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Yeah, I completely understand that. I’ve actually heard the same thing from quite a few indie devs. They can spend weeks building an update and have all these amazing things happening in the game, but when it comes to turning everything into videos, editing starts feeling like another project on top of development, so the videos keep getting pushed back.

And honestly, I think your game deserves to be in front of more of the right players. With things like the artillery system, procedural dungeons and those huge-scale combat moments, there’s already a lot there that can make people curious about the game.

Out of curiosity, beyond the videos you're planning, what have you been doing so far to get the game in front of the right audience and bring more people into it?

And would you be open to a few suggestions around the visibility side? I have a couple of ideas after looking through the game that I think could be worth considering.

Not a big fan of marketing, i prefer to concentrate as much as possible on developing rather than finding an audience, if there is none i don't mind. Even if i were planning to bring more eyes on Adro, it is not ready, there are many issues with physics, graphics and onboarding, since i chose to go wide (many features but unpolished) as opposed to high (very few features but very polished) it takes a lot longer to get Adro ready for a larger audience.

Not bad man, really appreciate you being upfront, I will surely play the game whaen released