28 Dec 2016 15:11
We've discussed doing this, and go back and forth now and then. There are two main issues that are in the way of this.
First, Quadropus is the only game in our portfolio that is both good enough and sizeable enough to be successful on Steam. But, it is hampered by the next problem.
Second, our other games have bad monetization schemes on mobile. Either we keep those schemes and then also don't make any money on Steam, or we change them to be regular old pay-up-front. Changing them would be the only feasible way, BUT, then how do we deal with the fact that the monetization schemes are different on PC and mobile? This is especially problematic for Quadropus, as we'd have to change a ton of stuff about the game in order to pull all the IAPs out. Then the mobile and PC versions would be different, but you'd still be able to sync your progress between them via BscotchID, so what would that look like?
That isn't to say these problems aren't solvable. It's that solving them will be hugely costly (development time plus launch plus maintenance on a new platform) but unlikely to have much of a return. In fact, the reason we decided to have Quadropus 2 be our next game was that we were trying to figure out how we could successfully launch Quadropus Rampage on Steam and eventually decided it would be better to just re-make the entire game!