Questions about the Offline Version of the Game and the Future of the Project A Wife’s Phone (by Bloody Ink)
I think it’s time to say a few words about the future of the game. To say it publicly, so to speak, to address some questions that everyone keeps asking.
Let’s start with the fact that the game has transitioned to an online format. Some people dislike it, some don’t really care, while others passionately argue that it’s a bad decision and that I can’t do this. In short, everything is as usual—except this time, the criticism isn’t about the game’s content but about the distribution method. Anyway, let’s get to the answers.
- There will be no offline version in the near future. The game will only be distributed online and exclusively on the website scyxar.com (although we are considering adding the game to other online game platforms like Gamcore). But the fact remains that we will not release an offline version, except for one specific case that I’ll describe below.
Why is that? Because it’s the only way I can keep the game and its development pace at an optimal level. Yes, I know some will say, “If you distributed the game offline, everything would be better.” My response: no, it wouldn’t. The previous version of the game (v.0.6.0) was distributed offline via the website and Boosty, and the result was as bad as it could be compared to what we have now—not to mention the days before Patreon blocked me. I’ve realized that fans of the game aren’t particularly eager to support me on new platforms. And who would want to pay for a game that gets leaked just hours after release? It’s better to wait, right? To wait for the “hero” who everyone eagerly calls for within minutes of a new release post.
But I digress. I understand the logic of such players and that not everyone can financially support projects they like. I’m merely pointing out that for me, as a developer, such events lead to the project’s closure. Many players wonder why so many projects shut down after a few releases or once the developers’ income begins to decline. The answer is simple: no one will do anything without funding. Time is the most valuable resource, and spending it on something that brings in $100–200 a month is foolish.
To sum up: The previous version of the game (v.0.6.0) demonstrated that an offline version distributed on new platforms doesn’t interest players or motivate them to support the project. Hence, we decided to limit the project to an online version to prevent leaks and gently “encourage” players to start using the website, which took significant time, money, and effort to create.
- Am I so greedy that I resort to such measures?
Yes and no. I anticipate that some players reading this won’t understand what I’m about to say. But I’ll say it anyway, at least for those who will.
Working on any project takes time. Working with a team requires both time and money. If you want to do something quickly and on a large scale, you need a team. Do you see where I’m going with this?
I started working as a solo developer. I knew I had to release updates quickly and try to make them larger to draw attention to the game. Initially, I worked non-stop, barely sleeping, to release updates every 10–15 days (yes, that’s how it was with versions 0.1, 0.1.5, 0.2). After the audience grew and income increased, I started looking for team members to reduce my workload and produce even larger updates. That’s how we got to where we are now.
Things were going well until Patreon blocked me. After that, money became tight. Over the past two months and currently, I pay the remaining team partly with game income and partly with my own money because I don’t want development to slow down. Without financial support, I won’t be able to sustain the team for long, leaving me to work on the game alone. That would essentially mean the project’s end because development speed would drop, and no one would want to play a game that gets 20–30 minutes of updates once a month.
- Why not release an offline version after the public release?
We simply don’t want to. We’ve decided to transition to an online version to familiarize fans with the game’s website and make them accustomed to the fact that everything related to the game will now be there. An offline version would completely disrupt our plans.
- Why not add protection to the offline version?
Because Ren’Py doesn’t allow us to protect the game’s content. Anyone with basic Ren’Py knowledge could edit the code and remove any protection we add. And let’s not even talk about protecting the game during the download phase. Anyone who downloads it could re-upload it anywhere and distribute it.
- Will there never be an offline version again?
This is perhaps the most important question. We are still thinking about it, and the only idea that comes to mind is Unity. Transitioning to another engine could help protect the game’s offline version because Unity’s game code is much harder to edit than Ren’Py’s. However, transitioning to Unity requires additional time, which we currently don’t have.
If we do transition to a new engine and bring back an offline version, it will only happen if we have sufficient support from our fans. Yes, I’m talking about financial support. As I mentioned earlier, my ability to develop depends significantly on financial backing. The amount of support determines how much time my team and I can dedicate to development.
In conclusion:
- There will be no offline version in the near future because it results in lower profits due to leaks shortly after release.
- The decision to abandon the offline version was made because the last offline update showed poor profitability, causing funding issues for my team. Without a team, I can’t develop the game at the current pace, leading to significant project delays.
- We decided to move to an online version to familiarize fans with the game’s website.
- Ren’Py doesn’t allow for effective protection of the game’s content.
- An offline version may return with enough support but will likely be on a new engine like Unity.
Everything comes down to finances. I’m not ashamed to talk about this because it’s clear to most people. The future of the game and its offline version largely depends on your support. If you want to see the game’s future, you can support me with any amount, which will help me and my team. With sufficient financial support, we can continue delivering updates and work toward creating an offline version on a new engine.
Thank you for your attention.
I can appreciate the reasoning, and am certainly not arguing the requirement for profitability. My question is around functionality.
I’m currently a ‘Massive’ contributor, because I enjoy the game a lot, and believe in supporting what you enjoy. The problem I have is usability with the online version. Videos run slowly, images take a long time to buffer. My internet is good, 110 down, 20 up, I enjoyed the fact that this wasn’t an issue on the offline version. Are there plans to address this, as it very much takes you out of the story and is pretty much unplayable (especially when you consider it took 4 refreshes to even launch the game yesterday)?
I have not played the game for more than a few minutes at a time since the move to online only, hoping these issues would be resolved, and at this point I feel I’m providing a lot of money to a game that is losing game quality and playability.
Are you playing on Android?
Hello BJ,
I completely agree with you and can understand your reasons. For me (and for some others who aren’t so good at English) the following problem arises… so far I’ve always been able to translate the RenPy version into German using RenPy and Translator. It doesn’t seem to work with the online version. The browser translates everything around it, but not the frame with the game.
If you see a solution, I’d be grateful for any tips.
I don’t see another solution except translating the game on my side. I’ll think about it. I believe that using machine translation, I could provide multilingual access to the game and implement it. However, I will need some time. In any case, I’ll look into this matter. Thank you for letting me know about it.
Well, okay… Sad, but okay