EARLY ACCESS SUPER TRUCK LIFE

Blog

WE’RE LIVE

Approximately 10 hours ago we went live. Ten hours later, I realized I should probably update the blog. Yeah, that happened. You know what else happened? Where do I start.

When we opened the doors to Super Truck Life, it wasn’t an easy decision. Exciting, hell yes, but equally terrifying. I imagine this is how most developers feel. Granted, you could interpret this entire statement as pretentious or melodramatic. Maybe it’s both. Maybe it’s not. What I can tell you is that after two years without criticism or acclaim your game is both a thing of potential nightmares and inexplicable victory. I compared it in an earlier post to chasing a school bus naked or some crazy shit that is not going to help us out with SEO, but I stand behind that analogy in terms of emotional accuracy.

We opened the doors to approximately 50 testers. Family, friends, fellow gamers, and that one dude that you totally bonded with in Discord one night over a fifth of Jameson because that’s how friendships work according to idiots. The point is, there was a pretty impressive influx of people, and a steady trickle beyond that throughout the night, and damn son, it was insightful. When you spend two years in a vacuum smelling your own proverbial farts it’s weird how much insight you’ve missed out on. On top of that, I can say with absolute confidence and minimal flex that the feedback has been overwhelmingly positive. Not only that, but from a technical standpoint, mad props to my boy Mike because not only did we encounter literally zero server issues, but the bug reports were minimal and/or already on our radar. Dope.

We’ve received invaluable input thus far. I’m well aware how cliche it is to stand up here on a virtual podium that no one invited me to for an event that doesn’t exist and tell the fans how we couldn’t do it without them, but the difference is we literally can’t. You matter. You have already solved a few issues we spent months discussing in said vacuum I mentioned earlier. There was an actual moment on a call tonight when Mike and I said “this is why we need players. We’ve been talking about that for months.” Done and done. What we’re saying is thanks, ya’ll.  Seriously. Keep that feedback coming. Use the button in the chat module or the forums if it requires a bit more explanation/discussion but seriously — let’s go.

The future of Super Truck Life is an endless road. We know what we want to do, we’re listening, and we’re not going to stop until — ever. I guess. Turns out our Roadmap doesn’t really have an end date. Can’t stop won’t stop. Except right now. It’s 2:30AM, and I could use some sleep. I’ll be back; keep your eyes focused on the road until then.

Much love, mother truckers.

LAUNCH DAY

That’s right kids, launch day is upon us. We’re stoked, and we’re tired as shit. After almost two years of blood and sweat and Drizly we’re finally ready to pull the trigger on the closed beta.

It’s a strange thing, building a video game and releasing it into the wild. It’s like raising a kid, then sending them to their first day of school but like right before they board the bus you realize you forgot to pack their lunch and you start running after the bus but then your dad-robes open up and now you’re a naked man in his 40s chasing down a school bus anyways I’m not good at analogies but the point is we worked really hard on this and we really, really hope you enjoy it.

You see, normally Mike would be here to provide some much-needed direction to this post but he isn’t, because we decided to double down on requirements two days before the beta and he’s currently drowning in code. And that’s kind of the point; Super Truck Life is the result of two idiots busting their plums for two years on a passion project about driving a truck across a fake world while making numbers bigger. It’s hot nonsense, and we’re proud of it. Much love and thank you to everyone that’s been so supportive and encouraging throughout this process. We appreciate the hell out of yall, including you about-to-be-beta testers.

In a few hours, give or take a few hours, you’ll receive an email (if you’re on our list) with login credentials. Once you log in you’ll have access to everything on the site; most importantly, the game itself. We’re looking forward to your feedback and you’re all very handsome and smart etc but I’ll save more details until we’ve actually launched.

See you soon, mother truckers.

Something has gone horribly, horribly wrong

When we started this project, it never occurred to us that maybe we should like, make sure the scope didn‘t get completely blown because we both have a tendency to add features on features on features. Oh hey, here’s an idea: Let’s create problems then pat ourselves on the back for finding solutions. That‘s a thing we do a lot. We‘re pretty dumb.

Anyways, we finally got a handle on our scope again. And the game is playable. And that’s Dan’s fault.

Thanks bud.

The Maiden Voyage

Howdy folks,
Your friendly neighborhood game development team here, and we’re excited to get you guys playing in our closed beta! If you’ve got a beta account, cherish it. Well, don’t cherish it too much as we might reset your progress in an update. Not on purpose, of course but for totally valid reasons ya dingus.

Love and cheese,
Also please be gentle with the feedback form,
Mike and Dan