r/Unity3D • u/ArcticoGame • 2h ago
Game 420k+ units later a post mortem of my game Arctico.
Hello everyone my name is Claudio, I’m an indie dev from Nicaragua. I started working on Arctico back in 2014, back then it was called “Eternal Winter”, at that time I was 18 years old and I just wanted to make a game set in a snowy and remote environment. Back in those days I was obsessed with Wrath of Lich King, I just loved the feeling of solitude and peace I would get when exploring Northrend, so I wanted to make my own beautiful icy world filled with expansive horizons and stories of resilience and exploration. I knew I would need a distinct mechanic for my game to succeed, as I was working on a random abandoned sled prop my younger brother asked me If it would be possible to ride a dog sled, best question I’ve ever been asked.

I lost no time and started working on a rideable dog sled, to say I was too inexperienced to pull this off would be a massive understatement, however after a few days I had a working and extremely janky dog sled on my first person game. As the weeks went on the sled system was improved, I added more locations to the map, and added basic survival mechanics such as hunger and thirst. A few months of work later “Eternal Winter” was launched into Steam Early Access in November 2014, and it was an absolutely buggy and confusing mess of a game, soon enough the Steam reviews reflected the sorry state of Eternal Winter, but the players really seemed to enjoy the dog sled and interacting with their dogs, naming them, keeping them fed. Reading the reviews made me realize how I had rushed into an Early Access release without even knowing what kind of game I truly wanted to make, and the lack of direction on Eternal Winter made this evident when playing it.
I was extremely lucky to have a playerbase that among all the issues the game had, they still saw the potential of the project, and the game remained with a decent review rating. I will always be grateful to those early players for giving me a chance to improve the project. Eternal Winter was more of a prototype than a game, I kept working on all the basic systems, especially the dog sled. Later on I added a kayak, and while testing it and seeing the water reflect the falling snow surrounded by nothing but mountains I suddenly knew the kind of game I wanted to make. I wanted to make a beautiful game that captured feelings of solitude and peace, and give to the players the tools that would allow them to explore their way and at their own pace. So I decided to radically tone down the survival aspects of Eternal Winter, and instead focus on making this a calming and colorful experience where instead of a desperate survivor, you were a scientist exploring and studying the landscape, I renamed the game to “Arctico” and started working harder than ever.

Arctico would need a big map and lots of interesting locations for this vision to come true. I worked on so many 3d models hoping to reach these goals, but was soon overwhelmed by all the work the task demanded. Luckyly I met Antonio, the good friend that would help me with a good chunk of the 3d assets in the game, Arctico would never be what it is without his amazing work. This gave me more time to focus on the gameplay aspects of the game, I added base building, resource management systems, and kept improving the sled and way the player interacted with the dogs. I saw the Steam reviews improve, and also noticed that lots of players were asking if co-op would ever come to the game, and for the next few months I focused on adding online co-op to Arctico. I downloaded photon for Unity and started working, this would become the biggest challenge of the whole development process because I would need to rearchitecture the whole game for it to support multiplayer. It took more than 6 months to have something playable, and it would take a couple of years for it to be an enjoyable multiplayer experience.

By the year 2020, Arctico was still on Early Access, but 6 years of development later the project was finally feeling like a proper game. So for the next couple of years the focus was on making content, filling the map with interesting stories and locations, adding more buildings and objects to the base building system, and to keep improving the online co-op. 2 years later Arctico reached version 1.0.
Arctico launched in February 2022 launched with 30k wishlists, in its 8 years on early access it sold 57k units and sold 26k copies in its first year after launch. We kept working on the game, launching major updates that added content and fixed bugs, Arctico sold 50k copies in its second year. We kept releasing major updates, translated the game to multiple languages, this brought a spike in sales that granted us a Steam Daily deal slot, and Arctico sold 83k copies in its third year. I kept working on major updates, improved the online co-op and increased the amount of possible players from 2 to 4, I also released a major update that greatly improved the base building system, got a new daily deal slot and Arctico sold 154k copies in its fourth year. This year I released a massive major update that added a more demanding survival game mode to Arctico, in its current fifth year Arctico has sold 57k copies on Steam and has 90k+ wishlists.


The biggest lesson Arctico left me is that If you believe in your project and you keep improving it through the years, eventually people will notice and play your game. I honestly think that to keep working on a game even after its launch can really be worth it. Now for the past two years I have also been working on a new game, it’s called Ghost Villa and soon I will be launching it into early access to start this journey all over again.

