Alpha deathtrap

Since the inception of Tricksurf there has been a million bugs to solve. I have spent the better part of the last month trying to polish gameplay so it’s enjoyable and without issues, and problems are starting to come out of this workflow. Spending so much time fixing bugs in a game that’s in an early alpha state means less time implementing features and moving towards beta state, and more time fixing and endless amount of bugs. It’s a deathtrap.

I can fix a dozen bugs, then do a long overdue refactoring of a piece of code, then fix another dozen bugs, then implement some feature and fix another dozen bugs, and suddenly bugs that I fixed in the past are starting to crop up again and need to be fixed again.

This workflow is very stressful and doesn’t allow me to focus on the end-goal. Because of that, I am going to start releasing updates at a slower interval. Bugs may be around for much longer and that’s totally okay, it’s a game in alpha state and there are bigger fish to fry.

I’m not sure what sort of update interval we’re looking at here, all I know is I want to take the time to push out quality updates that introduce features and have meaning, without spending my entire day tabbing in and out of Discord stressing about every new bug that arises. There will be time for that later, right now we need to implement the features that move Fragsurf out of alpha, into beta, and published to Steam early access.


Thank you everybody who continues to support and play Fragsurf, without you it wouldn’t be anywhere near where it is today and I would probably be off somewhere working some full-time job and Fragsurf would be decaying in the shadows somewhere. That would actually suck. All these years of work are starting to pay off, and I’m more determined than ever to create the best standalone surf game, and we’re set up perfectly to do it.

Possibly recruiting

I have been thinking heavily about recruiting developers to help bring Fragsurf to live faster and better. I don’t want to sound like a jerk, but I will only recruit developers who have a certain level of expertise. And that’s probably dumb of me, because most experienced developers require pay while this is volunteer work. But this isn’t an open-source free for all. If you’re an experienced C#/Unity dev with proper networking and gameplay experience and plenty of time to spare, let me know. If you’re a talented UI designer put together some mockups and show me your work, we need a nice clean UI.

The numbers

  • 74 patrons pledging $740 per month
  • 1,450 Steam wishlists
  • 8 hours, 13 minutes median time played
  • 354 lifetime unique players
  • 46 daily average players
  • 5 players currently online
  • 33 concurrent player peak

Stay healthy everybody 🙂