Update #16: Inside RTS Fest: Sharing What’s Happening


RTS Fest Update: Sharing My Journey Behind the Curtain

Hey everyone!

As some of you know, I'm participating in the Real-Time-Strategy Fest on steam with my WW1 Logistics Game " Quartermaster The Forgotten Front_ " I wanted to share a quick update about my experience during RTS Fest so far. In this post, I’m pulling back the curtain a bit to share some wishlist numbers, traffic, choices I’ve made, and what it’s been like so far.
(YouTube Videos to watch at the end of the post, here is the text version)

What I’ve Been Up To:

- Changed the capsule art a few times to remove AI-generated elements.
- Updated the page design by adding GIFs and refining the layout.
- Obsessed (maybe a little too much!) over my ranking in the queue. I’m still below the middle mark, but I’ve seen some progress despite my rushed preparation.

Unfortunately, I’ve been a bit unlucky with the data not being shown properly. It seems that during festivals like RTS Fest, the data doesn’t update daily, so it’s hard to tell which of my changes—like the updated images or new GIFs—had the best outcome. I can’t see whether my tweaks were good or bad, which makes it tricky to adjust things effectively. Hopefully, I’ll be able to analyze everything properly after the event! You can imagine that being nervous AND not getting new updated data really got me on edge.

A Huge Thanks:
The support on my last post has been amazing! I’m genuinely so thankful for everyone cheering me on and engaging with my journey—it means the world to me.

Why I’m Sharing This:
I’ve always been curious about these behind-the-scenes details from other devs, so I figured I’d share mine, hoping it might help fellow developers or satisfy some curiosity.

That said, if this kind of post feels annoying or spammy, let me know in the comments! If enough people don’t like it, I’ll keep these “behind the curtain” posts to myself.

What’s Next?
I haven’t been able to code much recently since I’ve been tied up with work and focusing on the game’s aesthetics, but I’m looking forward to jumping back into development soon!

Thanks again for all the support— I really appreciate it!

Let me know your thoughts, and as always, feel free to ask me anything! I love sperging out about the game, hearing your questions and feedback and ideas, etc. It helps me make the game even better.

As you can see, the graph for Wishlists just stops and doesn't update for a few days. I'm really curious to see how it goes. But since the traffic went lower, I don't expect a lot of new wishlists honestly.

I also added a screenshot regarding the countries I get traffic from. USA and Russia being the biggest ones. Pretty surprisingin all honesty that Russia is so far up.

And here is some of the art I changed in the different versions. From just AI, to "having it slightly polished" to a new simplified version that has no AI in it anymore.

As one might imagine, a coder who focuses on a logistics game that's very "spreadsheets the game" like, isn't quite the best artist. But I'll work hard to become better to deliver good results!

I'm still not happy with the capsule art. it looks too much like ww2, the signs on the uniform are wrong, and it doesn't have the feeling of gritty nastiness that the first AI one has. I'll keep working on that.




--

For those who don’t know what this is about: After years of thinking about it and watching AAA game studios fumble, I decided to take a shot at making my own game. It’s a WWI logistics and resource management sim that puts you in the shoes of a logistics officer, managing supplies and making tough calls on the front lines—all without firing a single shot. You’ll juggle resources, deal with random events, and try to keep battle units supplied under intense pressure.

Sharing the process here is a way to keep the motivation going and because I have noone in real life to sperg out about this.

If you want to stay updated on the news about the game, or want to read about it's history and former updates/development: Sign up for the mentions list or go through the history of when it was triggered - you can also watch the videos on the YouTube channel (usually 3-10 mins long).

Links:

The game: 👉 https://store.steampowered.com/app/3344310/Quartermaster_The_Forgotten_Front/

YouTube: www.youtube.com/@FeysGameDev

Steamgroup: https://steamcommunity.com/groups/feysstudio

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