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I don’t disagree with this idea but I ignored it for a long time. That was until 3 weeks ago. I had gotten to a point where upigo finally felt like a game. Not perfect, and there were many things I wanted to add/change, but at least I had something I could call a game. In the end what pushed me to release the game was my sanity. I was going a bit crazy working full time on the same project for more than a year with no idea what to expect. I had to get it out of the way.

upigo on the App Store
On release there was no big celebration. 14 months of work led to a Tuesday morning with my video trailer, a few social media posts and 100 mail sent. Over the year I had imagined all kinds of outcomes but in my case it was the most likely outcome. A very tame release. About 200 players in the 3 weeks after launch.
Looking at the revenue from apple and google, all this work is currently worth about $5. That is $0.24 from people clicking on ads, and $5 from some someone who purchased a micro-transaction. I feel it might be a friend or family doing it out of pity. or by accident.. But thank you. 
I can’t make any conclusion yet as it is a work in progress and to tell you the truth, I stopped marketing the game quickly after release. Not because I gave up, but the release itself has gotten me a lot more attention from people around me with some friends spending a significant amount of time in my game and giving me some valuable feedback. The release turned out to be a success in a way I did not anticipate.
The plan now is straight forward. Keep doing what I was doing, but with a new outside perspective. I will be adding minor features and polishing existing ones. I hope to lock down most feature in the next couple of months to slowly focus on creating content.
I don’t like promising things due to my shady record of keeping deadlines, but I will try to update monthly with improvements and at least one new world. To show I’m committed, I’m releasing my first update today. It fixes a few things, adds language support and most importantly adds a new world called Snowfall.
Give it a try and let me know what you think.

upIgo: Infiniy is a game that let’s you take control of ever-bouncing ball with a simple objective. Go as far right as you can. At the core it is an infinity runner with procedural generated levels, but unlike most most game in it’s genre, levels are repayable at will. The trick is collecting seeds that are laying around to buy new unique levels or upgrades allowing you to reach new limits.

I had given myself 1.5 month to make that game. Having heard that you should always double your initial plan I was willing to give it 3 month to complete. here we are 5 month later, ready to release a beta of my game and wondering what went wrong during the development that it took so much longer to get a playable version.
This is not my first development project but it is the first one where I did not have a client on my back. This lack of serious deadline may seem like a blessing, as it allows you to make the best game ever. At least this is what it felt like at first but very quickly I started feeling that this project was never going to end.

Art is never finished, only abandoned.
I have heard many versions of this quote, replacing art with with more specific fields. But the original is apparently attributed to Leonardo da Vinci and right now it never felt more relevant.
Luckily with the advance of the gaming industry, unfinished games are cool now. So here is the beta for Android and IOS.
Look out for updates
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