
A month ago I opened Deepfield up for playtesting.
More than 450 people signed up.
Three left feedback.
The whole point of rebuilding Deepfield was to avoid the mistake I made the first time: spending years building something before finding out whether anyone actually wanted it.
This time I got to playable quickly, put it in front of people, and waited for an answer.
The answer was... unclear.
In this devlog I talk about validation, discoverability, why games are getting harder to package, and the three options I’m weighing for Deepfield: kill it, keep it alive as a side project, or finish the MVP and ship it.
I’ve decided to ship it.
Not because I expect it to become a commercial hit, but because there’s a big difference between “I worked on a game” and “I made and released one.”