

Heat Signature is a wonderful procedurally-generated playground for those who love to experiment, fail, and adapt. Moments when my carefully laid plan crumbles to dust and I'm forced to make use of the pause feature to survey the situation and find some new path forward. I've lost count of how many of these moments I've experienced. Then, using my Long Range Key Cloner, I nabbed the passkey I needed from a guard several rooms away and entered the bridge. In the split second between their bullets leaving their guns and hitting me, the shield switched on and deflected the rounds back at them. I paused, switched gadgets to my Emergency Shield, and activated it. Using my Sidewinder, I teleported into the middle of the group of guards. I could get to him easily-assuming nothing else went wrong. Of course, Heat Signature’s procedurally generated space theme is arguably more mainstream than Subsurface’s sci-fi text adventure, but it nevertheless paints a stark picture about how getting the word out about your game before release can affect initial sales.Īs Francis himself points out, it will be interesting to see if Heat Signature has the same long-term appeal as Gunpoint, and we’ll be keeping a close eye on its progress over the coming months.Fortunately, the captain was only a few rooms away.

According to SteamSpy, Subsurface Circular is currently estimated to have around 7,400 owners, while Heat Signature is sitting on almost 44,000. The difference between their releases, however, couldn’t shed a brighter light on the importance of marketing. Heat Signature isn’t the only Steam release to come out in the last few months by a high-profile indie dev from the platform’s early days, but at least Francis gave fans a bit more notice than Thomas Was Alone’s Mike Bithell did with Subsurface Circular, which released in August on Steam with a single tweet. the shadow of a massive financial disaster. But I’m happy to be doing all that in the aftermath of a success, rather than eg.

"Now I’m in a state of simultaneously needing a) a break, b) to catch up on a backlog of urgent things I let slide during development, and c) to tweak the game in response to feedback. This was a huge gamble and I’m so relieved and grateful and frankly surprised it paid off. Thank you so much to everyone who bought it and spread the word, and to everyone who’s left such lovely reviews. We hit #1 on Steam on launch day, and stayed in the top 10 for most of the week.

Not by much, and it’s too soon to know if it’ll have the same long-tail Gunpoint did, but so far it really is a Gunpoint-size success.
