Going Underground
Legend of Grimrock developers Almost Human on dungeons, community engagement and hitting the niche
We are not on a mission to convert social games players to hardcore. The old-school player community is our core target group and we do our best to serve their needs. Of course we hope that also other players will find Legend of Grimrock appealing and take on the challenge of old-school dungeon crawling. In fact, many newcomers that tried Legend of Grimrock said they would definitely want to play it more because it feels like a refreshing change to the mainstream games.
All this attention has mixed up our sales expectations and it is now impossible to say what to expect because we are still talking about a niche genre. However, we hope that the sales will enable us to continue on our mission to bring old-school dungeon crawling back to life. The next steps would be to port the game to Mac and iOS, and perhaps other platforms as well. And there has been a fair amount of requests for modding support. And of course, a sequel is also on our wish list!
What we are concerned about is that if piracy hit us too hard, we will not be able to continue making these games. Small indie studios are really dependent on the goodwill of the players. The best thing we can to do is to stay connected to our community and fans, and let them know that we care about them.
What we offer to the community is more than just another game. We are here to share their passion for the genre and cultivate it with love.
"Small indie studios are really dependent on the goodwill of the players. The best thing we can to do is to stay connected to our community and fans, and let them know that we care about them."
Legend of Grimrock will be sold using a traditional single payment. We choose digital distribution because it enables us to self publish the game. It is part of our indie approach to the business. The more we are in control of our work the more open is the relationship with the players.
As a tiny studio we can only concentrate on a limited amount of fronts because in-between everything we still have to work hard on the game itself. It is best to keep things simple and concentrate on digital distribution for the initial release. We will later consider other options if the initial release is successful.
We really don't have a definite answer to that question. All that comes in mind is that in Finland we have this thing called "sisu". It means that you don't care about difficulties, problems or danger, you just keep going. It is an inseparable nature of our identity, and it gives us the confidence we need to reach for big dreams, even as a small team.
Although we have not approached the program ourselves we are aware that that it has helped many Nordic companies to succeed. We hope that there will be more programs like that. It definitely encourages many indie studios to make the best games they can.