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Colonist.io 2020 Summary

Mayla Granados

6 Oct 2021

6 October 2021

2 min read

Colonist.io 2020 Summary
  • Tech
  • Startup
  • TypeScript
  • Node.js

This year we’ve released 33 versions including lots of fixes & features.

Our revenue from Store vs Ad changed as below Store/Ad Ratio: 15%-85% => 60%-40%.

As we add new things to the store and make the items more attractive we’re planning on reaching a 90–10 ratio in the next 6 months.

Regarding our player base growth, most of it came from the pandemic. We can easily say quarantines accelerated our growth by 1 or 2 years. At the peak of the pandemic, we had max 9000 concurrent online users. It went down to 2000 during September and climbed back to 4000 in December.

Jeff & Juan joined our team. We also have many contributors around the game helping organize tournaments, fix bugs, handle community, and so on.

Goku: Just moved to downtown Toronto and bam corona hit. So instead of exploring Toronto, explored Azeroth. Bought 4 key techs that improved life quality by a lot: a cleaning robot, electronic standing desk, motion board, iron gym pull up bar.

Jeff: Got addicted to Colonist during the peak of the pandemic. Joined as a contributor halfway through the year. Currently living in Boston waiting for the vaccine to be distributed in the US because I know this country is never going to get its shit together.

Juan: Big fan of the board game, spent 2020 living in Argentina, and started playing Colonist during the lockdown. Contributed for a few months and joined the Team shortly after, mostly to manage QA and design new features.

Hiring Lovers: Are the people we’re hiring, joining because they love our product, our team, our vision, their work? If any of these is false, they are not a good fit and are not going to stick around.

Big Decisions: We’re only going to make a few important decisions per year, we need to identify those and spend time to make sure those few decisions are right, the rest will fall into place.

Expectation Debt: Each action creates an expectation in players. Just like financial and technical debt, actions create a debt, which must be repaid. Unlike financial and technical debt, you cannot repay it in large chunks. You need to change the expectations over a long timeframe. This method can be used in product pricing, service, quality, speed, design, social obligations. A decision taken in 30 seconds could create an expectation that might take years to reverse and be paid.

Here is our public to-do list. As can be seen, the next item we’re working on is Cities & Knights expansion. Then we will work on the mobile version. And then create an ELO system, rankings & leaderboards. We will also increase the size of our team. But we are very picky :) Hopefully, we can find developers & designers who can compliment us.

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Mayla Granados

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