When you’re knee-deep building a product, it’s easy to lose sight of progress made over a longer period of time. Because of this, I try to wrap up every year with an email to the whole team, summarizing everything that happened during the year. We’re big believers in transparency, so we decided to share it (with some bits removed due to contractual reasons :/). - Jiri
Hi gang!
End of the year is a time for traditions, and this “year review” mail is quickly becoming one. So without further ado, here’s a look at some of the things that happened at Shark Punch during the last year.
Halloween happened.
TEAM
In 2014, we roughly doubled in size, from three to seven full time team members total. In 2015, we’ve kept the pace, and are now a nice round dozen. Welcome again to Nicolau, Tuomas, Mirza, Erno, Mirka and Tan!
We’ve also had a bunch of people who don’t fit the definition of a “full time team member” helping us out. Shoutout to Kisko Labs and Kati for all the awesome work! Also thanks to the board for making sure there’s at least some logic and structure behind the things I do. ;)
As we all know, one of the original co-founders of the company is no longer part of the team. While this is a big change, it’s something we mutually agreed on & I think everyone understands the reasons. And on the positive side, we can now all look forward to whatever crazy indie game they’re going to make next. Best of luck!
Finally, I’d like to give two special shoutouts: big thanks to Samu for successfully shipping The Masterplan, based on the crappy codebase started by yours truly originally as a fun little experiment, and then jumping on to something completely different and quickly delivering awesome prototypes of the Playfield client app. And a big round of applause to Alex for being the backbone of the Playfield development team. 2164 commits - that’s more than one commit for every working hour of the year.
Sportsing day. We don’t usually look like this, I swear.
COMPANY
At the end of last year, we were sitting in a small aquarium at Hub13. Well, mostly - I spent most of my time in SF. We were self-funded and hoping to close our seed investment round soon.
In February, we successfully closed the $1.2M investment round led by London Venture Partners, and moved to the new office at Kalevankatu 9. This was roughly when we started resembling a real company, in the sense that finally we had a real office, and all the full-time employees were actually getting paid a salary…
In 2016, we’ll be raising our second investment round. Slush was a good indicator of serious investor interest in what we’re doing - now it’s up to us to show some results in order to have that interest turn into money in the bank and awesome products people love.
After the round has been closed, we’ll need to rethink the office situation - I think we all agree the current office doesn’t really have space for doubling our headcount again…
COMMUNITY
2015 was another busy year for events. We attended Casual Connect Amsterdam, GDC, PAX East, A MAZE Berlin, Gamescom, Casual Connect SF, NYME, MGF Seattle, Indiecade, Slush, a bunch of PGC events, and probably a bunch of others that I forgot. In 2016 we’ll be pickier, but invest more in the events that we do participate in.
We only had one show-don’t-tell event this year, mostly because everyone was so damn busy. In 2016, we should be more active in arranging events that make the indie game dev community stronger and help spread information around.
The highpoint of the year for me was our sponsorship of the Indie Arena booth at Gamescom. We were showing an early version of The Masterplan at Indie Arena in 2014, and it was an important moment for the company. Giving back was the right thing to do - and of course it also resulted in a tremendous amount of goodwill towards us, as well as some pretty serious traffic to the site. So, a massive win for everyone involved. Plus it was great to see how happy the guys behind Awakening of Heroes, Blackhole, and Switchcars were to be able to show their games at Gamescom. However, Tero is no longer allowed to be in charge of ordering beers at company events…
THE MASTERPLAN
A year ago, TMP had been in early access for two and a half months, and had been played by roughly around 12k people. The game came out of early access on the 4th of June.
On the 29th, TMP had grossed a total of $292,759.67. That means it might hit $300k this year. Fingers crossed! Big thanks to the tens of thousands of people who have bought it.
Of course, in the world of PC gaming, units sold doesn’t strictly correlate with popularity. Per Google Analytics, during this year:
The game has been played 279,884 times
By 237,286 different users (a lot more than we have paying customers...)
In 177 different countries (hi to both of our fans in Burkina Faso)
…accounting for more than 53 thousand hours spent pulling off virtual heists
Finally, we were nominated for Best Narrative at CC Amsterdam. Unfortunately we didn’t win (hey, there really wasn’t any narrative at that point…), but later in the year we took home the Best Game Design trophy at CC SF. Score!
PLAYFIELD
Playfield launched to beta (that we’re now more commonly referring to as an alpha…) in the end of February. That version was based on a quick prototype I started in the fall of 2014. Of course, since then we’ve basically revamped… everything.
At Slush, we launched the new and improved Playfield. The launch is something to be proud of - we had very few technical difficulties, no major downtime, and generally the site performed like a champ.
Of course, we’ve always been about transparency, so we’ve done all our testing out in the open. Closed betas are for wimps. ;) Here’s some numbers:
Over a 100k individual users have used the site
We’ve done nearly a million pageviews (real number is probably a lot higher since how we track this has changed a few times)
All in all, we already account for more than 7000 hours spent enjoying what’s cool in gaming
Most importantly, since the launch of the new version, our 30d active user count has climbed a massive 353% in under two months - let’s keep it going!
This year has mostly been about laying down a solid foundation for what’s next. We’ve proven that:
We can get users and developers to sign up to our service
We can pull in data and content from various other services
We can build user experiences that are more pleasant and streamlined than the competitions’
We can do ecommerce transactions reliably
In 2016, we need to really start delivering on the things we’ve been talking about for a while now - discovery and communities.
To me, this is about the fact that gaming, and the communities and social activity around it, are just too massive nowadays for anyone to follow. With Playfield, we should strive to answer the question:
“What’s relevant in gaming for me now?”
...whether that’s in the form of better personalized recommendations and discovery, surfacing gaming-related content that’s relevant to me, helping me build new connections, or helping people participate in the community.
All the data - and the interest in what we’re doing - is out there. Time to get serious about pulling all it together and doing something awesome!
2015 was a massive year for us. Let’s have an even bigger 2016. Happy new year!









