It’s that time of year for Spring cleaning, so we’re looking over all of our systems to see what needs improving where. As part of this, we’ve decided that our CAP (Community Approval Process) system could get even better if we gave it a bit of a polish. With this in mind we’ve put together a new system that will improve things, not only for developers but also for the CAP testers.
Instead of relying on a dedicated few individuals to review ALL the games (around 500 titles on the Store so far!), we’re going to open up the system to more people while streamlining the process.
There are two main reasons for this:
- Compatibility: we know from chatting to developers that trying to work out minimum specs for games when you’re the sole developer on your game is tricky, so this approach will allow devs to get more feedback on what systems their games will run on.
- Efficiency: by having more people available, and streamlining the process, it will be more efficient and should only take at most 30 minutes to review an app or game.
This is how the new system will work:
- You sign up to become a CAP (Community Approval Process) tester.
- When a new game is submitted, we will email a small number of you with a link to the claim the game, and a checklist that needs filling in so we can tell whether the game should be approved for the main Store or not.
- You review the game, fill in the online form, and submit your answers. It shouldn’t take more than 30minutes of your time, and depending on the game could take as little as 5!
- The game you tested is yours to keep, and we’ll keep track of and provide you with stats on the games you’ve tested for IndieCity.
- The developer will then receive a report of any specific feedback given by testers.
As well as getting games for free (and often before their official release) having a CV that shows that you’ve officially reviewed games on IndieCity could help give you the edge if you’re interested in getting into the games industry as a tester.
Ready to sign up? Register here to get started.
Thank you for your support!
We’ve just pushed out a new version of the Windows Client, and since it’s a fairly big change we figured you might want a bit of an overview of what’s changed, and where things have moved to!
The most obvious change is the UI, which will be familiar to you if you’ve used the Pi Store.
You can now view the IndieCity Store through the Client, as well as having quick, in-Client access to the forum and your developer area.
The library area has been modified to make it easier to filter down and find what you’re looking for in a library which might now contain applications, developer tools, etc., as well as games.
I hope you all had a wonderful holiday break!
We’re back in the office now and I thought that, given we’ve just started a new year, it’s probably at a good point to give you a bit of an update about what we’ve been doing, and what we’re planning on doing next!
Hopefully you’ve all seen the Pi Store by now, but if not – just before Christmas we launched a store (with the Raspberry Pi Foundation) specifically for the Raspberry Pi, allowing people to distribute tutorials, games, applications, etc. for the Pi.
The Pi Store has seen some incredible traffic since its launch, and we’ve had a lot of really useful feedback which we’re using to improve the Pi Store, and IndieCity itself.
Just prior to launching the Pi Store we asked for volunteers to help us test our upcoming Linux Client as well, and saw a huge number of people step forwards, which we are so grateful for! We’ve had a couple of unexpected delays to the next build for testing, but hope to have something sent to those kind people who offered to help within the next couple of weeks.
Something else we implemented late last year that you might have missed is a tip jar feature, allowing people to reward developers for their products. If you want to enable the tip jar for your project, go to the “pricing” tab of your project setup and check the box near the bottom of the page.
So what’s next? Well, we’ll be fixing up some of the issues that have cropped up within the Pi Store, pushing out a new version of the Windows Client (bringing it more up to date with the Pi Store, and the upcoming Linux Client), and pushing forward with getting the Linux Client ready for people to use!
Once the Linux Client is ready to be used, we’ll start focusing more on getting Mac support worked out.
We’re super-excited to announce today that we’re running the official Raspberry Pi Store, open now! The official Raspberry Pi blog post about it is up now, so you can go read their take after this!
The Raspberry Pi is something we’ve long been interested in as a cheap computer that allows anyone and everyone to start creating content, and we’re thrilled that the Raspberry Pi Foundation wanted us to create a store for all sorts of Pi content, from games to apps to tutorials to assets for use in content that can then go back on the Store!
Developers already registered with IndieCity will find the ability to add a Pi SKU under their “platforms/installers” section of their game setup.
New users can sign up through the IndieCity webpage, or enter via the Pi Store front page, or download the Pi Store on their Pi, either by running the new version of Raspbian which includes the Pi Store, or by apt-get installing it. If you need any help, or just want to hang around and chat Pi we’re available over in #PiStore on Freenode, so come say hi!
This is a fantastic step for us towards our ultimate aim for IndieCity to be a place where developers can show off all their content, regardless of platform. We’re most of the way towards having a Linux Client, and soon after that hope to have a Mac OS Client, but developers will also be able to list items that can’t be distributed on IndieCity (for example iOS apps).
We’ve been saying from the start that we want IndieCity to be the place for discovery of indie games, so opening up to non-Windows content is a major part of that!
Speaking of Linux… thank you very much to those of you who emailed to volunteer to help us test the Client! We have quite an extensive list of testers now, covering a fairly eclectic range of distros which is fantastic! It’s not too late if you want to help though, as it’s looking likely that the next build that needs testing will be after Christmas, so if you fancied helping us test, please email Enquiries@IndieCity.com including details about your system.
There have been a fair few changes going into IndieCity lately so here’s a quick overview of the main shifts:
Single zip upload / Exe in subfolder
A number of developers out there who have asked for this, especially since some middlewares force the game’s executable to be in a subfolder. So from now on just put ALL of your data (including the game executable) into a single zip and upload that.
Once uploaded you’ll see a couple of new fields:
- Executable path: Start typing in the path and filename (or just the filename if your .exe is in the root of your zip). The site will auto-suggest the file for you as you type.
- Source directory: Some developers would like to provide their source-code, which we think is great! If you want to do this then check the ‘Yes’ box, and then type in the path to where your source-code lives within the zip file.
PLEASE NOTE: If you’ve uploaded your game before 14th Nov, you’ll have to re-upload it IF you want to Build it again.
New content descriptors
We’ve added a handful of new content descriptors that you can assign to your game for additional accessibility info:
- Epilepsy warning: if you have fast flickering imagery in your game
- Remappable controls: if people can change the controls of your game
- Colour-blind Accessible: if your game is colour-blind friendly (watch out for red-green issues in particular)
- Deaf accessible: If you provide subtitles and / or icons for any audio cues etc
- Game Controller Required: if your game need a separate controller in order to be played
You may have heard about this from us before, but through research we’ve found that gamers weren’t visiting the Underground enough, mainly due to confusion as to what that meant. Initially we thought it would work well for brave gamers to be ‘going into the Underground’, but it turns out they’d just prefer to see games as either finished or in-progress.
So now if you want your game to be publicly available while you’re working on it you should set the status to ‘In Progress’, and gamers can then filter their browsing based on that.
You may have spotted this already, but you can now choose whether to have similar games shown on your own game page or not. Careful of the double-edged sword though: if you choose to opt out then your game will no longer appear on other games’ pages either!
Your ‘Developer Avatar’ is now known as your ‘Company Logo’ – just makes more sense.
These changes are driven by your feedback. We take it all on board and work towards improving the site to make it easier for you to get your games out there, and also easier for gamers to find and get them. If you have any suggestions or find any issues with the site then drop us a line at email@example.com. We’re always happy to chat about the site.
After much deliberation, mulling, thoughtful staring into space and the odd catfight we’ve managed to pick our winners!
Heed the warning from the red planet, Earthlings! The Martians are about to strike our beloved planet to take our single most valuable resource: cows! Protect Barney’s “ladies” in this colourful and whimsical tower defence game!
AirBuccaneers HD is a Co-operative Vehicle based Team Deathmatch multiplayer game. Players fly around as Vikings and Buccaneers with heavily armed hot air balloons above beautiful Scandinavian landscapes and engage in fearsome aerial battles.
Meltdown Interactive Media
Monster Truck Racing Extreme Offroad is an indie arcade racing game with a few simulation elements thrown in. Purchase this 1 track single-player alpha build now for a discounted price and receive the full game when it is released.
Thanks for all the amazingly creative entries we had! If you didn’t win this time, don’t despair as we’ll be looking out for more awesome looking pages in the near future.
Visit the Store!
If you are a developer, we'd love to help you make the most from your games by releasing them on IndieCity!Some of the key features for developers are:
- Revenue share you get 75% standard, or 85% if you integrate with our achievements
- Your own domain get <developername>.indiecity.com as your public facing homepage
- Customisable developer pages giving you control over your presence on IndieCity
- Pricing you have complete control over the price you sell your product for
- Apps share useful tools you've created with the developer community
- Download client users can opt-in to have the download client automatically download demos that have been recommended to them, so they can spend less time looking for your game and more time playing!
If you'd like your game to be on our Store then please sign up at !