We’ve been Greenlit!

This afternoon as I was plugging away at something when I happened to peer over at my e-mail for a moment, only to be greeted by a fairly nondescript looking message:



At first I thought it was a mistake. I mean we’d only been on Greenlight for all of 46 days, and although we saw a pretty steep spike in visits and “yes” votes on our first few days Greenlight, things had really slowed down. In fact, we were just ramping up for a long marketing and promotion slog; everything I’d read suggested that we would need to make it to the top 100 to even be considered, and we still had a looong way to go.

Well, all of that became irrelevant in an instant! And while we’ll never really know what factors contributed to us being Greenlit so quickly, Ricardo and I speculate it may be due to:

  • having a playable demo (rather than solely videos/images/etc., which can easily be faked/doctored)
  • having a website and social media presence (albeit a modest one)

In any case, we’re quite grateful to Steam for giving us this opportunity, and to everyone who voted or commented on Greenlight. We can’t overstate what a huge milestone this is for us–not only for the game, but also to us personally!

And though we still have a ways to go, this milestone will no doubt give us an insane amount of motivation and energy to help us see this thing through to completion. We won’t let you down! 🙂

Operation Hardcore is hard. And we’re not sorry.

When I was a kid I smashed an NES controller. And I mean smashed it real good. It was absolute toast when I was done with it. I don’t even remember why I did it. MegaMan, maybe?

The point is that some games are hard. Some games are really hard. And some games make you want to smash controllers.

We think Operation Hardcore is just a few steps away from “controller smashing” hard, and we think that’s a good thing.

A testament to this: the folks over at Gone With The Win were nice enough to give the demo a spin and share their thoughts. They had a few choice words with respect to the difficultly.

“no chance in hell”
“unexplainably hard”

In some ways, this is hard to swallow–we want people to have fun with it, of course. In other ways, we couldn’t be happier!

When we started making Operation Hardcore we set out to make a game that captured the essence of classic action games of the NES era: no hand-holding, no second chances, no quick-saving, etc.

We want the satisfaction to come from mastery. From knowing the controls, the levels, and the “traps” inside and out. (knowing the location of the hidden spread gun in level 2 also helps)

We think we’re close. Have we gone too far? Is it too unforgiving? Too unfair? Ricardo and I, as well as the play-testers, say no. But we’d love to hear what you think!


Public demo available now

Snug here! Ricardo and I are beyond excited–you might say exuberant–to announce that the first public demo of Operation Hardcore is available now!

We’re not going to go into some big long spiel about the many hours of bleeding, sweating and crying that went into this thing. We’re just going to keep it simple and say: we hope you enjoy!

Without further ado:

Download demo!

If you do enjoy the demo please vote for us Steam Greenlight and consider pre-ordering to help offset our development costs.

Thanks for your support, and stay hardcore!

New gameplay video!

While our initial gameplay video certainly captured the overall tone of the game, we felt it was slow to build and didn’t really showcase enough action. The game is chock full of pixelated blood, explosions, and exorbitant amounts of projectiles, after all. Seeing as we’ve just submitted the game to Steam Greenlight, we figured now would be the perfect time to put together another video that truly captures the essence of what we’re trying to do.

So, without further ado, here it is. Enjoy!

Initial release platform

Hi all,

Snug here with an important announcement about Operation Hardcore.

After careful consideration (and several “consideration beers”) we’ve decided to switch our focus: initially we had been hoping to release OH on the Wii U first, however, we’ve come to the realization that an initial release on Windows/PC is really the way to go.

What does this mean? Well, it’s actually good news, for several reasons:

  1. it allows us to deliver the game sooner than we would be able to on console, since we don’t need to go through any sort of third-party mastering/validation process
  2. it allows us to move away from “gamepad only” and explore alternate control schemes, such as keyboard/mouse
  3. it gives us much more control over selling the game. We can use services like Humble Bundle, Steam, etc.
  4. depending on sales, it allows to raise funds to ultimately purchase console dev kit(s) and/or garner interest from indie programs like id@xbox

So, as it stands, our plan is looking something like this:

  1. Get the Humble Bundle widget up so we can start accepting pre-orders (done, see below!)
  2. Submit to Steam Greenlight (done, right here!)
  3. Release a demo (likely PC as well as web–we want to make this as accessible as possible) (July/August time frame)
  4. Go live with the full game by the end of the year. If we’re Greenlit by that time we will provide Steam keys for anyone who pre-ordered the game.

Thanks for your support–we look forward to releasing the demo, we know you’ll love it!