When asked if the real-time strategy gameCataclismowas a good game to start self-publishing with, Digital Sun CEO Javier “Javi” Gimenez said, “Ask me in nine months or a year.“Cataclismois Digital Sun’s first self-published project; previously, the studio developedMoonlighterwith 11 bit studios andThe Mageseeker: A League of Legends Storywith Riot Games. Describing the self-publishing process, the Digital Sun team agreed that it had highs and lows but that it was worth it for the greater sense of connectivity with the player base it provided.
In a conversation with Game Rant, Gimenez and creative director Vicent Ramirez explained that self-publishingCataclismohad been somewhat of a last-minute decision, following an amicable split with previous publisherHumble Games. Gimenez described the rushed nature of the experience as the worst part of self-publishing, as they had only approximately six months to get everything in order for the game’s debut. The team strongly encouraged any other studios or developers looking into self-publishing to give themselves plenty of time to do it, as patience and time are both key factors.
Self-Publishing Allows For An Ongoing Conversation
Despite the associated stress, Gimenez ultimately spoke very highly of the self-publishing experience, especially the fact that it allowed the team to have a “continuous conversation” with the player base, something thatMoonlighterandThe Mageseekerlacked during the development process. When asked to describe what communicating directly withCataclismo’splayer base had been like, Gimenez said,
We’re a studio that’s absolutely obsessed with quality and trying to really make sure what we do is worth the time of the players. Being able to talk to them, see what they are thinking about it, is really great. We’re very happy we were able to do that. That way, we can polish the game even further and continue talking to players. Self-publishing is a challenge, but we are also very happy to have the opportunity to handle everything here.
Self-Publishing Advice: Don’t Do It All Alone
Gimenez did advise those interested in self-publishing to accept that sometimes they may need help, especially when it comes to marketing. “I think you need to take that seriously,” Gimenez said, “and it’s probably worth realizing that you might need some help when it comes to communication and marketing. Just being good is not always enough.”
Citing an example, Gimenez explained that, sinceCataclismois a PC-only release, they sought out assistance with marketing to help get attention on Steam. “Steam cares a lot about how many people have a game on their wish list,” the CEO revealed, and help from an outside source made it possible forCataclismoto get the necessary Steam attention - although Digital Sun encourages Game Rant readers to wishlist the game as well.
When asked if they would continue to self-publish in the future, Gimenez was unsure. Digital Sun currently has two projects in the works, and both are already attached to publishers. One will be the second collaboration between Digital Sun and11 bit, followingMoonlighter.Gimenez explained that the decision regarding whether to self-publish will likely be made on a game-by-game basis, as some games are better suited to self-publishing than others.
Ultimately, though, Gimenez and Ramirez are proud of the decision to self-publishCataclismo,and they believe the dark, experimentalreal-time strategy gamewas a good choice for the team’s first self-publishing endeavor. Time will tell, of course, but they look forward to holding a continuing conversation with players and receiving feedback once the game releases later in 2024.
Cataclismois currently planned to release on PC via Steam in Q2 2024.