Software Company cover
Software Company screenshot
Genre: Simulator, Strategy, Indie

Software Company

Software Company's open playtest starts on Feb. 8th 2022!!

Late happy new year everyone!

I know, I know. It has been a while since the last development update, BUT the time hasn't gone by without more development on the game - of course.

And that's why i am happy to be able to announce that the game has now reached a stage, where I can proudly say: It is about damn time to test the heck out of this game!

But before i tell you all the date, let me take some moments to get you on par with the latest additions, changes and developments:

1. Research & development for your game & engine features.
In the last development update, I was talking about the implementation of a R&D-section into the game. How the skill-trees are supposed to be implemented and how I was planning to unlock features over your playtime.
The feature is now complete and the way it functions is a combination of a skill-tree known to many of you from RPG-titles and a more classical approach on actual development over time.

Development of new game-engines: You have 4 mini-skill-trees to choose features from to unlock. The available features depend on already researched features and the year you are currently in during your play session.



Let's use the example in the picture above to explain the system further. Let's assume you want to research the 8-Bit sound feature. As you can see in the picture, both of the required components below the 8-Bit-feature are already researched, so those requirements are met. The reason why you can't develop the 8-Bit-feature is, because you are not in the correct year in the game yet to have this feature developed. The dates, when features become available are all according to real dates, when such features became available to games in the past to make the game as close to real life as possible.

Features that have been researched can then be used in the development of a new game-engine that then can be used in your future games.

Development of new game-features: The research of new game-features is basically the same, as the development of new engine-features. With the difference, there is only one big skill-tree, in which the availability of the features to research depend on each other and on the correct year of course. Researched features are then automatically available to you for your new games. They then cost money and more development time to implement.

2. All new designed city-map
A great amount of time went into the further development of the city-map. Thanks to some incredible assets from Synty-studios the city-map now looks more detailed and urban than ever.
You'll find shops. bars, suburban neighborhoods as well as skyscrapers. Peds are roaming the streets, so that the city itself feels alive and thriving.
Further I took quite some time and effort to make the day-/night transition more beautiful and present nice looking lightmaps especially during nighttime.

3. Interactive tutorial
The systems behind Software Company can be quite overwhelming - especially if you have never played a software-tycoon game like Software Company before.

That's why I introduce to you: Walter.

He will guide you through your first game-development process and will explain everything you need in the beginning to quickly become a pro in not only creating awesome games, but to manage your company in the best and most efficient way possible. If you have enough of Walters jabbin' you can always tell him to just shut up, of course ;)

So, WHEN will the public playtest start and WHO can participate?

The public playtest of Software Company will start on February 8th 2022.

You can enter the public playtest for free sometime within the next two weeks. You will then receive a key and you can start downloading the game.

Keep in mind: Once the playtest if over, the game will be removed from your library until you buy it on release.

There are no requirements to enter the public playtest. Everyone can participate and give feedback about the game, it's systems and about any bugs you may find during your test.

You are also more than welcome to share possible ideas about features to be added or about things you absolutely don't like about the game.

Software Company is a game I have in mind to be a game that bases heavily on community feedback in the future. But more about that in the upcoming roadmap, which i will release during playtest.

So, I am looking forward to finally present this game to the public and I am looking forward to your opinions and feedback. Do not hesitate and feel free to enter the public playtest!

Open playtest registrations are here!

It's here!

I am proud to announce that I have activated the registration for the open playtest of Software Company!!

The open playtest will take place from Feb. 8th - Feb. 28th 2022

Despite my announcement earlier i had to postpone the playtest one week, due to an unforeseen memory leak that had to be fixed.

But, here you go. Everyone can enter the open playtest from the Steamstore page. Just click on the provided link and you will automatically enter the playtest and you can download the test version of the game as soon as it is available.

I will post a few roadmaps during the next two weeks leading up to the playtest that also contain more information about what is to be expected from the playtest-version, which features are in it and what will be added during some patches while the playtest is already running.

I will also give the players some tools to provide bugreports, suggestions and general feedback.

I hope many of you take part in the playtest and I am really looking forward to read your opinions on the game.

So, see you on February 8th everyone!

Development-Blog #1: Der Weg zum "closed" Playtest.

Weekly development-blogs from now on until the start of the "closed" playtest scheduled towards the end of november

From now on you will have the opportunity to get some insights in the development-progress of Software Company.

I want to start this weeks edition by announcing the closed playtest at the end of november.
This will give me the opportunity to test the then up-to-date version of the game together with the players and take the feedback into the future steps of the development-process.

More on that coming up here of course, but also keep an eye open for the button on the shoppage, where you can sign up for the playtest, once it is available.

Further i want to give you a weekly insight in the current "to-do" things during the development of the game.

This week is all about the research & development part of the game , internaly also known as the "skill-tree".
Because what better way to call and design it, in a game where you develop videogames, then the famous skilltree we all know and love from multiple RPGs, right?

I don't want to spoil too much of course, but all in all you can describe the system like the following:

- The different research-sections are devided in different parts. Right now in engine features, gameplay features and genres&themes.

- Every part gives you different areas to develop new things, like in this small example:



The different options available to you vary depended on the progress in the game (aka what year it is), your former design-choices and individual dependencies of the elements among each other. (You cannot design a highly-advanced 3D-Grafik, if you haven't at least spend SOME money and time on the development of lesser technologies for example).

-When and what you research is all up to you. Just keep in mind, that employees, who are in the process of developing some new technology might be mssing in the development of your upcoming game. Or you maybe hire some employees just for developing new stuff? It is up to you.

- In reviews of your released games, it will be taken into account, if your used technologies are up-to-date or completely outdatet, as well as if the chosen elements fit your chosen genre. A jump'n run game, which can only be played with a pistol-controller will most defenitly not get the best reviews.

I hope you enjoyed the little insights in this weeks devblog. Next week i will keep you up to date how the development of these system worked and if there where any changes, as well as a new insight in the upcoming weeks workload.

Feel free to share your thoughts, ideas and impressions below this article. I always look forward to new input and feedback.