Mi MMORPG FRACASÓ en su primera semana
I launched my own MMORPG on Steam, and after its first week, I have to admit it was a flop. Battle for Embolia generated approximately $300 during its launch, but that wasn't the biggest problem. The real disaster was discovering that the server infrastructure wasn't designed to handle a large number of players. During the beta, I never had more than 50 players connected. When the game launched, the server reached 100 players, lag started, and issues arose that were impossible to detect by playing alone. After a full week of restructuring the server, I was able to increase the capacity to approximately 250 players. However, now I also have to deal with another unexpected problem: bots connecting to the server without appearing as active players on Steam. In this video, I speak candidly about: • The problems with the Battle for Embolia launch. • Why the server couldn't handle enough players. • The mistakes I made developing my first MMORPG. • The money generated during the first week. • The appearance of bots within the game. • Why I don't want to prioritize monetization while the game isn't functioning properly. • My plan to optimize the server and develop the first expansion. During July, I will focus entirely on improving performance, combating bots, and leaving the game in the best possible state. Development of the expansion will begin in August, and afterward, we will attempt to relaunch and revive the game. An MMORPG must be able to sustain itself. If Battle for Embolia wants to survive, it must first become a better game. 🎮 Play Battle for Embolia on Steam: https://store.steampowered.com/app/34... 💬 Join the Discord: / discord What do you think an indie MMORPG needs to survive after a rocky launch? #MMORPG #BattleForEmbolia #IndieGame

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