The number in the title is our rough estimate of how many hours our duo has poured into this game.
In this post, I’ll recap the key milestones from the entire development journey.
Let’s dive in!
Sportal is an evolution of our previous game, Golf VS Zombies. We wanted more weapons, more enemies, more arenas-and we wanted to remove the barrier that kept players from jumping straight into monster‑slaying action (yes, that infamous wall of text).
The old game was fun, but it lacked that extra spark and didn’t achieve commercial success. This time, the plan was simple: do everything similarly… but better.
The first prototype took just one month to build, and the biggest difference was that the game originally used a TPP perspective instead of FPS.
For several months, we continued building the game in TPP. We created four enemy types, a player model with dozens of animations, around ten arenas, and two weapon types.
Around that time, we also received funding to prototype a different game, so Sportal’s development was paused for a few months.
When we returned with “fresh eyes,” we realized TPP wasn’t doing the project any favors. Movement felt slow, the action lacked punch, and players’ synapses simply weren’t getting enough dopamine. So we rebuilt everything as an FPS. It was absolutely worth it—the combat instantly felt better!
Two months after switching perspectives, we had enough content to record a trailer.
Andrzej (the coding half of our duo) kept pumping out new lines of code while I spent an entire month recording the reveal teaser trailer.
We made many versions, and it ended up being the longest trailer production of my life—but it paid off. The announcement brought in a huge wave of wishlists.
We revealed the game during BoomStock 2024.