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FreshWomen Season 2 - Episode 3 Complete: Everything we’ll fix and Changing our Release Strategy

Hello, my dear Freshmen!

 

Today I want to update you on our progress in fixing Season 2 Episode 3 Complete, and to talk to you about a few changes we’ll make in our release pipeline to ensure delays won’t happen again in the future, and to take care of our team’s health.

As you know, on Wednesday, we decided to postpone our release in order to fix and improve a few things, and guarantee it was up to our quality standard. This was not an easy decision, as we usually don’t delay updates after they are officially announced, but, in this case, it was a necessary choice to ensure you’d have a perfect experience.

Yesterday, I sat down with the team, and we spent a few hours going through Susan’s Scene and analyzing everything we wanted to fix. After that, with our final scope in hands, we divided the tasks and went for it.

Here’s where we are so far:

I’m working closely with our team to fix everything in a timely manner, and we’ll get through this soon.

I also want to thank you for your patience and support, and to talk to you about why this happened, how it impacted us, and what we’ll change so it won’t happen again in the future.

I joined FreshWomen in Season 1 Episode 2, more than 3 years ago. At the time, our release process was simple and easy. When most of the content is done, we release an Alpha and announce a release date. Then, we collect feedbacks from our Alpha Testers, fix everything we need to fix, and release.

Simple.

The thing is, since Season 1 Episode 2, our game scope has increased. A LOT. Here are a few things that are different now:

It’s a different reality now, with many, many more points of attention and points of failure, and a much, much more complex pipeline.

However, our release strategy stayed the same. When everything is almost done, announce the release date, and fix what’s left.

With this release strategy, and an ever-increasing amount of complexity and content, this created a situation where every release became a bet against time, and introduced crunch into our lives.

Every time we released an episode, the days before were hell. Sleeping 3 or 4 hours a day, working well into the night and solving numerous problems, filled with anxiety that we wouldn’t make it in time, would have to cut content or drop our quality. Not being able to do anything, except work as fast as I could so we wouldn’t fail.

Initially, this would only affect me, but, lately, it’s affecting more, and more people in our team, creating a culture of stress, confusion, and overwork.

This is bad. Very bad. I don’t want our team to be anxious, stressed and uncertain. I don’t want them to hate what they do, or to feel they don’t do enough. And I don’t want to be like this, either. We have to do better.

The way I see it, my role can be summed up in three points:

Our current release strategy is working against this, and making me fail to protect one of our most important assets: the people that create the games we love.

So it’s time for a change.

What we’ll do is simple in concept, but powerful in execution: We won’t announce release dates early.

We’ll announce a new release at the exact time that it’s ready. Not when “there are just a few more animations to render” or when “Chloe’s hair looks weird in this scene, but it’s an easy fix”. We’ll announce it when it’s done. No more fixes, no more renders, no more lines to record, done!

This simple change of timing will bring tranquility to our team, eliminate crunch and give us reliable release dates, always. It also won’t affect our productivity or make the time between updates longer.

We love working on FreshWomen and Forbbiden Fantasy, and I want to create an environment where our team can give their best, while still maintaining their mental and physical health, so we can create great games together for a long time, and this will help us do that.

Before I go, I’d like to thank each and every one of you. This was a very hard week for all of us. We had to postpone a very important update, that we were excited to release, and you were excited to play. We were afraid to do so, and, while you were disappointed, you heard us, and were patient and supportive.

This makes me emotional, honestly. We couldn’t ask for a better community! Thank you so much for being with us, for your patience and support, and for loving our games. Thank you for the comments, feedbacks and for everything, really. FreshWomen and Forbbiden Fantasy exists thanks to you, and it’s a great honor for us to create these games by your side!

So thank you! We’ll release our next part soon, and create better structures and strategies, to ensure we can give you our best, always!

See you soon,

f1r3

FreshWomen Season 2 - Episode 3 Complete: Everything we’ll fix and Changing our Release Strategy

Comments

A very respectable change when executed properly, I say. Back towards the old days as much as possible nowadays. I still remember the time when alpha was reserved for the team producing the program, beta was sent to testers other than alpha testers and going Gold was a new invention in the Naming-a-thing-another-thing -departments of corporations.

Paltse

This is what makes good leadership and commitment, as a paying customer, take all the time you need to ensure your product reaches peak performance. I appreciate all the hard work the team has poured into this project.

Scout Master

Good on you for prioritising your team's health.

Zac


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