u/kinterosgaming

‘A Lost Man - Chapter I’ demo is available on Steam, a hand-drawn point & click adventure on the fringes of WWI
▲ 3 r/playmygame+1 crossposts

‘A Lost Man - Chapter I’ demo is available on Steam, a hand-drawn point & click adventure on the fringes of WWI

Game Title: A Lost Man - Chapter I
Playable link: https://store.steampowered.com/app/4379960/A_Lost_Man/?utm_source=reddit&utm_campaign=demo&utm_content=playmygame

Hi everyone,

A Lost Man - Chapter I’ demo is available on Steam!
A fully hand-drawn point & click adventure in grayscale, set on the fringes of WWI (the Great War). Traverse desolate countryside, face unusual encounters and sudden bursts of violence, examine documents, collect clues, and slowly step into a strange mystery 👀

Play the demo, step into this world, and discover its atmosphere through exploration, dialogue, unusual encounters, and more.

If you enjoy atmospheric adventure games, strange characters, and story-driven exploration, feel free to give it a look 🤗

I’d be curious to hear your general impressions after trying it :)

And if you know someone who might enjoy this kind of game, feel free to send it their way. It would really help 🙏

Thank you for your support ❤️

u/kinterosgaming — 5 hours ago

Trying to surprise my partner / best friend / co-dev with a tiny wishlist milestone 🤗

This is a tiny, symbolic thing, but I’d love to make it happen today.

We are only 11 wishlists away from a round number, even though the total is still very small for now, which is exactly why it would mean a lot to us.

I’d love to surprise my partner, who is also one of my best friends, before our demo release tomorrow.

He is out of the office for a few hours, so if this works quickly enough, I might actually be able to pull off the surprise.

Even if the game is not exactly your kind of thing, adding it to your wishlist today would really help us reach that silly little milestone ^^

Thank you so much. 🙏

Steam page: https://store.steampowered.com/app/4379960/A_Lost_Man?utm_source=reddit&utm_term=indiegamewishlist

EDIT: only 5 more to go!

u/kinterosgaming — 1 day ago
▲ 634 r/dogsusingpillows+1 crossposts

My BFF’s dog takes pillow comfort very seriously

The wooden bench may not look comfortable, but she clearly disagrees 🤣

u/kinterosgaming — 2 days ago
▲ 40 r/dogpictures+1 crossposts

My best friend’s dog found a reusable sponge and made it her new comfort toy. She is eco-friendly at heart 🌲♻️

u/kinterosgaming — 4 days ago
▲ 5 r/IndieGameDevs+1 crossposts

Looking for honest feedback on our demo’s final screen before release

Our demo is nearly ready and should be available soon once Steam validation is complete.

Before we release it, I wanted to share the final screen players will reach at the end of the demo and get some fresh eyes on it.

Is the message easy to understand?
Does it feel appropriate for the end of a demo?
Would you adjust the wording, layout, or call to action?

Any honest feedback is welcome.

u/kinterosgaming — 6 days ago

Steam approved our demo build, but is blocking us over demo store assets we don’t intend to use. Are we missing something?

Hi everyone,

We’re trying to release the demo for our point-and-click adventure game, A Lost Man.

Steam has approved the demo build itself, but we’re currently stuck because Steam is asking us to fix / provide some demo store assets.

Here is the exact issue Steam gives us:

  • Failure: Your store page has failed review because the capsule images contain additional text. We ask that you don't include descriptive text, marketing copy, URL/QR Code or similar text in your capsule images. Capsules on Steam can only include game artwork, the game name, and any official subtitle. Please update the following capsule images: - Header Capsule - Small Capsule - Main Capsule For more information about capsule images, please see: https://partner.steamgames.com/doc/store/assets/rules#1
  • Failure: Your store page has failed review because library assets contain some additional text or logos. The Library Capsule, Header, and Logo should only include the game's title, and the Library Hero shouldn't have any extra text or logo overlays. Please update the following assets: - Library Capsule - Library Logo

What we don’t really understand is that we don’t want to create or promote a separate store page for the demo. We only want the demo button to appear on the main Steam page of the game, which is already approved.

So we’re a bit confused about why these extra demo images are required if players are not supposed to see a separate demo page.

A few questions:

  • Does this error mean we need to add a “Demo” label directly on the capsule / image?
  • Are these assets still required even if the demo is only accessible from the main game page?
  • Is there supposed to be different text / branding for the demo page, even if our main store page is already approved?
  • For those who released a Steam demo this way, did you have to make separate demo capsules anyway?

Maybe we’re misunderstanding how Steam handles demos, but we’d rather not create misleading or redundant store assets if they won’t actually be visible anywhere.

We’ve also contacted Steam Support about it, of course, but in the meantime we’d really appreciate hearing from devs who might have an idea, or who have already dealt with this kind of issue.

Any help from devs who went through this would be appreciated.

reddit.com
u/kinterosgaming — 8 days ago

First Steam Next Fest soon, what should first-timers know?

Hi everyone, I’m preparing to take part in my first Steam Next Fest, and my first festival in general. Our game is called A Lost Man. It’s a hand-drawn p&c adventure, and we’re a small indie team working on our first commercial game.

The demo is almost ready and should go live around mid-May, before the June Next Fest.

Since this is new territory for us, I’d love to hear from devs who have already been through it.

What are your best practices? What worked for you? What would you avoid doing again? I’m especially curious about:

  • When to release the demo before the festival
  • How to promote it without being annoying Steam page / trailer / capsule / community hub tips
  • Whether livestreams actually helped
  • Whether ads were worth it
  • How to handle feedback and updates during the event

Since this is also our first real indie dev marketing push, I’d also be interested in hearing how other small teams handled it when starting from zero, with little to no existing audience.

Any practical advice, lessons learned, or “don’t do what I did” stories would be really appreciated.

Thanks in advance to anyone willing to share their experience.

reddit.com
u/kinterosgaming — 11 days ago

Home screen for the upcoming demo of A Lost Man

We recently finished the home screen for the demo of A Lost Man: Chapter I.

We wanted it to feel quiet, bleak, and a little unsettling before the player even clicks Begin. The UI is intentionally simple so the background, atmosphere, and small animated details can carry most of the mood.

u/kinterosgaming — 11 days ago
▲ 6 r/IndieGameDevs+2 crossposts

Should I send game keys directly when contacting streamers / press, or wait for a reply first?

Hi everyone,

I’m getting ready to contact some streamers, content creators and press about my indie game, and I’m wondering what the best approach is.

When reaching out by email, is it better to include a Steam key directly in the first message, so they can try the game right away?

Or is it safer / more professional to first send a short pitch, ask if they’re interested, and only send a key after they reply positively?

I’m a bit concerned about keys being ignored, wasted, or potentially resold, but I also don’t want to add unnecessary friction for people who are already busy.

For those of you who have contacted creators or press before, what worked best for you?

Did you send keys upfront, use a curator/press platform, or wait for confirmation first?

Any advice would be appreciated.

reddit.com
u/kinterosgaming — 11 days ago

Hello!

Here’s the latest trailer for our debut title, A Lost Man. Some of you may have caught the earlier one already.

A few updates to share:

- Chapter I serves as the beginning of a broader story. It delivers a full narrative experience on its own, while still setting up what follows. Based on playtests, it runs for around 4 hours. Our current plan is to develop a total of five chapters, with future ones released as DLC.

- We’re working on a demo that should be available sometime in May.

- We’ll also be participating in the next Steam Next Fest in June.

We’re very grateful for all the support so far, and for any support to come ;)

See you next time for the demo release!

u/kinterosgaming — 17 days ago

Hey everyone,

I’m currently wrapping up the first chapter of a point & click game built in Unity 2022 with Adventure Creator. Release is getting close, and I’m starting to think about the next chapters.

This raises a question: would it make sense to move the project to Unity 6.x going forward, or is it safer to stick with 2022 for consistency?

A few specific concerns:

  • How stable is Unity 6.x in production for existing projects (not fresh starts)?

  • Any known issues or friction when using Adventure Creator with newer Unity versions?

  • From your experience, is the upgrade effort usually worth it mid-project, or does it tend to slow things down more than it helps?

For context, the game is fairly classic point & click (Adventure Creator handles most of the logic), not something heavily dependent on cutting-edge Unity features.

I’m trying to avoid unnecessary risk this late in development, but also don’t want to lock myself into an older version if upgrading early for future chapters is the smarter move.

Would appreciate any feedback or experiences before I make a call on this.

Thx!

EDIT: Thanks to all the answers, I took note and this will help me a lot :)

reddit.com
u/kinterosgaming — 19 days ago
▲ 37 r/IndieGameWishlist+2 crossposts

Hi everyone,

I’m Kinteros, developer/artist at Studio Arkos (an indie studio made up of two devs from Toulouse, France).

We’re excited to present our very first game: "A Lost Man", which we’ve been working on for several months.

It’s a Point & Click adventure set on the fringes of war, entirely hand-drawn.

This is the Chapter I and the starting point of a larger adventure. It stands on its own with a complete and developed narrative arc, while naturally leaving some openings for what comes next. The playtime for Chapter I is about 4 hours according to our playtesters.

We’re ideally planning for 5 chapters in total, and at this stage we intend to release the next chapters as DLCs.

A demo is being prepared and should be ready and playable during May

If you feel like it, adding the game to your wishlist would really give us a boost.

https://store.steampowered.com/app/4379960/A_Lost_Man/

Thanks a lot, everyone!

u/kinterosgaming — 18 days ago