As Lucas made his journey through Ebenflow, little did he know he’d later meet Desmond in Milton Haven...
At this point, it’s been over 120 Days Without Incident… or, a few months since we released this tiny horror freebie.
I figured we could share some clues and stats ahead, to THANK YOU for playing our little game. I’ve always been intrigued by devs sharing data so maybe it’d be interesting to you as well.
Some figures
To date, Days Without Incident has been downloaded over 80k times. The average playtime is just under an hour at 56 minutes, and the median play time is 39 minutes. Happy to know I wasn’t wrong in describing the game as a 45-60 minutes experience! We’re averaging around 100 more downloads a day but it’s obviously dying down as free single player games get fewer opportunities to shine in festivals, updates, and so on. Critics featured the game in Gamerant, Gamespark, Kotaku and others.
As for sales, we made exactly 0$ and just happy to put this out there. It was a shelved game from 2017, and while it isn’t perfect in modern indie horror standards, most players (95%) reviewed it positively. So THANK YOU for playing and leaving a review. And about how it came to be…
Days Without Incident screenshot, featuring the black and white, Source-like visuals.
Origins
Days Without Incident was originally developed by my colleague Matshulski (WCS dev for Nightmare House and In Sound Mind) as a game prototype in Unity 5 around late 2017 using PlayMaker. Making the models, logic, UI, everything himself. So this was before In Sound Mind, and a few years after Nightmare House. Players of both NH and ISM can probably see how it kinda fits in between.
Working on notes, adding the NLH note to Days Without Incident on Unity 2017
The release version was migrated to Unity 2017 and was largely kept the same, adjusting it a bit to fit the updated lore of ISM. We did our best to add settings, localizations (thanks to the NH loc team!!), simple accessibility options like key bindings, controller support and optimizing the game where possible. But being on an old engine like Unity 2017 it was challenging to do much without breaking things completely. As Halloween came about we made the decision to release it for free. It was a fun side project while still hard at work on the new NH game.
To be honest, this prototype is what brought the band back together to make In Sound Mind. We took a break after NH2 (2010 / 2015) and it wasn’t at all clear we’d be creating stuff again... but then we did. Enough with the lore dump, just make sure you wishlist our next game! New screenshots updated below.
Ty!
Ido / We Create Stuff
