Wondering how Miasma 2 is different? Here’s a video showing the new features in headquarters, and how the planning gameplay elements work on the field:
Because Microsoft recently made some changes to the pricing structure for Xbox Live Indie Games, we’re now pleased to say we can offer Miasma 1 at the price of 80 Microsoft Points. This is about one US dollar, or about 70 UK pence at the time of writing.
We originally shipped at 400 MSP, then reduced to 240. We couldn’t offer the game at 80 because it was higher than the 50MB file size limit at the time (and we used up almost all the available space at 150MB). But last week, 150MB may now be sold for the cheaper price.
Happy turn-based strategising!
If you’d like to stay up-to-date with the latest media available on Miasma 2, we recommend you check out our page on Facebook:
And please ‘like’ it!
We’ll be adding screenshots and videos to this page as we ramp up towards release.
Today we’re unveiling our next project – Miasma 2! It’s the sequel to the strategy game we released last year, and continues the story of Paul, Lina, Errick and Kelli as they battle the oppressive Vilhelm Industries. Get a glimpse of some of our new features, here:
We’re about content complete so just need to put the final polish on the experience and squish the last remaining bugs. Stay tuned for a release date!
I know it looks like we’ve been hibernating for a very long time, but that’s because we’ve been hard at work on our new project!
Stay tuned and we’ll get some info and media to you very soon.
We’re incredibly pleased to be able to tell you that Miasma for Windows can now be purchased via our friends at GamersGate!
So please head on over there if you want to secure your copy!
A PC demo of Miasma is now available! If you were interested in Miasma but wanted to give it a try before plonking down your hard-earned dosh, we recommend you give the demo a spin and see how you get on. It showcases the HeadQuarters mode and the second level of the game. Get with the clicky!
If you like it, the full game can be purchased for a mere $2.95 on this very website, and gives you access to all six levels of the campaign and the survival training mode, where you pit your team against ever increasing waves of enemies, and can post your final score online.
And if you have anything to say about the game, please hit us up on our forums!
Over the last few weeks, the PC build of Miasma has been subjected to numerous tests and been put through its paces on a digital assault course. We’re overjoyed to be able to tell you that it is now ready!
It’s available for the embarassingly low price of $4.95, so be sure to pick up your copy through this button:
Or read more about the game on the Miasma page.
Minimum required specs:
- OS: Windows XP / Vista / 7
- Processor: 2GHz
- Memory: 500 Mb
- Graphics: 256 Mb, supporting pixel shader and vertex shader model 3.0
- Hard Drive: 200 Mb
- Sound: DirectX 9.0c compatible
Louis Garcia of digitalhippos.com recently interviewed ESP Games managing director David Addis, and covered some topics like XNA development and setting up a new studio. Check it out here:
Miasma has been on sale in the Xbox Live Indie Games channel for a month now, and a lot of friends and colleagues have been asking us, “how is the game selling?”
Well, in the interest of sharing information, we at ESP Games have decided to just brazenly share with you all our sales numbers, and in addition, all the costs associated with creating Miasma.
To summarise, this chart shows both the total cost of buying all game assets, including 3D models, animations, music and sound effects (about £1200), and the takings over time.
As you can see, in 1 month we’ve made back about half the cost of just the assets. This chart doesn’t show the cost of paying anyone who worked on the game for their time – which would be considerably more even on a pretty low hourly wage (estimated around £6000). It also doesn’t include deductions that will be made when we pay tax in the UK, so our actual takings will be slightly lower. The costs don’t include things like running this website, or train tickets to the US embassy in London to apply for a tax ID number.
This chart shows how many sales have occured in each region. Thanks, United States! It’s worth noting that the game is available in English language only.
So, are we rich yet? Well, no. If sales continue at the present rate, we might break even in terms of hard costs in another month. However, its most profitable period was right after release when it was listed under the ‘new releases’ list, and it is now only near the end of the ‘top rated’ list. If it’s not in any of the main lists, it’s highly unlikely many people will find the game to download it. Even if we break even, the money we’re taking equates to a miserable hourly wage (£3.50, or about $5 an hour). That might just cover our costs for tea and chocolate Hob Nobs, but wouldn’t be sufficient for our studio rent and other bills.
So let’s hope future releases bring in some more money!