Arcadecraft Demo!

That’s right! We have just put up a FREE demo for Arcadecraft playable on Windows PCs.

This demo allows you to play through the first year of the game and experience a lot of the interaction and functionality of Arcadecraft for the PC. You will find almost an hour of gameplay, many of the game characters and events, and a taste of all of the cabinet types available in the game.

This demo is based around the most recent version of the Arcadecraft Beta for PC so there is still incomplete art and the possibility of bugs

Remember to:

Vote for Arcadecraft on Steam Greenlight.

Click below to get the demo and fingers crossed we don’t blow past our daily download limit for the file! If we do, you may have to try again later.

ClickForDemo

If you end up liking the game you can buy it at this link:

ClickToBuy

Thank you and we hope you have fun playing the game!

Arcadecraft Simple Fixes

Another new build of Arcadecraft is available. This is a simple update that fixes two small but important issues.

  • Crash fix on game startup. Mainly helps European customers who have experienced the game failing due to characters outside the game’s font set.
  • Windowed or Full Screen preference remembered.

New in game character content should be available soon and when it is ready we will get it into your hands!

Thank you for supporting Arcadecraft!

ClickToBuy

 

 

 

New Arcadecraft Build Available!

The latest build of Arcadecraft for PC is available for download through Humble!

Here is the changelist for the new build!

  • - STARTUP CRASH FIX -  European language and number systems now supported.
  • - UPDATE – All the numbers that get displayed as text now conform to the user’s current language
  • - UPDATE -The Beta now has added an extra simulation year of gameplay. It now finishes at the end of 1985.
  • - UPDATE – Four new character models have been added. Steven Quarters, Rick Pennywise, Alex Hoarder, and Bobby Danger.
  • - UPDATE – Portraits for the new characters have been added.
  • - BUG FIX – Bobby Danger was able to occupy 2 machines at the same time
  • - UPDATE – Enhanced the mouse cursor visibility with the menus – if the user is navigating menus with the keyboard, we don’t show the cursor.  this fixes issues where the mouse would select menu items even though we were using the keyboard.
  • - FIX – Upgraded sunburn in order to apply a change to help fix machines appearing and disappearing issue
  • - FIX – the player wasn’t always able to pick up the angry gamer avatar if there was another avatar near him.
  • - UPDATE – for the machine’s info screen, we’ve replaced the machine’s popularity info with its genre since that info was missing. the machine’s popularity is at the top of the screen anyway so need to show it again.

Thank you for your support so far and for reporting issues you have been having with the game! If you find a problem with the game and want to report it you may email us at FirebaseIndustries@Hotmail.com

Don’t forger to vote for Arcadecraft on Steam Greenlight!

http://steamcommunity.com/sharedfiles/filedetails/?id=222920987

Help support development of Arcadecraft for PC by buying it through the link below!

ClickToBuy

Check back for more information and Beta improvements!

 

 

Arcadecraft Beta for PC Now Available!

The PC version of the Arcadecraft Beta/Early Access is now available through the Humble Store! Currently the game is only available to purchase through the widget below but we are hoping to move it to the main Humble storefront in due time.

ClickToBuy

There is some important information we need to pass onto you if you have already bought it, or if you are thinking of getting it!

Keyboard:

Game controls are mostly listed onscreen except these

  • J,and L: Rotates the Camera
  • I and K: Raise and Lower the Camera
  • F3: Turns on the FPS of the game
  • F4: Turns Shadows on and off to increase performance.

Mouse:

Mouse controls were designed to feel like moving files around on a desktop.

  • Left Click anywhere on the floor to move the camera around.
  • Left Click a machine to select it.
  • Left Click and hold to lift a machine.
  • While lifting a machine, Right Click to turn the machine 90 degrees.
  • While selected and on the floor Right Click and hold a machine to empty its coins.
  • Double click a machine to go it its information screen.
  • To move a machine, first lift it and then move the mouse around.
  • You may bring up the main menu by clicking the ESC UI button in the bottom left corner of the screen.

Recommended Specs:

We simply don`t know the best answer here but we will try to give you some guidelines.

We get 60fps at 1080p with…

  • Radeon HD5850
  • i7 860 chip @ 2.8ghz
  • 8GB of Ram or more
  • Windows 7 64Bit

We get around 15fps at 1080p with…

We get 60fps at 1080p with…

  • Nvidia GTX 670M
  • i7-3610QM @2.3ghz
  • 8GB of Ram
  • Windows 7 64Bit

We have done limited compatibility testing on the game because we do not have many machines available to us.

Arcadecraft should run on a Windows 8 PC and we have tried it on an original Surface Pro however the performance isn’t great.

Mistakes:

Buying Orbitron: Revolution on PC or Xbox does NOT get you the Orbitron: Revolution cabinet in the PC version of Arcadecraft. We will do another mechanic to allow access to the cabinet where you do not have to buy Orbitron:Revolution.

Incomplete Art:

You will notice many characters show up in white or grey. That is because the art for these characters is not complete. We just received a new drop of characters from our character artist so they will be added to a new build shortly. We apologize for the incomplete art but wanted to get the game into your hands sooner.

Game Limitation:

We have capped this initial build of Arcadecraft off at the end of 1984, so 5 years of in game simulation. This gives this build of the game approximately 4-5 hours of gameplay. We have done this so as people play through this Beta they will be playing through a slightly smaller timeline in the game and if they are encountering issues they will be focused within this area of the timeline. We apologize for what seems like an arbitrary cut off but we think it is the best way to judge stability. This said, we have not encountered any bugs within the game on our end but our test sample is small.

Access to the full timeline will come in another build. Probably within the next 10 days as feedback on the game comes back from players.

Giving Feedback:

If you have found a bug, hit a crash, have a technical suggestion, controller issue, or otherwise, you may contact us at FirebaseIndustries@hotmail.com

Please try to describe the steps that led to the issue. We always read our email and while we may not respond to all messages, any bug will be logged and we will try to fix the issue. If we end up not being able to remedy your problem you can request a refund through Humble.

Thank you very much for your support!

Arcadecraft for PC

It has been one year since Arcadecraft was released on Xbox 360. Since release it has sold around 65,000 copies on Xbox Live Indie Games! We are very happy with the success the game has seen so far and want to thank all the fans who have enjoyed and supported the game over the last year.

Now we want to announce that the worst kept secret in indie gaming is true. Arcadecraft is coming to Windows 7 PC and coming soon! In fact it is almost done. All that we are really waiting for is the remainder of the character models to come in. The rest of the game is as playable as the Xbox 360 version.

PC Features:

  • Mouse Control Support
  • Keyboard Control Support
  • Xbox 360 Gamepad Support
  • 16:9 Resolutions from 1280×720 to 1920×1080
  • Higher resolution textures and UI art.
  • New Character Models with Redone Animations
  • Selectable Characters
  • All of the Xbox 360 content updates released so far are included
  • More than 100 arcade machines to place
  • Sim from 1980 to 1987

Why Was This an Uncertain Release for so Long?

The biggest issue was that the Avatars from the Xbox 360 version needed to come out and be replaced with all new characters. These characters needed a new rig and with a new rig comes redone animations. In addition to that we needed to support mouse control, and UI scaling for variable resolutions. That is a substantial amount of work, cost, and time. However, the sales of the Xbox 360 version hit a point where we thought that it was justified. Well, that and the emails we kept getting.

Didn’t you pull it from Greenlight?

Yes we did. We were too busy working on another game to go back and support a port. We are still just two people and doing one thing means we cannot do another. The Greenlight numbers we were seeing at the time were a little weak so we were not too confident it would have been worth the cost to port it. On top of this, Valve actually suggests that you can pull down a Greenlight page and create a new one when there is substantial change to your plans.

Is there a New Greenlight Page?

Yes!

http://steamcommunity.com/sharedfiles/filedetails/?id=222920987

If it does get to Steam will you give buyers Steam Keys?

If there is a straightforward way of doing that, sure!

Why only 16:9 resolutions?

Mostly because of the UI art and font positioning was done to support that mode and that scaling. We had to write our own in house tool for this game to support various PC resolutions combined with mouse support. As the game is pretty heavy with UI elements we thought it was the best trade-off we could manage for the time being. The UI art was originally made for 1080p so it doesn’t blur or scale when displayed at 1920×1080. If there are enough requests we can look at supporting more options in the future.

Will you add content updates to Arcadecraft PC?

Like the Xbox version before it, it is completely dependent on how well this version does. We have the second arcade location that was meant to go into the Xbox 360 version but couldn’t make it in if for technical reasons. We would like to add that to the game provided the audience is there.

Is Arcadecraft Moddable?

We honestly don’t know. We didn’t write tools to support modding but many great mods have worked around a lack of tools. Modders can probably figure out what they can and cannot change.

Is Arcadecraft DRM Free?

Yes it is.

What is Left to Do?

Besides the characters getting completed there are some minor bugs, and the animations need to lined up to machines properly. Then we will redo the character dialogue portraits and complete the Character Select screen. Other than that a bit more testing for overall stability.

Where Can I Buy it When it is Done?

Right now you can pre-order it from the Humble Store from the graphic below! If there is immediate demand and if you don’t mind some grey placeholder / doppelganger characters and possible bugs or compatibility issues we can put out an early access Beta of the game in a short time. That way it is in your hands sooner. The complete game with all the characters represented may be as soon as three weeks from now barring any technical delay.

It is now available to buy through the Humble Widget below!

ClickToBuy

Screenshots

APC01 APC02 APC03 APC04 APC05 APC06 APC07 APC08

Arcadecraft Content Update 3 Now Available!

Our 3rd Content Update for Arcadecraft is now available for download on the Xbox Live Marketplace!

Included in this update is:

New Content:
◾1 New Cocktail Machine
◾1 New Music Track
◾2 New “Graphics” Customization Options.
◾Pop Machine and Jukebox now show their stats on the purchase screen.
◾Pinball Machines have an ambient shadow
◾???Secret Number Added???

Balancing:
◾Machine Genres are now worth more popularity, but less than in Content Update 1.
◾The employee Rick Pennywise, has been tweaked to empty change at a higher threshold.

Performance:
◾The game should hold 30fps with around 26-27 machines in the space. This is up a good 4 machines from before.

Bugs Fixed:
◾Tickertape bug should be fixed.
◾Hot Square no longer appears outside of the arcade.
◾Unjamming Pinball Machines has the coins displaying in the proper place.
◾Angry Gamer now spawns in more random places.
◾Bobby Danger exploit fixed.

Still Not in this Update:
◾The new environment is not in this update. The reason is that there is currently performance/framerate issues with having 44 machines available on screen at once. It is pointless to ship the new space if it only offers the same machine limits as the current space.

On the current Xbox Marketplace we are aware that the cover art is not up to date. Hopefully it can be fixed soon so if you still see the old cover after you have done the update don’t worry about it.

We hope you have fun playing the game with the new content! If you have any issues, concerns, or comments, please email us!

More exciting Arcadecraft news should be coming in a couple short weeks! Thank you for your support!

Media Drop

Here are the screenshots we promised!

You will notice the 8 new standup machines, the first of the pinball machines, the new environment, and a new car for the exterior! You’ll also notice that everything is in progress and there are obvious errors here and there but everything will continue to be iterated on over the next few weeks. The look is only going to improve as the pieces of the puzzle fall into place! It wasn’t fair to not show you what we have been building after we have been talking about it.

Fishing

Finally, Fishing…oh Pinball too!

DinoPin

Tons of new, detailed pixel art has been done this time around. Graphics started getting really good in 1986!

CaveKidFriends

Wide assortment of genres!

Dudebro

80s Dudebro violent action games!

NewCar

A new car!

Bagatelle

Bagatelle is the new company dedicated to Pinball! There should be four pinball machines in the update. They start in 1980 and appear every 2 years or so.

Thank you for sticking with us and following the progress on the update!

Hopefully we will have more to show shortly!

 

Deliverables

Hello everyone!

Sorry for the radio silence on here. We use Twitter for more day to day updates and conversations and normally update the main site when we have more blanket news.

The update for AC is still coming along. You can hold us, (really me) accountable that we will show off some of the new features of the game this Friday, the 31st of May. This will include screenshots of the new location, 8 new standup arcade machines for 1986, and at least one pinball machine all located in the new arcade environment. You will likely also see some other assets here and there that all new.

So check back Friday evening and see what we have!

Three Months and Counting

It has been 3 months since Arcadecraft first went on sale on Xbox Live!

Sales have passed 30,000 and briskly heading towards 40,000 copies now that the game is on sale for 80msp. At that price we are getting a 91% conversion rate as well so for every 100 trial downloads we are getting 91 sales! We thank you guys for all of your support! Without such a great community of players AC wouldn’t be what it is and what it will be. Thank you for all of your emails, comments, tweets, etc. We read all of them and try to respond as best we can.

In regards to the next content update, rest assured it is coming along. The biggest holdup to the process, though it sounds ludicrous, was that I was struck by terrible seasonal allergies that made the month of March a near complete creative write off. While Sam was happily coding away building in the features for the game, I was clawing my eyes out and falling asleep at my desk. Since April production has ramped back up and I’m doing my best at playing catchup. Thank you for your patience and don’t plant alder trees.

We want to talk about the PC version of Arcadecraft as it is one of our more requested topics. To start off, here are two screenshots straight from the PC version as it stands right now.

PCVersion01

PCVersion02

As you can see, there are no characters in the scene and the UI is still Xbox controller centric. On the positive side, you may notice that the UI is full 1920×1080 without a hint of upscale. This doesn’t even represent what we could do with a true PC version as most of the source textures in the game are also available in 4x the resolution you see here.

This brings us to Steam Greenlight which is where you can currently find PC representation of the game. Arcadecraft was put on Steam Greenlight back in October of 2012. In the first week the metrics were looking really positive, surpassing our first game, Orbitron: Revolution quite easily. Unfortunately they dropped off rather quickly.

When Arcadecraft was released on Xbox 360 and media picked up on the game we saw an increase in Greenlight views again though nowhere near the scale as when it first appeared.

Seven months since Arcadecraft was put up on Greenlight, it isn’t any closer to becoming available on Steam. It is sad and unfortunate for us and for the people who really would like to play it. We put a lot of work into writing the game so it could port to PC given the money and time. However we have to maintain a responsible and sustainable business and we cannot pin our hopes on the game passing through Greenlight sometime in the far future. To that end, we are pulling the game from Greenlight on the 16th of May if it doesn’t make progress and move into the top 100.

You may think that setting a hard date and taking away the game is simply childish and a ploy for attention. We can see how you might come to that conclusion but I’ll do my best to explain why this is happening.

If we were to continue development of Arcadecraft for PC and bring it to a completed state we believe that it would take about five to six months of development and approximately $22,000 to cover overhead and raw costs alone. That doesn’t include any salary for us. So nothing towards mortgages, families, or other personal financial responsibilities.

This time and money would go to adding mouse support, building the PC UI, full graphics options, rebindable keyboard, character models, character textures, character editor UI, online integration, platform testing, and many other issues.  Without a guarantee of distribution and sales that cost is far too much to bear. It is also unfair of the Xbox version to carry the costs of the PC version as it was done on its own budget for its audience. It also represents the brunt of the actual income the company makes.

Why not go Kickstarter? Well we are a Canadian company and Kickstarter is unavailable to us unless we bring in a US middleman. We would much rather have every dollar of support pledged go toward the game instead of helping the middleman with the added tax burden they would take on. Also, without a guarantee of a sales portal after the fact the cost would have to include a salary for us, pushing the total a lot higher.

Please remember that Firebase Industries is only two people, Sam and myself. As Arcadecraft is winding down we have begun preproduction on our next game as well as entertaining other business opportunities. Once we start full production of Game Three in a couple of months, we are not going to stop until it is finished.

You may ask why we make games for the Xbox 360 instead of anything else? Mostly because we find it is the easiest route.

  • First, the XNA framework, C#, and the Sunburn Engine all give a really nice headstart to development.
  • Second is that it is a single sku platform. All Xbox 360s are essentially equal and you can guarantee the controller for the primary input device.
  • Third is that as long as we don’t make anything offensive we are guaranteed a spot on the Xbox Live Indie Games Marketplace as well as a chance to land on Xbox Live Arcade if we can get our quality, contracts, and dates aligned with a publisher.

Other options for development for us do exist and we may be pursuing iOS, Windows 8, Next Xbox, PS4, Ouya and other platforms in the future depending upon details of how open their marketplaces remain or become. Also, matching the game with the right financial model is important to us as there is a distinct and real shift taking place in the game industry.

In closing we are just as disappointed as you are that a PC version is an unlikely reality. We think it is a great match given the success and audience for UI centric, Tycoon style games on the platform.

On the other hand, the response to the Xbox version of Arcadecraft has been phenomenal. We had a ton of fun making the game and continue to work on updates for it. Best news of all is that our third game has started and we hope it is something you are going to enjoy! It will also port a lot easier to multiple platforms.