Hey there, thanks for playing! Sad to say, it looks like you ran into a very weird bug near the end there that prevented the anomalies from spawning in (and you from finishing the game - you were so close!). It should be fixed now.
PennywhistleStudios
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Hey there, just noticed this - the marketing copy on keymailer is from an earlier version of the game's concept. That has since been removed, and won't be a feature in the final release. Will update it later today.
In the meantime, the demo is out on Steam: https://store.steampowered.com/app/3396390/Fourth_Time_Around_Demo/
Question is basically as title. For reference, I'm posting this with my game's demo, https://pennywhistlestudios.itch.io/fourth-time-around, in mind, but I imagine this could be generally useful for those of us aiming to release more commercial products.
Not asking for the specifics of the algorithm to be disclosed, but it would be nice to get a little more insight into how games can move up these charts. For example, are reviews/comments weighted particularly heavily? If so, I would likely prioritize asking for reviews more heavily in my CTAs (as opposed to, e.g., Steam wishlists, at least at this stage in my demo's marketing lifecycle). Similarly, if raw download count matters more, this would incentivize more small influencer outreach.
Obviously, moving all the needles at once is ideal, but as a solo developer with limited time/budget for marketing, I just want to ensure that my efforts are focused on the highest impact things.
Fourth Time Around is horror game featuring dreamlike retro graphics, unusual dialogue, and a non-linear narrative; can you help unpack what's going on here?





