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Genre: Simulator, Strategy, Indie

Startup Company

Devlog #29

Hi all!

This week we’re gearing up towards the release of Beta 18. We’re working on a bunch of different features and bug fixes and we’re sure that many of you will like some of the changes that we’re implementing! We're expecting to release Beta 18 the upcoming week and we'll make sure to keep you all posted.

New Queue Feature


We’re implementing a new queue system for all production employees (Developers, Designers, Lead Developers, SysAdmins and Marketeers). This is very useful during the early game when players are not able to employ a manager. You can also toggle it to ‘’Repeater’’-mode (top right corner) to make it all work smoothly!



Bruno, the ‘’old’’ designer is back


We’re currently working on a bunch of new graphical assets for the game. Our ‘’old’’ designer, Bruno, is now back on the team and will start creating assets that we need in order to continue developing the game from a graphical perspective.

Contract Expiration


This new handy bar will show you when a contract is about to end, making sure you can plan accordingly with your Sales Executives.



Big UI/4K support improved & rendering performance improvement


Beta 17 all UI had to be optimized for 4K monitors which resulted in a worse experience than running without Big UI enabled.

This has been changed so it now works automatically, giving 4K users an equally great experience. At the same time rendering has been improved by 50% in Beta 18, going from 255KB of CSS rules to 128KB. This will especially improve performance on slower computers.

Other features


Other features that will make it into Beta 18 are the ''Random Events'' and Highscore feature which we mentioned in Devlog #28 from last week.

Do you have suggestions or ideas for the game?
Check out our Conflux board.


Alright, that’s all for Devlog #29. Thanks for reading, make sure to let us know what you think about the current progress of Startup Company by submitting a review (as we monitor those closely) or by leaving a comment below!

Best,
Jonas & Robert





Devlog #28

Hi there!

This week was a very busy week. Jonas has been releasing a bunch of hotfixes that address various issues and bugs that were present in the game. The following issues/bugs have been solved:

Solved bugs & issues


🔵Fixed bug causing the game to require internet connection.
🔵Fixed issue with old savegames containing references to previous contract work functionality.
🔵Fixed issue with old savegames containing old marketing campaigns.
🔵Fixed issue where Ad Contract's completed days was shown incorrectly.
🔵Fixed bug where crashes occurred when deleting a product and the marketing tab was open.
🔵Fixed bug making it impossible to uninstall specific mods.
🔵Fixed bug where Sales Executive couldn't create new contracts if all competitors were merged.
🔵Fixed bug causing game to crash when deleting a savegame while viewing a hosting building.
🔵Fixed error being thrown when timeslots window open.

Progress on 'Random Events'


As we announced last week we're working on a new feature named ''Random Events'', which as the name suggest happen on random occasions during the game to spice things up.

We're working on adding a bunch of these events, and more will be added over time to continue building upon this feature. (And of course by taking community suggestions into account!)

Some of the random events that you will encounter once BETA 18 has been released:

🔵Viral Boost: your product goes viral and generates a lot of new users.
🔵DDoS attacks: an unknown group will attack your servers.
🔵Poaching: your competitors will try to steal your best employees.
🔵Employee decisions: employees want raises or else they quit.

Random events only happen if you have more than 100K users using your product. In addition to that you can only get the random viral boost effect if your user satisfaction is above 70%.

In Devlog #27 we posted a screenshot of what it looks like when your company is under a DDoS attack and when an employee wants a raise. This week we'll be showing you what it looks like when your product goes viral and when a competitor wants to steal your employee.



Highscore


Once you've completed everything there is to do in Startup Company you will be rewarded a (high)-score, which lets you measure yourself up against other CEO's playing the game!

Once this feature is up and running the most seasoned CEO's will be able to earn bragging rights by posting their highest scores!



Do you have suggestions or ideas for the game?
Check out our Conflux board.


Renaming ''Products'' to ''Websites''


It was unclear for a lot of players that your product is actually a website. Based on feedback from our players on the Steam community hub, our Discord channel and through emails we've decided to change it to make it more clear for (new) players of Startup Company.

Updated Roadmap


In case you're wondering what's coming up in the near future make sure to check out our updated roadmap

Alright, that’s all for Devlog #28. Thanks for reading, make sure to let us know what you think about the current progress of Startup Company by submitting a review (as we monitor those closely) or by leaving a comment below!

Best,
Jonas & Robert




Devlog #27

Hi there!

We’ve worked very hard on getting a new update ready for everyone.This update will include pretty much everything mentioned in Devlog #26 and is now available for everyone.

We’ve made a couple of adjustments here and there and added a bunch of tool-tips, warnings and fixed a couple of annoying bugs too!

Time slots are now implemented.


The Ad Space Calendar has been removed from the game and has been replaced by something that we call ‘’Time Slots’’.

By default you only have one slot (full day) allowing you to have one contract. You can choose to split that into multiple slot slots, allowing you to run multiple contracts on the same feature.



Ad Contracts


Ad Deals are now called Ad Contracts. When you go into a contract, you now decide how many impressions per day you want to guarantee. The customer (lead) sets the maximum, but if you can’t meet their expectation you’ll have to lower it. This results in you receiving a smaller payment from the customer.

Contracts can be cancelled but you will incur a penalty amounting to 20% of the payment. This is the reason why increasing your contract length increases your payment.



Updated Sales Executive dialog



Because of the new features as mentioned above we also had to make significant changes to the ‘Sales Executive’ dialog. It now features a graph that shows you how well the ad contract you’re running is performing. In addition to that you will be able to monitor all the leads.

The employee will be able to manage one contract, but will simultaneously look for better leads. The prices are based on the initial CPM’s that were offered by the customer, which can be improved and raised by negotiating.

In addition to that, all the contracts can be auto-renewed. This means that you no longer have to accept or deny offers deals. You will only be able to negotiate new contracts with your customers if your daily impressions (better known as online users) have increased significantly.



Money animation


The money animation as mentioned in the Devlog #26 is now available.



Gearing up towards Beta 18


Now that we've released these new features we're going to continue building on new features, as outlined in our roadmap.

First up we'll focus on bringing random events to the game. This will spice things up, especially during the mid-game and in the later stages of the game.

These random effects will cause you some additional headaches, or can be used to your advantage to get some quick market-share!

In addition to that we're of course always listening to the feedback of the community and make changes if appropriate to the existing features - such as the ones we're releasing today.

Wondering what our roadmap looks like? Make sure to click here!

Here's a little sneak preview of what the random events feature will look like:



Do you have suggestions or ideas for the game?
Check out our Conflux board.


Alright, that’s all for Devlog #27. Thanks for reading, make sure to let us know in the comments what you think about the update!

Best,
Jonas & Robert




Steam Trading Cards!

Hi everyone,

Some of you might have already seen me hanging out in our Discord channel while others might have seen my messages on either the Steam community board or on social media.

I’m helping out Jonas by handling the customer support, community stuff and giving him a helping hand when it comes to advising him on the marketing of Startup Company.

I just wanted to briefly introduce myself let you all know that I’m looking forward to making Startup Company an even better business simulation sandbox game! I’m super excited to help Jonas out, as I’ve known him for a few years now - even before Startup Company was officially released on Steam.

If you ever encounter an issue with the game, discover an annoying bug or simply have a question about the game - feel free to hit me up!

Steam Trading Cards


A couple of days ago (on September 21, 2018 to be exact) Steam approved our submitted Steam Trading Cards, which are now obtainable simply by playing the game.

We made a bunch of cool trading cards with in-game items such as the watercooler, a whiteboard and the legendary Ping Pong Table!



The badge progress is listed below:

🔵Intern
🔵 Coordinator
🔵 Manager
🔵 Director
🔵 Vice President
🔵 Chief Executive Officer (Foil Badge)

In addition to that we’ve also added a bunch of backgrounds for your profile and emoticons for you to discover once you collected all the cards.





Alright, that’s all for this post. Thanks for reading!

Best,

Miedemantus

Devlog #26

Hi everyone,

First of all, sorry for the following wall of text. I have already tried to reduce the length but with no luck :-)

The Beta 17 release was awful


For various reasons, the Beta 17 release was not as great an experience as I had hoped it would be. I’d like to apologize to all of you who had a bad experience with the new beta.

While I always try to do my best, I’m still learning and with Beta 17 a lot of mistakes became obvious:

Translations were not ready on time
When I started translating Startup Company into multiple languages, I didn’t have the money to pay translators to do the work. Instead, I asked the community for help and a lot of people have been helping out over and over again, translating each new beta in their native language.

This has been amazing and I’m very thankful to everyone who helped out over the years.

Unfortunately for this release, I was still missing translations for six languages one day before the release date. My solution was to start contacting professional translators and pay them to translate the missing strings within 24 hours. It was obviously quite expensive but also the reason why I had to postpone the release.

To ensure this won’t happen again, I have chosen to outsource all translation work to a professional translation company.

The transition from Beta 16 to 17 was too steep
A lot of players experienced their companies shutting down shortly after booting up in Beta 17. The combination of changing the income model (revenue features) and also introducing product satisfaction was simply too much for a lot of players. It resulted in lots of rage quits and a lot of very angry emails coming my way.

The reason is obvious – I was way too ambitious. I wanted Beta 17 to be super exciting, so I introduced a lot of big changes in one big update.

To fix this, I will start releasing more (and smaller) updates, but each one only containing one major change.

The devlog gives a sneak peek into what has been developed on the game over the past week. It is not a new release and is not available yet. New features are always released as official Beta releases.

RIP Ad Space Calendar. Welcome to time slots.


Overall, I’m quite happy with how the new ad space/deals work, but there are some obvious flaws that have to be fixed.

The first thing is to get rid of the ad spaces calendar as it didn’t really serve any purpose.

Instead, new time slots have been added. An ad contract now runs for a specific number of days. By default, you have one time slot (full day) allowing you to have one contract. You can choose to split that into multiple time slots, allowing you to run multiple contracts on the same feature.


Ad Contracts


Ad Deals are now called Ad Contracts. When you go into a contract, you now decide how many impressions per day you want to guarantee. The customer (lead) sets the maximum, but if you can’t meet their expectation you’ll have to lower it. This results in you receiving a smaller payment from the customer.

Contracts can be cancelled but you will incur a penalty amounting to 20% of the payment. This is also the reason why increasing your contract length increases your payment.



Updated Sales Executive dialog


Considering the above changes, I obviously had to also change the Sales Executive dialog. It now features a cool graph that shows you how well the ad contract is performing. You’ll also be able to see all leads. The employee will be able to manage one contract, but also continue searching for better leads. The prices is the initial CPMs offered by the customer, which can be improved by negotiating.

All contracts can be auto renewed, meaning you’ll no longer have to constantly accept or deny deals!. You only negotiate a new contract if your daily impressions (online users) have increased significantly.


Money animation


It’s not a biggie, but I think it’s really cool. You can now see every time you gain or lose money.


Do you have suggestions or ideas for the game?
Check out our Conflux board.


I plan to release the above changes within the next couple of weeks as a hotfix for Beta 17. There will not be any official release date for this one.

Alright, that’s all for this devlog. Thanks for reading!

Best,
Jonas





Note: Starting from today the future devlogs will be posted on Sundays 9:00AM Pacific Time.

Beta 17 Released!



Hi everyone,

Beta 17 is now available! Restart Steam to get it right away!

60 days. That’s the number of days since the last major update, which is 14 days less than with the Beta 16 release!

Beta 17 adds some of the most complicated mechanics ever seen in the game. I’m both excited and nervous to get your feedback on this update as balancing the game has been hard. I wanted the game to increase in difficulty, but at the same time remain friendly to new players. I am really keen to get your feedback on this one so please let me know what you think.

As with any big update, it is guaranteed that there will still be a ton of bugs, we just haven’t found them all yet. If you come across any, please let me know in the Bugs forum (https://steamcommunity.com/app/606800/discussions/1/). I’m going to release hotfixes on a daily basis until everything is stable.


The Big Marketing Update


The marketing functionality has been completely rewritten. You will no longer have to constantly restart campaigns. Instead, I was inspired by the real world, where your campaign’s success will be based on your ability to correctly target the relevant audience.

Campaigns can run for much longer and the amount of hired marketers is much lower than before.


Product Satisfaction


Beta 17 also introduces a new variable to your products: Satisfaction. You’ll now have to improve features based on user feedback. The total satisfaction is based on the average of all features. Satisfaction will directly impact your conversion rate when running marketing campaigns. Running a product with just a landing page won’t be very interesting anymore.


New revenue-based features


This change is huge! Features are no longer just for increasing your “potential users”. They are now also for creating new revenue channels. You’ll be able to choose between Text Ads, Banner Ads, Video Ads and Subscriptions. Each one will take up one feature slot of your product. Until you create a revenue source, your product’s will generate $0 by default.


Revenue from subscriptions


If you choose to add a “Subscriptions” feature to your product, you can offer specific features as a “premium” offering to your users. This means that your users will have to pay a monthly subscription in order to access the feature. The higher the monthly fee and the more features affected, the less happy your users will be. However, it will also increase your revenue. Balancing this out is hard. You generally need a very good product to get away with subscriptions.


Revenue from selling ads


Another way of generating revenue is adding banner/ad spaces to your product. Adding a feature will take up one “feature slot”. Once added, your Sales Executives will be able to search for clients interested in running ads on your product.


Once a deal is accepted, you’ll have to schedule when the ad should be run. All “ad space deals” have a specific pay per 1000 impressions.


Other changes



  • Contract Work has been removed from the game.
  • New marketing components added: AB Testing, Analytics Research, Behavior Observation, Phone Interview, Survey and User Feedback.
  • New base features: Item Listing, Live Streaming and Offline Content.
  • Mods and “contract work” related Steam achievements have been removed.
  • New achievements added: “Sell Out”, “Addicted”, “Fireworks”, “The Zuck” and “The Overclocker”.
  • Organic growth activated again.
  • Balanced loss rate of product progression (caused by new satisfaction variable).
  • Various changes to feature’s level upgrade requirements.
  • New research point requirements for both features and frameworks.
  • DevOps renamed to SysAdmin.
  • “Delete All” and “Mark All As Read” buttons added to the inbox.
  • Fixed bug that allowed players to exceed the maximum number of virtual servers.
  • 28 other minor changes that didn’t make this list :-)


Quality of Chinese localization


Due to issues with my Chinese translator I have been forced to use Google Translate for this update. This is obviously unacceptable, so I'll work through the weekend to ensure a high quality translation will be provided as fast as possible.


So that’s Beta 17. To be honest, it has been one of the tougher releases and has required lots of complicated code to be written.

I expect the next two weeks to be all about hotfixing Beta 17, which is why there won’t be any devlogs until September 14. Once Beta 17 is stable, I’m moving straight on to Beta 18, which will introduce the new “event system” that I know a lot of you have been looking forward to. This will introduce random events to the game, that you’ll have to deal with in order to protect your beloved company :-)

Thanks for reading! I hope you enjoy Beta 17.

All the best,
Jonas

Beta 17.1 (hotfix)



  • Changed the way product satisfaction is calculated by using positive percentage instead of negative (Text Ads is now 30% instead of -30% for example). This greatly increases product satisfaction.
  • Temporary disabled userloss for existing savegames to make transition for Beta 16 players easier.
  • Updated Chinese translations to professional version.
  • Fix bug where Sales Executive would get stuck with "Awaiting instructions" message.
  • Show product name in negotiation view.
  • Fixed bug where negotiation view would throw error when auto-repeat wasn't enabled.
  • Fixed bug causing wrong reach to be calculated (NaN value) for marketing campaigns.
  • Added Downgrade button for features for easier balancing of features.
  • Added error stack to error dialog for easier recognizing of mods failing.
  • Increased number of decimals for CPM price in ad space deals view.
  • Fixed bug causing Linux version to fail loading the Sales Executive view.


Beta 17.2 (hotfix)



  • Fixed bug causing Sales Executive view to fail


Beta 17.3(hotfix)



  • Fixed bug causing revenue feature satisfaction decrease to work the opposite way.
  • Reduced revenue feature satisfaction decrease
  • Fixed error being thrown when booting up the game under specific scenarios.
  • Fixed bug causing that you sometimes couldn't upgrade framework when coming from Beta 16.
  • Changed "happy satisfaction" to start from 70% instead of 85%.
  • Fixed error being thrown shortly after renting the first hosting building.
  • Changed how satisfaction was calculated for subscriptions.


Beta 17.4 (hotfix)



  • Fixed bug causing product satisfaction to be incorrect (very low) in some savegames.
  • Updated Chinese translations.


Beta 17.5 (hotfix)



  • Re-active user loss for old savegames if product satisfaction is above 50% for more than 8 days.
  • Added marketing expenses to finance view.
  • Fixed bug causing feature downgrade button to return too many ressources.
  • Fixed issue where "tall rack" wasn't tall enough.
  • Fixed bug where Beta 15 savegames couldn't upgrade feature levels.
  • Updated hosting throughput "max level" color from white to green.
  • Fixed bug where subscription satisfaction wasn't shown correctly when added.
  • Fixed bug where "requred CU per user" on features view would show slightly wrong value.
  • Fixed bug causing overall satisfaction to be too low for ads based features.


Beta 17.6



  • Added ad feature time slots.
  • Updated Sales Executive to the new "Ad Contracts".
  • Added a money animation.


Beta 17.7 (hotfix)



  • Fixed bug causing older savegames to fail on startup.


Beta 17.8 (hotfix)



  • Accumulated nightly expenses into a single money animation.
  • Bug fix causing "CU per user" to be incorrect when disabling features.
  • Switched to new error tracking service for better tracking.


Beta 17.9 (hotfix)



  • Fixed error being thrown when timeslots window open.


Beta 17.10 (hotfix)



  • Fixed bug making it impossible to uninstall specific mods
  • Fixed bug where Sales Executive couldn't create new contracts if all competitors were merged.
  • Fixed bug causing game to crash when deleting a savegame while viewing a hosting building.


Beta 17.11 (hotfix)



  • Fixed bug causing the game to require internet connection. Everything now works offline again.
  • Fixed issue with older savegames containing references to previous contract work functionality.
  • Fixed issue with older savegames containing old-styled marketing campaigns.
  • Fixed issue where Ad Contract's completed days was shown incorrectly.
  • Fixed bug where game would crash when deleting a product and having the marketing tab open.

Devlog #25



Hi everyone,

The last two weeks have been dedicated to playtesting, balancing and bug hunting. Beta 17 is a big update and really changes the dynamics of the game, which subsequently requires intense re-balancing. This was also the reason for postponing the devlog last week. I literally had nothing to show you as it was all just bug fixing and balancing.

The devlog gives a sneak peek into what has been developed on the game over the past week. It is not a new release and is not available yet. New features are always released as official Beta releases.

Improved “Add Feature”


After the new revenue features were added, it became very hard to understand the difference between features. The view has now been updated to better explain what you get by adding a feature.

You might notice that features are now showing stars. The more stars, the more potential users per level.

A couple of new features have also been added: Item Listing, Offline Content and Live Streaming.

New “Ad Space Deals” dialog


As playtesters started playing, it quickly became clear that we needed a way to list all the negotiated deals. This is now possible including sorting by clicking on table columns. By clicking “Cancel”, the Sales Executive will then start negotiating with the customer again, allowing you to reach a higher CPM (or you can opt to completely ignore the customer).


New milestones have been added


The investor milestones have been improved and now contains a total of 20 milestones. I still feel a couple more should be added, so that’s probably coming in the future.

Beta 17 Release Date


This is probably the main reason why you’re reading this devlog right now, so let’s get right to it. The Beta 17 release date will be Friday, August 24th.

I actually wanted to release it this week, but balancing has been tough on this one. Therefore, we will spend another week testing things out.

Finally, I want to thank everyone on Discord who have been helping out testing Beta 17 so far. I would never have been able to catch all those bugs without you guys! <3

Do you have suggestions or ideas for the game?
Check out our Conflux board.


Thanks for reading!

Best,
Jonas

Devlog #24



Hi everyone,

Just finishing off another busy week (as always!). I was considering postponing this devlog, but I’m really eager to show you the new negotiation feature!

Beta 17 has really come together these last couple of weeks. The new features are in place and I’m now entering the test and balancing phase.

The devlog gives a sneak peek into what has been developed on the game over the past week. It is not a new release and is not available yet. New features are always released as official Beta releases.

Sales Executive: The Negotiation


Beta 17 introduces new revenue-based features, including Text Ads, Banner Ads and Video Ads. Adding any of these features to your product allows you to sell ad space on your product to generate revenue.

To sell this ad space, you need a Sales Executive to search for deals (just like the old contracts feature). Once a deal is found, you’ll have to do the negotiation. When dealing with a customer, it’s important to consider both their mood and the offers they submit. If a customer becomes too angry during the negotiation, they will simply leave in a huff. On the other hand, if you negotiate correctly, you can get much better deals, leading to higher revenue for your product.

The feature is very complicated so I won’t go into too much detail right now. If you’re worried about having to do the negotiation manually every time, I can assure you that this won’t be the case. Once a deal with a customer is in place, you can stick with the agreed price in the future.

“Contract Work” removed from Startup Company


Yes, you read that right. Contract work will not feature in Beta 17. Shortly after I released the feature, I had the feeling that it didn’t quite match my vision for Startup Company. After investors were introduced to the game, it became very clear that it was completely unrealistic that a company funded by investors would start doing contract work for other companies.

To be honest, I’m a bit fearful of the reactions to this. There is a large portion of my playerbase who are only generating revenue through contract work. Beta 17 will definitely be a huge change for them.

Updated Roadmap


I have updated the roadmap to match the latest progress. As it shows, Beta 17 is planned for release in two weeks. While this isn’t a guarantee, as we’ve still got a ton of work to do, I think it’s a realistic timeframe.


Do you have suggestions or ideas for the game?
Check out our Conflux board.


Thanks for reading!

Best,
Jonas

Devlog #23



Hi everyone,

The last couple of weeks of coding have been quite intense. The new marketing and “revenue features” are really complex and take up many more lines of code than what I’ve been working on over the last year. Hopefully it will all be worth it! :-)

The devlog gives a sneak peek into what has been developed on the game over the past week. It is not a new release and is not available yet. New features are always released as official Beta releases.

Completion of the new marketing feature


I showed the “configuration” of new campaigns in last devlog. I put the final pieces together last week. The screenshot below shows the stats view for the campaign. You’re able to pause campaigns and change the daily budget on the fly. The “Create Report” button gives you insight into variables of the campaign so you can assess whether it is efficient, but not until you have reached 10% of the targeted audience.


New revenue-based features


This change is huge! Features are no longer just for increasing your “potential users”. They are now also for creating new revenue channels. You’ll be able to choose between Text Ads, Banner Ads, Video Ads and Subscriptions. Each one will take up one feature slot of your product.


Revenue from subscriptions


If you choose to add a “Subscriptions” feature to your product, you can offer specific features as a “premium” offering to your users. This means that your users will have to pay a monthly subscription in order to access the feature. The higher the monthly fee and the more features affected, the less happy your users will be. However, it will also increase your revenue. Balancing this out is hard. You generally need a very good product to get away with subscriptions.


Revenue from selling ads


Another way of generating revenue is adding banner/ad spaces to your product. Again, this is a feature you have to add that will take up one “feature slot”. Once added, your Sales Executives will be able to search for clients interested in running ads on your product.

Once a deal is accepted, you’ll have to schedule when the ad should be run. All “ad contracts” have a specific pay per 1000 impressions. This allows you to run the highest paid contracts when you get the most traffic (primarily weekends but depends on product type). I have only just started working on this feature this week, so what you see is very much a work in progress and will probably change!


Next week


I hope you all can see how massive these updates are. Beta 17 won’t be the biggest update, but I think it will feel like it.

Next week I’m going to continue working on the “Selling Ads” functionality. One thing that I’m very excited about is creating the new “negotiation mode” where you have to negotiate with clients about Ad Space pricing. It will be a bit like the current contract bidding, but much more advanced.

Do you have suggestions or ideas for the game?
Check out our Conflux board.


I’m not 100% sure about next week’s devlog as these features take up a huge amount of time. I’ll let you know via Twitter and Discord if the devlog will be postponed.

Thanks for reading!

Best,
Jonas

Devlog #22



Hi everyone,

This has been an amazing week! I was finally able to finish hotfixing Beta 16 and go all-in on Beta 17 development.

The Big Marketing Update


I’ve been putting a lot of hours into designing this new update. I’ve read all of your 126 marketing suggestions on Conflux and hope I’ve been able to combine all of the best ideas.

You’ll be able to run Text Ads, Banner Ads, Video Ads, Radio/Podcast commercials and TV commercials.

The mechanics of marketing have been changed quite a lot. You now start by creating the campaign. Next you can start/stop the campaign and set a maximum daily budget. You are no longer required to constantly restart campaigns.

Each campaign will have a potential reach and a conversion rate. The conversion rate is based on a lot of different variables. Not only is the satisfaction of the feature you’re promoting taken into consideration, you’ll also be able to target the correct audience to get a good conversion rate.

Once a campaign has reached 10% of its potential reach, you’ll be able to analyze the campaign and get insight into what variables increased or decreased the conversion rate. This insight allows you to create more efficient campaigns in the future.

The conversion rate will vary a lot. Creating effective marketing campaigns will dramatically boost your product.

Everything is directly inspired by my own experience with marketing and I believe I got quite close to the real world with this one. I wish I could let you try it out right away :-)

New Framework Limitations


A big issue and “immersion-breaker” is the possibility to earn millions of dollars with a product that only contains a Landing Page. This will be fixed in Beta 17. You’ll now have to max out your current framework in order to upgrade to the next one. This means you’re forced to max out all 3 features until you can increase the “max feature level”.


Satisfaction


Beta 17 will also introduce a new variable to your products: Satisfaction. You’ll now have to improve features based on user feedback. The total satisfaction is based on the average of all features. Satisfaction will directly impact your conversion rate when running marketing campaigns.


The return of organic growth


Organic growth will return to the game. The amount of traffic is based on overall product satisfaction.

Reset Peak CU


By popular demand, you will be able to reset the Peak CU counter whenever you like.


Inbox Improvements


Another one by popular demand. You are no longer required to delete emails one by one.


Thanks for reading!

All the best,
Jonas