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How King Steven’s Games Almost Died Part 1

Hello blog, my old friend!

I haven’t updated this website in almost a year. I think it’s time I posted something, right?

A LOT has happened over the year. I’m in my last semester of school, started a You Tube Channel, my novel is almost done being edited, and I have been coming up with a ton of new game ideas. But it hasn’t been all sun-shine and rainbows. In fact, I also on the edge of closing down this whole “King Steven’s Games” idea. I have been teasing my mind with self-publishing my games for 3 years now, and what do I have to show for it? Nothing.

But that has been my own doing. I haven’t tried a kickstarter, I have only been sending out a game for evaluation about twice a year, and I have been slacking on the social media aspect. I began to blame myself for it. I would say, “I see all these new companies come in after me, and they already have a successful kickstarter! I’m so lazy…” And then sit in self-loathing for a weekend. I think this is what many of us ambitious people do – we push ourselves to the break and if we fail we wonder what we did wrong? How many times have you said to yourself, “If I only had done this…” or “Why did I do this instead of that??” Then welcome to the family of Over-Thinkers.

It wasn’t until I began following Kickstarter-advice facebook pages that I began to notice a pattern. Most kickstarters have a team of people (at least 2 or more). So I eventually posted my issue by asking the question: how much time does everyone spend in getting a kickstarter ready before launching?

Come to find out, some people spend years. When I talked about my schedule: 40 hour per week job, school part time getting a masters… people responded back saying that those two things alone is enough to make it too hard to ever give a good kickstarter campaign. You see, most people split up the workload among teammates, and the really good campaigns are usually done by people without jobs. They then encourage that I continue making games but seek out publishers to partner with.

That made me feel TONS better. I thought I was being lazy, but nope, just like I posted in the last blog post about too many ideas and keeping the plates spinning – that is exactly what was happening to me. This was a great relief.

Still, I wondered to myself if all of this was worth it? I already have a job, and soon a promotion (Lord willing!), so why struggle with this whole concept of King Steven’s Games? The answer is simple, I have ideas I want to share so that others can enjoy them too. But up until now, my ideas produced zero results. No revenue, no publications, no recognition. But then a miracle happened…

But this has gone on long enough, I’ll publish it in the next post. Until then, Keep on playing!