Players gonna play…

World of RoboFarmCraft has been in the app store for about a month and a half now, and it’s doing fairly well.  We didn’t put all the word-of-mouth features in right away because I wanted to get initial feedback and fix any bugs, but it turns out that things were “pretty good” from the start, and they’ve gotten a lot better as of v1.4 (current).  And I’m really excited about v1.5, which should be submitted to Apple in the next couple of days (so: in the store in a little over a week or so).  v1.5 has a very-much improved new-user experience and some substantial in-game price reductions.

At any rate, I wanted to take a minute to thank all the people playing, and especially those who are taking the time to let me know how to make things even better.

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If you’re loving the game, one thing you could do to help us out is to log into the iTunes store and leave a review.

If you know of ways we can make the game better — we want to hear about it!  Leave us comments, or use the bug-report email in-game.

Thanks!

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Movin’ On Up!

World of RoboFarmCraft just keeps getting better!

I’ve done pretty well keeping to my one-per-week update schedule and the app is definitely improving by leaps & bounds with each release.

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Apple’s initial review times were 8 days, so I kept getting scooted back by a day.  Then I accidentally released v1.3 with a crashing bug (after only 3 days waiting for review!), so v1.3.1 is sitting in the queue (5 days so far) waiting to fix that.

But I just sent v1.4 to QA, and I think it’s looking pretty solid.  There, we add the social stuff — achievements that can be shared on Facebook or Twitter, “Rate This App”, etc.

I also substantially reduced a lot of the prices, including the cost to hurry things up.  And the tools times (hoeing, planting, sawing) are all reduced by 15%.  So that’s pretty nice.

So, once 1.3.1 is approved, we can put 1.4 into the queue for Apple’s approval, and that should hit the streets in about a week and a half.

I’ve got 2 more updates before Thanksgiving weekend, when I hope to put in the last big release before Christmas.  We’ve got a few ideas, and I’m pretty excited about getting them out to the public.

Looking forward to 2016, we may slow down the release cycle a bit and start taking on some bigger features.  We’ll see how it all pans out, but that’s the current plan.