Gravity Garden development is cancelled.


tl;dr Development on Gravity Garden is done. Players are not interested and I can't seem to craft anything fun from my prototypes. A great learning experience, but a failure as a game.

Development of this farming idea goes back many years and includes more than one failed prototype. After my first game in Unity, Breeders, I was excited to try another simulation. I started work on another Breeders with plants and a wider ecosystem. The prototype was encouraging but I got bogged down quickly when I tried to gamify my ideas - especially the User Interface. My Unity skills were still raw, and my coding skills were still stuck in the 80's as usual. :)

I decided to try something 'simple' - a small arcade game inspired my Lunar Lander mixed with a QWOPish control scheme. Crashed Lander turned out well and response to the game was good. Soon after I bought an Oculus Rift development kit, a DK1. I quickly set it upt to see Crashed Lander in VR. Mind blown. I was sent on a multi-year VR journey, my ideas for a farming sim pushed to the back burner.

I learned much about Unity, a little about writing better code, and more than I wanted about updating software to work with beta APIs. Crashed Lander was a success in my eyes, but after the 338th update I was ready to move on. I tried another version of XenoFarm, this time in VR. This was before we had virtual hands. It looked cool and I built some useful systems, but I failed to find the fun.

Back to the virtual workshop and I made several versions of my Chunky Orbits sim. I love Chunky Orbits, I think it's the best thing I've ever made. :) I felt like I'd finally made a solid, polished experience and was ready to try something more complicated. Back to the XenoFarm. 3rd time's a charm?

I made great progress at first, implementing refined versions of my previous ideas. XenoFarm became Gravity Garden and I felt like I was on to something. I built efficient game assets. I planned for player progress and challenges. I reworked my virtual interface endlessly. I made cool looking spaces with nifty plants that grew and reacted to their environment.

And...it was Boring. Pretty and lifeless and boring.

I could tell that folks were losing interest, especially as my code struggled to keep up with my ideas. I gave away free demo versions of the game and begged players for feedback. No takers and no feedback. I started to panic a little. I released the game into Early Acess on Steam hoping for a bigger audience. No interest and no feedback. 5 copies sold in 8 months.

Meanwhile my home life was requiring more and more attention. My Dad's Cancer was gone, but my Mom was not as lucky. As her Cancer grew I had less time and energy to focus on my projects. Eventually I had to drop everything else and just care for my family. The Garden was pushed to the back burner again.

Fast Forward 6 months and I'm here at a crossroads. I have more time for some of my own projects again. What should I work on? A game that nobody wants or a fresh new adventure? I'm voting new adventure.

If I'd not sold the game I'd have no problem cancelling it now. The work is not wasted. I still have the knowledge gained from the process - and the fun I had while working. But I did sell it with a promise of a complete experience. I'm looking into giving automatic refunds on Steam which would ease my conscious a little. If you purchased the game please feel free to contact me.

The free demo will still be available on Steam and Itch. I don't see any reason to hide it away. I'm proud of what I accomplished with the game, even if it's not what I had envisioned.

Thanks to everyone who tried the game, offered support, or sent feedback. I know that there are SO many options for entertainment and I'm always grateful when people spend time with my creations. I'm sorry this one didn't work out like I planned.

Don Whitaker
BrainBlinks.com

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(4 edits)

I think it might be more like your game is obscure rather than unloved. TBH though, games that exude creativity will always have an audience. It's not good to rely on external feedback to make decisions about your creative projects, just make whatever you want and if people like it they like it, if they don't they don't. There will always be someone who thinks its the best thing they've ever seen and someone who hates it more than anything else. These are the flax of lice and F em both. Just make your stuff. Let the Art-blobs in your brain and in your heart come to life, mai fren. It'll take some personal conviction/motivation to get it done probably but I think it's always worth the trouble. Just my unwarranted two cents. Best of luck, my dude. Hope you're doing well :)

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Sorry to see it go out like this.

I was following the project with great interest until I learned it was VR-only. (The itch page doesn’t make that clear, but the Steam page does.)

The game being VR-only ruled me out as a potential customer since I don’t own any VR equipment.

I’m looking forward to seeing what’s next for you, because you always have creative and interesting ideas to explore. I just selfishly hope it’s not another VR-only project so I can play around with it.

Best of luck in whatever comes next!