Designing board games is not very glamorous. No one wears the latest board game on the red carpet, no one cites board games as influences in cool music and/or art circles, there is pretty much zero celebrity in board games and certainly no one turns up to board game launch parties (in fact, I believe we're the only people who are foolish enough to try and attempt them). All of this is actually quite refreshing and helps keep board games an unpretentious, if still socially awkward, pursuit.
The front pages of newspapers, the front lines of wars, encased in gallery cabinets and caught up in police weapon hauls Yet, despite this, our very first effort at designing a board game has got itself into places that board games definitely should not get into - the front pages of newspapers, the front lines of wars, encased in gallery cabinets and caught up in police weapon hauls to name just a few examples.
Since this has been part of our reality from the very first days, it's never appeared that odd to us. However, there's no doubting that War on Terror has, mostly accidentally, secured the kind of product placement that many companies spend hundreds of thousands of pounds on. And seeing as it's almost five years to the day that we launched the game, it seemed a fitting tribute to gather together some of the best examples from what has been an unusually glamorous, star-studded, absurd, funny and joyous ride:
Front Page News
"Terrorism Boardgame Branded Sick" screamed the Cambridge Evening News in a previously undiscovered font size, appropriating our misspelling of "boardgame" to boot. The following FOUR PAGES were filled with invective and carefully commissioned outrage about a board game with cartoon graphics. And no, this wasn't the weirdest thing that's happened to us - not by a long shot.
Related link: Local Outrage at 'Terrorism Boardgame'
On the I.T. Crowd
As well as being a comedy legend, Graham Linehan is a bit of a game geek and got in touch about War on Terror very early on. Thanks to this early interest, War on Terror has been a set fixture of the delightfully cave-like I.T. department in Linehan's award-winning sitcom, The I.T. Crowd, since season 2. Initially, only the eagle-eyed picked out its bright primary colours from the shelves behind Moss's desk. It wasn't until Season 2, Episode 4 ("The Dinner Party") that Moss and Roy are seen briefly playing the game and we suddenly got 50 phone calls from people excitedly telling us about what they'd just seen (three of whom were actually just complaining that Moss and Roy weren't playing the game correctly).
Related link: War on Terror Cameo on The I.T. Crowd
Exhibited in the Akademie Der Kunste, Berlin
War on Terror made minor radio history when it was played live for an entire hour on Resonance FM. Some might call that a broadcasting error, but we thought it was pretty artsy. When we were subsequently asked if War on Terror could feature in an exhibit on "Embedded Art" at the prestigious Berlin Academy of Arts, it was official: games are art. It just takes someone brave enough to say so. Ironically, encasing it in glass renders it not a game, so instantly undoing our claim of "games are art". Hard to be both, if we're honest.
Related link: War on Terror at the Berlin Academy of Arts
A Dangerous Weapon
Back in 2008, War on Terror made headlines again when it became the first board game ever to be classified as an offensive weapon. Several copies were seized as part of a weapons raid on an environmental camp in Kent. Police claimed the balaclava in the game could be used to "conceal your identity if you were going to commit a criminal act". This little episode exploded all over the internet and caused our server to go into meltdown. I think we sold about 80 games in an hour. We love the police.
Related link: Police Seize War on Terror Games
Infiltrating Intelligence Circles
This is one of our all-time favourite photos. Not only is it a wonderfully sinister portrait of a battlefield and simulations expert playing War on Terror with an assortment of his high-ranking buddies in the Intelligence community, but it also acts as a kind of metaphor for our own positioning within the wider 'war on terror', namely: "We must be the good guys because everyone else is evil". Amazingly, we have it on very reliable information that the game has also wormed its way into the doors of the UN Counter Terrorism Directive, the Office for Security and Counter Terrorism, MI5 and a number of embassies worldwide. No wonder our security intelligence is so unreliable ...
Father-Son Bonding Activity for the Head of MI6
On the rare occasion we try to set up our own photo opportunity, it goes stupidly wrong. We got a tip-off that ex-head of MI6, Richard Dearlove was in town talking about the 'war on terror'. We ambushed him with our beautifully pertinent gift and asked for a nice pose and a photo. "Only if it doesn't end up on the Internet tomorrow", quipped Dearlove. So we waited a full week before publishing. Unfortunately, Ben, our photographer for the evening, had been drinking since 3pm and so the critical capture is less-than-spectacular. Anyway, Dearlove said he'd play the game with his son. Imagine if that game was the only quality father-son time they spent together?
Related link: Richard Dearlove "will play war on terror with son"
Caressed by Kandyse McClure
At one of the many conventions, actress Kandyse McClure was there as a special guest and after her signing session, approached our booth and sheepishly admitted she liked board games. We sheepishly admitted we didn't know who she was (that's harder to do than you think when you're speaking to someone beautiful and charming and clearly recognised by most as famous). She bought one of each of our games and seemed particularly taken by WoT. This is her enjoying a quiet moment with the box of terror. It went OK.
Related link: Kandyse McClure Digs Our Games
Studied by Naomi Klein
We went to Housman's Bookshop in London to meet Naomi Klein at a signing session for her new book "The Shock Doctrine". We had the bright idea to present her with a game of War on Terror. She'll enjoy this, we thought to ourselves. But of course, handing someone an oversized 2kg box who is about to spend several months on the road, dealing with baggage size and weight restrictions every few days, wasn't maybe the best idea we'd ever had. Not that Naomi didn't accept our gift graciously and with what seemed like genuine joy, but it was only later that we felt bad about the ungainly object we'd foisted upon her.
Related link: A Quickie With Naomi Klein
The Green Zone, Iraq
We realised long before we got the first pictures that War on Terror was proving surprisingly popular with the armed forces. It was (and still is) very conflicting to know that our game - as much a critique of violence as a means of combatting violence as anything else - is being consumed and enjoyed by the War Machine. But nothing prepared us for the brain-frying power of the photos we would later get sent of frontline soldiers kicking back with a darkly satirical boardgame to pass the time inbetween patrols. It's still weird.
Related link: Washington, Iraq and the ICA
Taking Baghdad by Storm
The beautiful thing about War on Terror is that it's proved to be educational in many ways - not least for us. We learnt a lot about the soldiers fighting this war; we learnt to see them better as individuals and accept they shared many of the misgivings and concerns we did. We also learnt they have a very, very cynical sense of humour.
On Tour in Afghanistan
A crate of War on Terror was even requested by the Chaplain of the 1st Royal Welsh infantry to help keep the boys "relaxed and grounded" for their tour of Afghanistan. He added that it would also help with literacy and numeracy. No kidding. This lovely photo though is of Pete W, Task Force MED in Afghanistan. I think the sign translates as "We need 5 people to play war on terror with, it'll only take 100 minutes".
A Dominatrix's Sex Toy
When we exhibited at Erotica we got a fair bit of stick from people claiming board games weren't remotely "sexy". Despite the obvious extra-curricular uses for the balaclava, people remained unconvinced. But then a professional dominatrix approached us, said she was a big fan of the game and that she used it in her sessions. Not just the balaclava, but the entire game - wired people up to electrodes and punished them for poor tactics. Pure, evil genius. She later forwarded a selection of photos, this being the only one we can comfortably show. Could easily be a Tory MP. But it's not. Obviously.
Invading the High Street
In between Virgin Megastore becoming Zavvi, our first big retail order of War on Terror was delivered. We had borrowed a considerable sum to get these games made and flown over to meet their Christmas demands. Alas, the new CEO of Zavvi wasn't a fan of our game and tried to pretend they'd never ordered any. A long legal wrangle ensued and just as we were approaching bankruptcy, they caved, paid for the games and let us keep half the stock too. We responded in the only way we knew how - we celebrated by giving away over 100 of those games to happy shoppers outside Zavvi's flagship store on Oxford Street. The cops were called but only ended up praising our organisation. And our pal Graham Linehan turned up for moral support, which was lovely. Especially after the stress of the fight and almost being pulled under, this was one of the most fun, most joy-filled afternoons we ever spent.
Related link: THANKS, ZAVVI!
An Expensive Paperweight
Late in 2008, our attention was brought to this thread on Board Game Geek that had unearthed a much earlier posting over on ronaldreagan.com. This original post appeared to show George W. Bush in his office with a corner of a War on Terror box just visible in the background. We wanted so hard for this to be true but it seems to just be a very good fake. Internet detectives unearthed the original image which shows no game in the background, however to my eye the original photo looks more doctored than this one. The funny thing is, we *did* actually send President Chimpface a game and we never heard back. Stranger things have happened ...
Related link: George W Bush a Fan of War on Terror?
A Diplomatic Peace Offering
A much clearer fake this time, but funny enough to just make the grade and also get our list to a nice, round 15. This also cropped up on Board Game Geek (what is it with that site?). Before seeing this, we never harboured secret desires to play a game of War on Terror with Obama and Chavez round the same table. Now it's all we can think of.
And that's the end of our list. To cap it all, we're going to be on the telly next week - a rerun of the excellent BBC Games Britannia series, wherein presenter and historian, Benjamin Woolley says we're the future of British board games. If that's the case, I feel sorry for British board games. But it does make a pleasing conclusion to this pictorial potted history of War on Terror.
To celebrate these 5 Glorious Years (and to off-load the last remaining stock) we're knocking a 1/3 off the original edition of the game. That's a saving of ten whole English pounds. And just look at its pedigree! Look at it! You could own that piece of history right now. Then make it into a dress and wear it at the next awards ceremony you attend. Go, grab a bargain.
Posted by TerrorBull Games on 14 December 2011 - 9 comments
Comments so far:
- Beautiful! Amazing! Makes me proud!Giles from London - 16 December 2011
- EPIC post guys! I was bored at work and made a montage. No offence but it has more impact without all the blather. Don't get me wrong, it's great blather. But the photos are greater. Here you go http://i.imgur.com/3ZeNe.jpgH from Steps - 16 December 2011
- What a great 'tour of history'! I've been following you're work since 2008 or so, so most of these moments of glory I was already familiar with. However, something caught my eye: in the picture of the 'Berlin Academy of Arts: Embedded Art' exhibition, it seems there is one item that is not in the actual game, and though I can't see it clearly, it looks like a doll (a barbie, perhaps) with an 'evil' cocktaildress. If this is true, then 1): it's awesome!, and 2): why can't we buy it (the dress anyway)?David Holt from Amsterdam - 16 December 2011
- H from Steps! THANK YOU - that is a wonderful, wonderful poster. Amazing, you're right, the pictures are better than blather. Out of interest, is there an automated way of fitting images into a grid like this? I've always struggled ...TerrorBull Games - 19 December 2011
- David - very sharp of you, that's actually a "Suicide Bomber Barbie" (http://www.theculture.net/barbie/). It is awesome, but not our doing. We were honoured to share a display case with her.TerrorBull Games - 19 December 2011
- So glad that My little games with 'terroist slave' made it onto this list. Hope to work on the Dungeon game with you guys soon.Mistress Absolute from The Dungeon - 2 January 2012
- Mistress A, your photo still makes me chuckle every time I look at it. Thanks for broadening our horizons. And the Dungeon game! ... now that'll be a fun game to prototype.TerrorBull Games - 3 January 2012
- Well let Me know when you have time to work on that - I think it could be a whole lot of 'fun'. As you can see from My use of WoT I have a creative imagination......Mistress Absolute from torture Chamber 2 - 6 January 2012
- Excellent game, we argued over it just this evening from about 5 to 12 o'clock Give ex-president chimpface and everyone who's really keen on iraqi oil my regards.Archie from Zurich Switzerland - 15 October 2012
It's been just over a week since the launch of War on Terror, the application. And what a long week it was. The list of things to do seemed to grow, hydra-like, with every new thing we crossed off. So we thought it would be a good moment to reflect, to share what we've learnt so far and to wheel out some juicy stats and figures. Everyone loves statistics. And graphs. Ooh yeh.
Going into this, we were working pretty much in the dark. There's a wealth of information about getting your app noticed (which all boils down to some marketing and PR basics) but not much in terms of solid advice and figures. The best sources information we found were case studies that other developers had written up, so we're doing the same here in the hope that someone will find this equally useful.
So we uploaded our finished binary around the 5th November and set the live date to 25th November. Initially, we had set it to go live as soon as Apple approved it, but after reading around, we realised the benefits of being able to set a firm date and build some marketing activity around that date. Even still, we felt a little handicapped and we definitely held back on the marketing front while Apple delayed our approval and told us they would require extra time. In hindsight, if we weren't so near Christmas and at risk of being engulfed by seasonal bullshit, I would have put the live date right back another couple of weeks or so, just to give us the certainty of a live date we could rely on.
Like the opposite of a roller coaster: exhilarating on the up curve and slightly nervy on the way down. Apple approved our app on 17th November and that's really when we started emailing people and giving out some advance codes. Note: your promo codes work the minute your app has been approved, even if you haven't set the app to go live on the App Store.
While we're talking about promo codes â€“ they're a big pain in the ass. Apple (and after much thought I'm still at a loss as to why) have decided that you only need 50 promo codes per release. Most people on the web seem to say â€œthat's fine, quit bitchingâ€ but we used these up virtually in the first week. Having produced solid products for years that literally cost us money to give out, we have accepted that you can't be stingy with these things. Freebies grease the dirty cogs of PR and there's no getting away from it, so don't fight it. Now we have a digital product that costs us nothing to give out, with a beautiful, immediate and free mode of delivery â€“ and our sales agent limits the freebies!? That's bonkers. Apple, you are MENTAL. Let us publishers do what we want with our own games please.
If that weren't bad enough, Apple provide no administration of these codes. Once ordered they expire in 4 weeks and there's no way of knowing who or when the codes were used. In our research, we unearthed about 212 viable review sites that might be interested in our app. We could cover a quarter of this list and then â€¦. wait...? Luckily, there is a type of arcane ritual that you can go through and manually check each promo code using iTunes, as explained here. It's annoying and slow, but better than nothing.
The first thing we learnt â€“ all those promo codes we gave away in newsletters, tweets, forums etc. - total waste. We should have set up some kind of promotion where first responders were gifted the app. Promo codes, once you work out how to track them, are invaluable because they tell you which of the mythical review sites have actually responded to your desperate email. Because let me tell you now, it's pretty much like shouting into the void. Even the biggest review sites are getting by on what can only be described as a skeleton team. You aren't going to get a response. Even if they like you. So the only indication of success might be whether that promo code has been redeemed or not. Now we have to write to reviewers saying â€œwe'd like to gift you the game if you send us your ...â€ No dice. It's an extra step they have to take and when inundated with requests, guess where ours goes?
Anyway, the first week went astonishingly well. As you can see from the screengrab to the left, we even secured a coveted "thumbnail" place for a short time in 'top grossing UK Board Games'. (Yeh it's pretty niche but we were proud).
We actually hadn't set up any goals or expectations (we had nothing to go on!) but we have a broad ambition (and I hope it's realistic) to sell 10,000 games total. After tax and Apple's cut, this gives us and our developer a non-laughable amount for the year's work we undertook that would encourage further work and collaboration.
Although we didn't get the coverage we were hoping for, our launch was still fairly well anticipated and eventful, thanks mostly to you, dear readers and supporters. There's no doubt we were at a massive advantage with an already existing customer base. Some pre-press from the likes of Forbes and the front page of our own local newspaper didn't harm any either.
We secretly moved the live date forward a day, the evening before just so we could satisfy ourselves that everything was as it should be and there were no hitches. Also, insanely, this was the only way we could preview our app in the iTunes store. Apple don't provide this functionality in any shape or form. Again, mental.
The official â€œlaunchâ€ was really very exciting. We all had a tonne of work to do but I must have spent at least 4 hours sat on Twitter and checking the rankings in the App Store. As we climbed rapidly into the charts, I suddenly got quite nervous. We topped out at #6 in Board Games and #3 in Strategy here in the UK. Not expecting to reach the top 10 of anything, I was suddenly gripped by the fear that this visibility would be short-lived. I started viewing all the other apps in the top 10 with resentment and dismissing them out of hand. I fretted about what we could do to maintain and build upon this early success â€¦ Certainly, Seneca had it right when he said that you fear nothing only when you have nothing to lose.
The actual download and sales figures are compiled at around 8am PST the day following your complete day of sales. That meant we'd have to wait until about 4pm on Saturday to find out what this all translated to, but I have to admit, when we hit the #1 spot for top grossing Board Games in the UK and held the spot for 24 hours, I guestimated that this had to translate to over a thousand downloads â€“ possibly thousandS. Alas, this was a gross over-estimate and surprisingly it turns out you don't need to shift that many units to get visibility in the App Store (at least in the sub-categories), which should be encouraging to all developers. However, one thing we got an idea for is the massive amount of resources, money and dedication that the larger publishers have at their disposal, shoring up their apps and ensuring not one place gets dropped without a fight. I can tell you this, if you get into the top 10 of any category, no matter how briefly, you've done a GOOD THING.
So without further ado â€¦ the graphs! Yay!
We sold almost 1500 games in the first week. Possibly it was a mistake launching on Black Friday, just before a weekend, but we have nothing to compare to.
As you can see we did well on home turf. The lack of industry coverage, combined with Thanksgiving and Black Friday probably didn't help things in America.
Succes was short lived but good while it lasted. The opposite of a roller coaster: exhilarating on the up curve and slightly nervy on the way down.
The highest we reached in the overall games chart was #45 here in the UK.
And the highest rank was achieved in the Strategy subcategory where we held #3 in the UK for about 12 hours. At least we beat Risk.
And that's about it. Simultaneously better and then worse than expected. Obviously if we could net Â£3,000 a week 52 weeks a year then it'd be very tempting to ditch board games altogether, but right now it feels like a daunting prospect maintaining that level of visibility. The app store clearly works very well for a small number of publishers. It'd be nice to see the curve levelled out a bit. Maybe an Indie Games subcategory (However you might define that)? Anyway, everyone who's bought the app, thank you and if you took the trouble to review or rate it, triple thanks. We count on you more than you probably know.
In other news ... we were meant to be in the Observer Gift Guide the other weekend but we got ditched unceremoniously. So we were left with having to do our own advertising this year instead. We made up a 6 metre x 1.5 metre banner and affixed it to the side of the road near a major roundabout on the way into Cambirdge. Look, it's beautiful:
In starring out the 'u', we actually thought we were being quite reserved for us. But within days, it had been vandalised:
Normally I'd get really annoyed at something so pointlessly petty, but it's actually pretty funny. I think it's the politest graffiti I've ever seen. They've taken the trouble to carefully censor two more letters from "fuck" (obviously there's nothing offensive about the letter 'k') and left the rest of the banner well alone. Not only that, but they've chosen gold spray paint which is not only pretty transparent but also adds to the festive air of the banner.
Still, I don't see anyone defacing any FCUK shop fronts. It is amazing the quiet authority millions and millions of pounds gives you.
Posted by Andy S on 7 December 2011 - 6 comments
Comments so far:
- Game looks awesome, I'm gonna download it :) Thanks for the writeup!Tyler from US - 8 December 2011
- Hey Tyler, really glad our write up was of interest - and thanks for trying the game out. Let us know what you think. Cheers!TerrorBull Games - 9 December 2011
- Nice write up Andy. As to who the censor/vandal was, I think it might have been the sheep.Robin from Brighton, UK - 16 December 2011
- Thanks for the write-up. I bought the game on my iPad. But was a bit dissapointed that it was only iPhone sized and quickly lost interest. Probably my fault for not paying enough attention. The iPad seems like a more natural form factor.Andy B from Swindon - 18 December 2011
- You would find that the Android crowd is much more welcoming, if you had an Android offering (hint hint nudge nudge...)Kevin C from Austin,TX US - 18 December 2011
- Android... Android... Android... (not having anything to do with the Facist State that is Apple...).MAJOR TOM from NOT BAGHDAD ANYMORE - 20 December 2011
It's almost time! War on Terror, the application will be available on the iTunes App Store for iPhone and iPod from tomorrow. (iPad and Android users will have to wait a bit, I'm afraid - that's the price you pay for being technical innovators - but we're working on it).
It's been a busy week since Apple finally approved our game. With rather brilliant timing, a war crimes tribunal in Kuala Lumpur commenced hearings this week, charging George Bush and Tony Blair with crimes against peace. We'll be following the progress of this story closer than the fate of our app.
Then we almost got arrested in Cambridge while shooting the trailer video for the app. The concept was basic - to say the least. I film Tom in various locations, wearing a balaclava and playing the app on his iPhone.
we almost got arrested in Cambridge while shooting the trailer video for the app Thing is, when we headed into the Army & Navy store, wearing our EVIL balaclavas, someone called the cops. We had just enough time for a quick chat and catch up with the guys in the shop (awesome guys by the way; they've supported us by selling the game from virtually Day One - and continue to do so) and when I turned to go, confidently declaring that "we'll just have to rob somewhere else", we came face-to-face with two bemused and confused policemen.
They didn't see the funny side, even after showing them the game and explaining it all. "Not a smart move" said one. "Next time, know your audience" added the other, quite cryptically, I felt. At this precise point, we were approached by a young lad who shook our hands and thanked us for making "such an awesome game". Whoever you are, young man, your timing was impeccable.
The rest of the filming went relatively smoothly and we're just stitching that all together right now and preparing for THE BIG DAY.
So on Friday (25 November), it would be awesome if you could help us shout about the app going live. The first 24 hours are really crucial in "app land" and if we can break into any of the lists, we might have a shot at getting War on Terror onto the first page of the board game category - and wouldn't that be incredible?
I want to give a few well-deserved and overdue thank yous. First, everyone who donated so we could buy "Running the World" - I still can't believe you crazies responded to that. Thank you. Our testers - you did a great job and helped us bring it all together in an insanely condensed schedule. Rob Owen for the fantastic job he did on the sound and composing some astonishing music for the game. Seriously, if you're one of these people that gets a new game and heads straight to the options screen to mute all sound, you'll be missing out. We are detail junkies here at TBG and the sound is no exception - there's lots of hidden joys in there. And fart noises. Ben for giving me the idea of Evil Clippy (still raises a chuckle). My wife, who patiently (happily?) put up with hardly seeing or communicating with me for the past month except through Skype and this blog (hi, Jenn!) because I've been holed up in the bunker, working like a fiend. Tom for being ever-dependent and picking up everything that would have sent me over the edge. And of course, David Partouche, our developer. This app literally wouldn't exist - we wouldn't even think about how it could exist - without him. Thanks, David, you made a brilliant game that we're all really proud of. I know David wants to thank the Incredible Hulk. I don't know what it means, but I'm just the messenger on that one.
All that aside, while you wait for Friday, check out the app page with screenshots and stuff.
Roll on Friday!
P.S. While you're in the app store, check out ECT (English Country Tune) by our good friend Stephen Lavelle (aka. increpare). It's an awesome zen-like puzzle game. We've been helping him beta-test it and co-incidentally it also goes live tomorrow.
Posted by Andy S on 24 November 2011 - 4 comments
Comments so far:
- Will there be an Android, Steam, XBLA ord PSN Version???standart from Germany - 24 November 2011
- Will there be an Android, Steam, XBLA ord PSN Version???standart from Germany - 24 November 2011
- Nice! But will it come for iPad either in a universal app or seperately. It's much better suited for boardgaming of this kind :DThue Eriksen from Herning, Danmark - 25 November 2011
- I feel somewhat addicted to the boardgame ... and now I've seen there's an App. Good thing, but since I'm a bit old school concerning mobile phones ... what about a PC or online version? That would be great!Vrangarz from Germany - 23 December 2011
This time last week, we held a "testing party" in advance of submitting our app of War on Terror to Apple for final review. It was a long night - we finished at 5am - and the few photos we took to mark this momentous occasion are, even we have to admit, quite underwhelming. But we made it. Done. Finished. Uploaded.
The thing is, if I could go back in time and tell 8-year-old me that in 27 years time, I'd be running a GAMES company and we'd be having a testing PARTY that didn't finish until 5 IN THE MORNING, then I'm pretty sure that 8-year-old me would absolutely spazz-out with excitement and then probably wouldn't sleep for, well, the next 27 years out of sheer, exuberant anticipation. The reality, sadly is far more prosaic. Sorry, little 8-year-old me. You know, it's time you grew up anyway. Welcome to the world.
Here's how the evening went down:
20.00 We all meet, sleep deprived but wired from working 100-hour weeks to get the app ready for tonight
20.10 Got to play this fucking game again ...*
20.30 .... and again ...
21.20 The fart noises still make everyone laugh. Surely a good sign (yes, it has fart noises; there's not much this app doesn't have)
22.30 Curry break
23.00 Long discussion about the credits screen. Should they be centred after all? And let's just try something ...
00.00 Spotted a graphics error in the war animation. MAJOR disaster
01.00 Everyone's playing the "nuke happy" version just to confirm the text in the alert box that pops up. Terrifying.
03.00 Andy S: "I should probably write a description for the app"
04.30 Click "upload". Breaths are held. It's done!
* Actually, I can honestly say we are all properly addicted to it.
The only downer is that we just got an ominous email from Apple to say that our app was going to require "additional time" to review. They didn't tell us why exactly, or how long, but this could be a bad early sign. With our history, we're not expecting too much.
But if all goes well, the app will be live on 25 November 2011!
Posted by Andy S on 10 November 2011 - 5 comments
Comments so far:
- Even if they blow you out an Android version is essential.shades from dysentry on sea - 10 November 2011
- I agree, shades, I think the Android marketplace is showing more promise right now anyway. We'll see what happens. All we need is about 10 sales to encourage us enough to make other versions.TerrorBull Games - 10 November 2011
- Please do an Android version! Would like to point out you could circumvent the whole App store malarkey by distributing a .apk file :)Ferg from Sheffield (Jarvis Ville) - 11 November 2011
- Ha ha, just stumbled across this (link from pocketgamer) and I've got to say fair play. A game of truth showing how ridiculous the world is. I'll let my kids play this for an education. Hope it gets through screening. Good luck.Ryan from Beds, uk - 14 November 2011
- 10 sales for the Android? You forget that we're all broke, and none of us has an Android phone. So We'll probably need to raise some funds again for the game, or loot some phone shops.david from cambridge - 15 November 2011
By "we", we mean "you" - YOU bloody did it. You answered our call when we asked for help and you gave more supportingly and generously than we could ever have hoped for. And now ... now we have enough money to buy the rights to Jarvis Cocker's "Running the World". Thank you!
This will be looked back upon as an exciting and happy chapter in the story of TerrorBull Games. It's particularly humble to know that we have built up such a store of goodwill that people are willing - especially in the current climate - to give money to something so superficial and seemingly inconsequential.
However, those of you that pitched in, you clearly saw what this meant to us and to the game and it was wonderful that you shared the same desire that we did to make this thing as great as possible.
And it is looking - and sounding - great. Here's another sneak preview as a little way of saying "thanks". This little fella pops up when you start the game:
Once again, everyone who donated, tweeted, liked and generally helped us on our way, thank you. Thank you from the bottom of our balls. You've made our day.
Posted by TerrorBull Games on 5 October 2011 - 3 comments
Comments so far:
- The poster has been delivered today. It looks great! Now if only I had an iphone, I could actually play the bloody game ... :pDavid Holt from Amsterdam - 28 October 2011
- Looking forward to release, need to satisfy my world running aspirations, any idea of a release date yet?Bob Mugabe from Harare - 30 October 2011
- Release date .... is looming .... we have to submit the app to the iTunes store this week and then, pending approval, should be live pretty soon after!TerrorBull Games - 1 November 2011