Pro Gamer Manager 2 cover
Pro Gamer Manager 2 screenshot
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Genre: Simulator, Sport, Strategy, Indie

Pro Gamer Manager 2

Closed Alpha


Just a quick heads up!
Tomorrow afternoon CET we'll be releasing PGM 2 as closed alpha to our longtime supporters and fans.
Stay tuned for more info as it happens.
/Dev team

Translation by the community



Hi all!

A lot of you have been asking about translations / localization of the game. And of course we want the game to be accessible to as many people as possible.

To make it so we're now releasing the text files for the game.

So how will this work?



Open the link above and download the files to your computer. In the folder you will also find Instructions for translations that will hopefully answer all your questions.

The translations can then be shared by you through the Workshop on Steam when the game is released.

Please follow the format stated in the instructions, otherwise the translations will not work in game.

We will continuously update the files in the folder so please keep an eye out to update the translations to reflect the latest changes and additions.

If you have any questions, please don't hesitate to get in touch on our social media platforms or via mail to support@progamermanager.com

/Anna

Countdown, polishing, balancing, tweaking - Dev blog #14



We’re counting down.

This week has been a lot like last one. Our main focus has been on ironing out bugs and polishing every scene. We've been making sure that animations and sounds are working properly and appear in the right place.

We’ve been play-testing the game as much as we can which has resulted in both added and removed stuff. Things that were unclear or not needed any more for various reasons. We've also been polishing and to some extend reworked the notifications and events systems.

Along the way we’ve found some game breaking bugs, all of which should be gone now (fingers crossed etc). As well as lots of minor issues which we weren't satisfied with. In our process of making this ready for you, we've also cleaned up the code base, removed somewhere along the lines of 1000 lines of code only yesterday, as well as removed unnecessary assets and scripts. 

It might not sound significant to you, the player, but in the long run it will make the game a lot better and more stable.

Translations


Finally, we've been taking a crack at making translations work through the Steam Workshop. So far so good, soon we should have an answer to if we can make it work like we need it to. We'll keep you posted once we know.

Do keep in touch on Reddit or Twitter.

/Eyoel

Quick update - Dev blog #13


Hi guys,

Just dropping a line to let you know that we haven't forgotten about you :)

We're currently working all the hours we can manage with ironing out the kinks and polishing up the game.

The most frequently asked question is when will we release the game. And the answer is, we will give you a date as soon as we know that we'll be able to keep it. So please, hold on just a little while longer.

As always, we're happy to answer any (other) questions you might have on twitter or reddit.

Have a nice weekend!

/Anna

Sounds and Localization - Devblog #12



Hi Guys!

In case you missed it, last week we had some major news for all of you who bought PGM before August 25th. We've been getting some great feedback on this which we of course appreciate a lot.

We're still working hard on finding and eliminating as many bugs as we can in the game.

Sounds


This week has also seen some major leaps in implementing our custom sounds. Our sound team is delivering and it's really lifting the game to the next level.

Localization


We've also started the preparations for adding localization to the game. This will most likely be done with the help of the community as with PGM. The difference being that this time it'll be even more up to the community which languages will be added. More info to come on how we've planned to do this.

Keep all your ideas and feedback coming on Twitter and Reddit. We'd love to hear more from you :)

Have a nice weekend!

/Anna

Special Delivery


Happy Saturday everyone!

You've earned this guys.

With some help from Valve, everyone, and we do mean EVERYONE, should have PGM 2 in their Steam library as of today. It doesn’t matter if you bought PGM in October 2015 or last week. Everyone gets PGM 2 for free. How’s that for a Saturday surprise? :)

So, how come everyone gets it for free when we previously stated that only the people who had bought it before the big price slash would be eligible for getting a free copy of PGM 2?



After looking at a number of different solutions trying to separate the different groups of users, depending on when you’d bought the game, it would have been a logistical nightmare for us to try and keep track. It could have ended up with everyone having to send us their receipt. And we then sending them keys after we’d validated their purchase. It would have taken too much valuable time and effort for everyone involved. And most importantly of all, we would not have been able to guarantee that everyone would have had access to the game directly on launch. By giving it to everyone we can focus on the important part, developing the game itself.


So, what does this mean exactly?



Everyone who’s bought the game before today will have gotten the game for free. That is game should have turned up in your Steam library. Once the game is released, it will become available for you to play. With that our promise of giving you PGM 2 will come true. We’re hoping you’ll enjoy PGM 2 and that this gesture, along with playing the game, will restore your faith in us and make you want to join us on the journey of completing the game. Hopefully you’ll like to share your experiences with your friends and on social media platforms.

When’s the release then?



We’ll be announcing the date soon, we promise. We just don’t want to commit to a date before we know we’ll be able to actually release the game on that day.

We would ask you for a small favour in this post as well, if we may. Please follow the store page here on Steam, our Reddit, twitter, and other social media where you hang out and keep the discussion going. Feel free to ask us any questions you might have and share your ideas for what you’d like to see featured in the game in the future. We value your input. It’s a key ingredient in helping us make the best possible product as we continue on the road towards a finished product.

We’d like to remind you as well that the game we’ll be releasing this fall is in it’s pre-Alpha/Alpha stage. It’s by no means finished. It will have issues and bugs, all features planned will not have been implemented. They might show up as greyed out/coming soon. Or they might not even be visible at all playing the game at this point.

Finally. You will notice that we’ve changed back the price on the original PGM to $9.99. We believe this is a more fair price considering how much content there is. And how many hours of enjoyable gameplay you can get out of it. It will also be more fair comparing with PGM 2 when we launch that at $19.99. Some of you might think this raising of the price is unfair. But considering the length of time you’ve been able to get the game for $2.99, we believe that most people have had the chance to get the game during what might have been one of the longest running sales on Steam ;) This does also mean that new customers will NOT be receiving PGM for free from this point on.

Looking forward to chatting with you guys soon.

Have a great weekend!

/Eyoel, Anna and the rest of the dev team

Keymailer - Dev blog #11


Hi all!

Keymailer and testing.

Lots of things happening so we only have time for a short update.

This week


This week we have made great strides in the fields of:
  • ProGamers needs and bodily functions

You can probably guess what that means :)

Apart from this our main focus has been on testing, testing and testing. And generally polishing up the game as we work through the kinks.

Keymailer


We've also activated the possibility of requesting a key for reviewing purposes via Keymailer. But of course we have some conditions attached to this.
  • You have to be established enough (we can’t just give free copies of the game to anyone with a YouTube channel).
  • This means that if you’re a YouTuber, you should have consistently 1000+ views per video.
  • If you’re a writer/reviewer, you should be writing for a professional site or publication.
  • You should be contacting us from a verifiable address. We will check each request against these standards. If you think you fulfil these criteria, please request a key through Keymailer or email support@progamermanager.com and request a key (please include links).
  • We don’t hand out keys for give-aways or Steam groups.


We have also brought our IndieDB page online.

Tune in next week for a new update.

/Anna

PGM 2 - The Journey Begins


Finally!
The day has arrived when we get to show you all a little bit of what we have been working on for last eight months. This is PGM 2 and here is a lengthy post of what it will be as well as our vision for the future.

First of all we want to say a huge thank you to everyone who has supported us during this roller-coaster ride. It’s been a learning experience where we started off by ******* up hard. But the only thing is to learn from it, move on, and make sure it doesn’t happen again.

Secondly, we’re very much aware of our promise of giving out PGM 2 for free do those of you who purchased the original PGM at full retail price. Don’t worry. We have an idea of how to make this happen. That doesn’t mean we still don’t need your support for completing PGM 2.

Why would I even consider buying the sequel when the original was never completed?


We took over development of the original game after it was fully released. Prior to this we had no influence over the development, including the decision to move it from Early Access into full release. We tried our best to fix the original game, but due to lack of resources and underestimation of how tangled up the original code was, we failed.

We know what the original game did good and what it did less good. We’ve listened to all the feedback, criticism and ideas from all social media platforms as well as any direct contact with us or the original developers. And after doing this we have started working on our own concept based on the original idea. The game has been completely rebuilt from the core, nothing has been recycled from the old game. It’s our code, our assets, our music and also our responsibility.

What’s the difference then?


A lot of things. To name a few.
  • We’ve merged the player mode and the manager mode into a new game mode combining the most fun elements of both.
  • We’ve added interaction into the in-game gaming putting you in the control of all decisions.
  • We’ve expanded the managerial parts to include all the the day to day aspects of running an organization of ‘real’ people.



Yet another Early Access title, how do we know you don’t just run away with our money and stop the development?


There’s always a risk that we don’t sell enough titles to sustain the company, of course. But I (Eyoel) bought the company in May from a venture capital firm and in this process invested a good chunk of private money and loans to make this Early Access release happen. I wouldn’t have done that if I didn’t believe in this company and its ability to deliver high quality games. This release of PGM 2 marks the first milestone of our first game and with the help of the community we will see it through to final launch.

The original game promised a lot in Greenlight/Early Access that was not delivered on.


We’ve deliberately taken the road of being tight lipped about what we’re doing for this precise reason. We don’t want promise features that aren’t tested and implemented. And we don’t want to promise delivery on a certain date before we’re certain we can deliver on it. Making those kinds of promises puts the pressure on delivering on that set deadline instead of focusing on delivering quality.

How much will the game cost?


We will start off by selling it for $19,99. We believe the game has enough content to bring lots of hours of entertainment already and bearing in mind what we have in store for the game in the future, we feel that this a reasonable price and investment to make for Early Access backers.

Is there any more you will add or show us before release?


Oh yeah! But as we’ve already mentioned, we won’t talk about anything in public until we’re sure.

When will the game come out?


We’re aiming for late September. Date will be announced soon.

Is there a chance to test the game before purchase?


We will provide a pre-alpha version to the backers of the original game to test and help us balance things prior to the EA-release.

What happens after the EA-release?


The team will have some well-earned rest and then we will continue on our road map and of course continue to discuss with the community and be active and accessible wherever you are.

If you have any other questions, hit us here or in the discussions forum, our subreddit or Twitter. This game is for all our players. Those of yesterday, today and tomorrow.

Long live the gamers!

/Eyoel and the Millenway Team