✦ Lost in Limbo 2024 wrap-up


And here we are, after the holidays! Another year has come to an end and this one was simply incredible. You can anticipate what our most important milestone was for 2024, but there has been a lot going on this past year that maybe we all have forgotten. So let's see what these four friends have accomplished this year, and what's coming for a 2025 that already looks promising!

Good news is that we achieved every goal we set up for this year! Isn't that awesome?! We published our first demo, hosted our very first casting call (and it was nuts!) and so much more! Let's see it :3


✦ OUR STUDIO, RAVENSTAR GAMES, WAS OFFICIALLY FOUNDED ON JULY!

Let me tell y'all that when you finish college, keep studying because it turns out the job market is absolutely devastated and cannibalized, and then have an existential crisis, the last thing you think about is saying "fuck it we ball" and open a studio. I mean, we are literally four people with no stable jobs (well, Kayden is an exception) and with no previous experience making a game entirely by ourselves.

So this was a huge step for us. A scary one. A terrifying one, and still is. But we've survived so far, so let's hope we can still do just that—survive at least long enough to start living. Calling this our job would be a dream come true, but there's still a long road ahead until that!

✦ WE SUCCESSFULLY FUNDED LOST IN LIMBO ON KICKSTARTER!

And you were right if you thought this was our most important milestone of the year!

Honestly, I low-key thought we weren't gonna make it. As I said—four people with no budget, paying for what we couldn't do ourselves with what our grandmas give us on Christmas—what were the chances anyone would be interested in helping us fund our game?

But we still had to do it, because making it this far and not risking not being funded would be madness. So there we were, opening Photoshop with tears in our eyes, watching our mediocre bank accounts get obliterated and working on the Kickstarter graphics with nothing but glitter and Jesus.

Also, we were asking for a lot of money and it was our first project. We've seen firsthand a lot of projects fail, a lot of people being scammed, and a lot of projects not going like the audience and devs wanted. So I thought we were a bit doomed.

Well, turns out there are people who believe in us and our project, so I was proved wrong. Maybe our graphics were really cool in the end, huh? I worked my ass off on those! /silly

So 980 people donated almost 60k euros and on September 27th, Lost in Limbo became officially a thing. Which is wild. I don't think I believe it still, honestly.

Of course, not everything went smoothly! As first timers we made a lot of mistakes, but we knew we were going to mess up something. Sometimes it was us, sometimes it was Backerkit or Kickstarter...Truth is watching a million YouTube tutorials, reading articles or learning about other devs' journeys doesn't make you ready to run a Kickstarter. There's some stuff you can only learn while running it!

So we ordered our merch, had our 🎉first delay🎉 because we made a mistake with our pins, and managed to deliver our digital goodies to our backers without blowing up (almost) anything.


WE FUNDED OUR VERY OWN SOUNDTRACK!

And it'll consist of 19 original tracks by our wonderful composer Tomás Palazzi! 💜





✦ WE RELEASED OUR FIRST DEMO!

And overall, people seem to enjoy it! In fact, we recently reached +10k downloads and +71k views on itch! T^T

Of course, getting our demo out there was nerve-wracking, but we received a lot of love, and that includes wonderful and constructive feedback from a lot of folks who love our project and want it to succeed in its best form. Incredible content creators played our demo, reviewed it—and we've met amazing and stunningly creative people in the process!

However, as with anything you publish for others to see, not everyone is going to like it, and I think as a team we needed to also be exposed to that. There have been negative reviews that have helped us improve, and some others that have made us realize that our game, just like any other, isn't for everyone, and that's okay—our game isn't perfect and it won't ever be, and that's okay. As creators and creatives, accepting the critiques that help us improve is as important as letting go of the ones that contribute nothing, and to accept there are some things we don't want to change.

Of course there have been nasty or rude reviews, (most of them private) and albeit there were very few of them, but that was guaranteed. We try to have a few laughs at those!

✦ WE CREATED OUR OWN DISCORD SERVER!

And it's brimming with life!? We are almost 400 members and I may be biased, but it's full of amazing, supportive, and incredibly creative people. It feels so strange to see people talk daily about your game, about your characters—theorize, laugh, ask stuff...I can only hope our members feel at home as much as we do, because even if we can't interact with everyone all the time, just reading y'all makes us extremely happy :')

WE STARTED WORKING ON OUR EXTENDED DEMO!

And it's going great! The script is doing better than expected, even if I'm editing more stuff than I originally planned. Implementing feedback we received during our survey is helping me improve the pace, storytelling and dynamism of the script. I'm an overthinker so I know I'm most likely editing / adding more stuff than I planned, but so is the way of the west.

Raquel has (as you all know) been working on the reworked sprites, and for now there's 4/7 done! 💜 We also have finished one of the new backgrounds and one is close to being done. That's 2/3!

Also, thanks to y'all buying extra stuff via Backerkit, we've managed to raise a bit more money and have been able to commission Airyn for help on the extended demo, as well as Allie (our editor) and the wonderful, the Ren'py Jesus, Feniks, to help us with our programming adventures! So technically we didn't reach our second stretch goal (outsourcing) but the extra coins have allowed us to hire some help!

That's all for 2024! Phew! Now, our plans for 2025 are quite simple (me when I lie).

  • First of all we want to ship our Kickstarter merch (more on that on a Kickstarter update coming soon!)
  • Finish production for our Kickstarter artbook
  • Release our Extended Demo

For now, we are aiming for a June 2025 release of the prologue, and the first chapter of every route will follow soon after.

  • Open our Patreon!

We have to think about this thoroughly, plan it, and make sure we can offer quality stuff worthy of your support. Some of you have asked a lot about a Patreon but we want to make sure we make it right!

On a personal note—this year I have been working on my OCD, as last year, and booked with two therapists. My therapist (the one who diagnosed me last year), and a different one specialized in OCD. This year has been full of highs and lows, but I'm in a much better headspace than I was last year, to the point of my meds being lowered! ✌️

I also enrolled for my PhD program like a month ago, and I got accepted after a lot of college shenanigans that almost became my villain arc. So this year is going to be funny for me!

Every member of the team has had their personal issues to deal with this year. Mental health, family, etc. It hasn't been an easy year for us, but I'm happy to say we've been there for each other.

And I think that's all! Overall it has been an insane year. Very productive, very nerve-wracking, and incredibly awesome. We can only hope this year is as good as 2024 if not even better, both for us as people and for our game. We hope your 2024 has been good, and we also hope you are excited to make 2025 a year you can be proud of; but most importantly, a year in which you can take care of yourself, be at peace with who you are, discover new things about yourself, and crave a path to the future you want to live!

Talk to you all soon! 💜

Get Lost in Limbo [Demo]

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best of luck with everything, i'm looking forward to more from yall!!!! take good care of yourselves above all!!