Less dangerous to attack enemy units – 30% less danger
Chaos Overlords must have stuck in my subconscious – it looks like Rebuild!Time for some 90’s game nostalgia!
I LOVE strategy games. My affair must have started with Civ I for the Amiga. I played endless times, obsessed with trying to conquer the world as England with only the one starting city. Then there was X-Com, and Master of Orion, and games like Capture the Flag and Chaos Overloads.
One of my all time favs was Master of Magic, a compelling mix of civilization building and turn-based combat with a magic system that was as much fun to exploit as it was to play properly. There have been some attempts, but I’m still waiting for a true spiritual successor.
I’ve always been in the turn-based camp: thoughtful instead of twitchy, chilling out instead of stressing out. I still play on harder difficulties and get my ass handed to me by the AI, but it’s cool – it’s all about learning systems and finding new strategies. Winning’s just part of the fun. So when I wrote Rebuild 1, naturally it was turn-based and had a “Nightmare” difficulty that even I couldn’t beat.
But what about real-time?
My favorite unit, the Zerg Queen, causing trouble for some marines.I think of real-time strategy games as those tending towards intense multiplayer action. I always felt exhausted after a game of Starcraft with friends… fun but oh so stressful. And I’ve never been brave enough to try LoL or DotA, I’m so sure they’ll make me feel old and clumsy. So I didn’t consider real-time for the Rebuild series at first.
The games that drew me back around to real-time were ones like Sim City, Tropico, and Dwarf Fortress: single-player games that tick away in real-time but let you hit a pause button at will. They seem to have more life, some little spark of randomness that makes it feel like I’m interacting with more than a set of rules. For sim games this is especially important, and the Rebuild games are as much sim as strategy.
So for Rebuild 3 I bit the bullet and added a real-time mode. It was both easier and harder than I’d expected: I got the system working in a couple days, but am still finding bugs in it today. It brought up new performance and interface issues too. Some I rocked (letting you switch between real-time and turn-based) and some I flubbed (it’s hard to tell if the STOP button is a command, or the current state).
But it’s been worth it! In fact I like real-time mode so much I was tempted to make it the only mode for Rebuild 3. But I kept turn-based in because it’s much easier to test with, and I knew some fans of Rebuild 1 & 2 would never forgive the change.
These days when I play a game of Rebuild 3, I start out on max speed and try to keep up with survivors coming and going for as long as possible. I take the speed down a notch or two as the game gets busier and my tolerance for mistakes goes down. By the end of a city, danger or no danger, I’ve got one thumb on the space bar at all times nobody spends a moment longer relaxing in the fort than they have to.
I’m pretty happy that the game works with such different styles. Hopefully everybody else will find their favorite mode and speed too!