Phobos Down Postmortem
A bit over three months has passed since the Phobos Down release, so it's a good time for a look back.
The plan
I set out to make a perfect twin-stick shooter for myself. Something with a strict focus on satisfying shooting action with minimal distractions. As an older gamer with slow reflexes, I also wanted to make it relatively slow-paced so that I'd have time to plan ahead and strategize instead of continuously struggling to avoid failure. Visually, I wanted it to be minimal and as clear as possible.
Technical decisions made in the very beginning:
- Use procedural generation for missions and game content. Set up things so that newly added content is automatically taken into use without having to manually modify all existing content. In practice, this means that all enemies, devices, and other items have a set of parameters that define when and where they can appear, and the algorithm handles the rest.
- Use minimal ultra-low-poly art style with procedural animation because that is something I can do well enough myself.
- Use strict color coding to make things as readable as possible on screen.
- Restrict user inputs to two analog joysticks with one digital button on each. The idea was to keep things simple and leave the door open for ports to various limited platforms like touchscreen devices.
- Utilize the destructible height map terrain that I had created earlier.
As usual, I didn't make any detailed game design upfront. I had a rough game idea written down and a list of initial tasks the needed to be done. I added more tasks on the list as the project went on and tried to keep the list in priority order so that the most important things got implemented first.
The progress
Here are some screenshots over the years that show the development progress:






The initial scope for the project was very tight, as I only wanted to implement the most essential features. I was hoping to finish the game in a year. It took four years, just like my previous game. I see a pattern here.
I could have called it ready almost a year earlier, but I wanted to keep polishing it and adding the last minor details. In the end, I didn't have to cut any meaningful content.
I had always planned to support various platforms and during the development I had implemented an experimental touchscreen control, so a mobile version was almost there already. After the PC version release, I thought about making a free mobile version as a promotional tool and another chance to get some people playing the game. Since Google forced me to do another zero-change update to Polychoron on Google Play, I decided to release a quickly made mobile version of Phobos Down too. I'm not sure if this was a good idea, because now I have to maintain that version too.
The good
Godot engine is great, and building a game in it is really fun. I will definitely stick with this game engine. Now that this project is done, I can finally upgrade to the latest version.
Building the physical arcade cabinet was a good idea. Taking it to local demo events got a lot of attention, and I got to see people playing it live. This was the best source of actual gameplay feedback. The arcade cabinet has been publicly available in NOOB arcade bar in Tampere since the release, and currently more people are playing it than the PC versions combined. It also brings a tiny bit of traffic to the game pages.

The bad
Promoting a hobbyist game without some insane hook is hopeless. I feel like all the time and effort spent on it was wasted. I guess the reason is simple: Phobos Down looks quite generic, and there are literally thousands of better looking and more interesting games competing for the attention. I don't really know what to do differently in the future. Perhaps I'll just stop trying. After all, I make games for fun, and marketing and promotional work is very much not fun. I will keep posting about the development progress on social media, but that's it.
Steam Early Access was not worth the trouble. During ten months in Early Access, I got one feedback post, and that was from a person already giving a lot of valuable feedback here on Itch.io. I will keep my future games on Itch.io during development, and if they somehow get popular here, set up a Steam page but skip the Early Access.
Final thoughts
At the moment, I have mixed feelings about this project. I'm very happy with the game itself. The core gameplay is fun and exactly the way I envisioned it. My only real financial goal was met: I earned back the $100 Steam fee. However, I can't help feeling disappointed with how the game got immediately lost in the sea of thousands of other games. Of course, that was no surprise, because there never were more than a handful of people really excited about the game, and Steam wishlist count at launch was very low.
In the end, the most important thing is that Phobos Down is now ready! I will continue to maintain it and fix bugs but I'm not working on any new features.
Spring sale
Phobos Down is currently available at 30% discount here and on Steam,
Get Phobos Down
Phobos Down
Twin stick shooter stripped down to the bare essentials with focus on smooth controls and satisfying action
| Status | Released |
| Author | FRACTiLE Games |
| Genre | Shooter, Action |
| Tags | 3D, High Score, Low-poly, Minimalist, Procedural Generation, Sci-fi, Singleplayer, Top down shooter, Twin Stick Shooter |
| Languages | English, Finnish |
More posts
- Phobos Down is now out on Google Play43 days ago
- Phobos Down is out NOWDec 08, 2025
- Beta version 0.1.1 is hereOct 27, 2025
- Progress reportOct 06, 2025
- Beta version 0.1.0 is here!Sep 08, 2025
- Progress reportJun 29, 2025
- Alpha version 0.0.14 is hereMay 19, 2025
- Progress reportApr 13, 2025
- Alpha version 0.0.13 is hereMar 17, 2025

Comments
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Thank you for taking your time to write this postmortem. Game marketing is indeed very tough from what I gathered so far. I’m yet to release my first game on Steam, so I find these insights very valuable.
If you don’t mind answering, knowing what you know now, is there anything you would do differently about this game? Would you change the gameplay or artstyle in some way to make it more appealing to the wide audience? Or try to market it differently? EDIT: I guess you already gave an answer in “The bad” part, but it’s still interesting to hear what you’d do if you tried to optimize the game for better visibility.
For what it’s worth, you made a really cool and well-polished game. Even if it didn’t perform well financially, at least you had fun making it and learned new things. And the fact that you finished it is a very big milestone in itself - only a handful of games actually make it to the full release.
Do you already have the next game in mind? :-)
Regardless, I wish the best of luck in any future projects of yours!
Thanks!
I did not consider marketability at all when designing the game which I guess was the big mistake. I don't know what exactly would I have done differently, though. Coming up with something truly unique is hard. My art skills are quite limited, so I can't just choose a catchy art style and I can't and don't even want to outsource all the art.
The current art style divides people. Some like it, some absolutely hate it. The only comment on the release trailer was "looks like shit" :D
What the game really would have needed is some easily describable interesting "hook" that differentiates it from the mass. I could have then focused on this in marketing.
Besides that, the main problem is that I'm horribly bad at marketing or promoting my games or myself in anyway. I just absolutely hate it. I wasted a huge amount of development time by thinking about promoting the game without actually doing it, and feeling bad for not doing it. I hope that in future I can avoid this. After all, I'm not doing this for money and stressing about marketing sucks the joy out the hobby.
I don't have a new game planned yet. For now I'm just going to play around with some ideas and see if stumble upon something interesting. It feels refreshing to be able to start with a clean slate!
Thanks for your thoughts and insights, very much appreciated. I bought the game and enjoyed it but knew going in that I am useless at twin stick. As someone trying to release my first official game, your comments on steam, early access and the flood of games available were helpful but do reenforce my limited expectations. Thanks.