Winter Development Update

Loco Motive

On the Reuss Express a passenger has been murdered, and you’re the prime suspects. Uncover a thrilling mystery and solve satisfying point and click puzzles to prove your innocence! A slapstick adventure, packed full of deadly surprises, shocking twists and larger than life characters!

Hello and happy winter! We hope you and your loved ones are staying warm and enjoying the season. We're excited to report that development is going well, with us recently reaching a significant milestone in the project! We’ll have more to share on that in the new year, so let’s do a little post mortem! It's been a little over a month since we showcased Loco Motive at AdventureX in London. This was the first time we exhibited the game, and we wanted to share our experience, describe what went well, and look at what could be improved upon. First, we want to thank everyone who attended the event and provided feedback on our game. We're taking your comments and suggestions to heart! [img]{STEAM_CLAN_IMAGE}/41650287/d45376c22602e6c2f0bd58c7ff02ce6b07dc13e9.png[/img] During AdventureX, we confirmed that the UK narrative game community is full of supportive and welcoming people. As newcomers to the scene, it was clear that everyone wanted each other to succeed. We met many developers and industry veterans who came to the booth and shared their thoughts, ideas and advice with us. We’re happy to share that people are very excited for Loco Motive! There were often lines of people waiting to play the game during the event, and many attendees came by afterwards to tell us how much they enjoyed it. Overall, we had a great response and generated a lot of positive buzz. We believe this was due to the game being well-received at the event, word-of-mouth recommendations from other attendees and the fact that we didn't yet have a demo available elsewhere. We're grateful for all the support and feedback we received from those attending! [img]{STEAM_CLAN_IMAGE}/41650287/a6e6856640225329664b97203f5afe1b567c50ba.png[/img] One area we could improve on in future is the length of the demo. In order to streamline the build, we disabled several puzzle chains in Arthur Ackerman's first act and focused on one overarching puzzle. We believed players would get through the demo in around 25-30 minutes, but we noticed they were often spending over an hour in it. This suggests that we could have streamlined things further while still providing a good representation of the game. In the future, we will likely create a shorter demo. This will help us better manage players' time and provide a more focused experience. Deciding where to end the demo was a challenge for us, but we're confident that we can find a good balance in future iterations. [img]{STEAM_CLAN_IMAGE}/41650287/3564bc31387cc83a45d6c2db4e0f61883c8bd617.png[/img] We look forward to sharing more updates with you in the coming weeks. In the meantime, we hope you have a wonderful holiday season and a happy new year. Thank you for your support. We can't wait to share Loco Motive with you! You can follow us for updates on [url=https://twitter.com/LocoMotiveGame]Twitter[/url] or join the official [url=https://discord.gg/QgZ3zdHu8C]Robust Games Discord[/url].