03 — Moshpit Anniversary
When I announced the game last time I was in the middle of more work than expected, so allow me to introduce PAUSO properly.
I spent the last 10 months developing mostly the physical card game version, and the foundation is slowly growing stable. So maybe let’s start with the core question: why have I decided to spend my precious hours on a game.
There’s a resonance I’ve been guided by — a set of components and rules that captured me and the people I introduced to them.
I got stuck developing the app version — I did not believe I had it in me to take the next step: building online multiplayer.
Translating the mechanics into the physical space has allowed me to complete the design. And I learned an important lesson: both spaces are essential — and both are appreciated.
I designed the box, refined the gameplay, ran a business, and now also online infrastructure.
0 marketing so far — all organic — and we crossed 1,000 games played in a few weeks. More people seem to join, try, and explore every day solely based on word of mouth. I really appreciate it.
The marketing has been kept on hold for now, as I want the build, especially the online build, to be stable before we increase attention.
People keep falling in love with it. I’m confident there is an incredible community here.
Lots of industries can fake quality, but game design is direct. If my game is dull it’s dead. So to have concocted something that connects is incredible, and I want to keep working towards it.
From here I will focus on sharing gameplay. For anyone that has been reading the pre-PAUSO Substack, know that means fun films are on the way.