The Kickstarter and Greenlight Adventure
No Time To Explain is a game that was both Kickstarted and Greenlit. It started out as a small web game which grew so popular that we decided to make it into a full-on commercial game. A Kickstarter project was born which at the time (before “DoubleFine happened”) broke all records. We were having trouble getting on Steam and decided to release the game ourselves, splitting development into 2 ” Seasons”. Initial release was in August 2011, followed by the release of Season 2 in December 2011.
Some time later Greenlight appeared and we were amongst the first 10 games submitted there, followed by an avalanche of other titles. In November 2012, No Time To Explain was Greenlit on Steam, with the help of enormous support from fans. We dropped the Seasons idea, merging them into a single game, rewrote a lot of the code and reworked the assets, followed by a January 2013 Steam release. Now we are a video game company. This is game #1. Game #2 is already out on Steam Early Access and it’s called SpeedRunners.
About No Time To Explain
“I am you from the future, No Time To Explain, follow m-ARGHAWAWAA”
It’s a game about time travel, jetpack guns and giant enemy crabs. Seemingly random things happen when you from the future interrupts your dance central session and gets dragged away by a giant crab, only to leave a futuristic jetpack gun behind. You follow yourself through time and discover the true nature of why this is happening.
Didn’t the game come out in 2011?
Kind of. After our Kickstarter we had money from the crowdfunding project itself and a publisher (Buka Entertainment). However the publisher bailed on us last-minute, so we had to release the game in 2 “seasons” which we merged a year later into the Steam release.
This is a depressive part about our company story, as after the publisher walked out last-minute, we had no means to finish the game in the way we wanted to. Splitting it up into multiple releases seemed like the only option. What’s worse is we couldn’t get on Steam without a publisher at the time. It took over a year until Steam Greenlight came along. We got Greenlit 2 months after it launched in November 2012, and the game came out in January 2014 on Steam.
The Steam release was rebuilt from the ground up, and we’re now working on rebuilding the game (again) for consoles.