Imago Week
18 junio 2026
So, it has been a week since Imago Season released! How has the launch gone? What have I learned? Am I now rich enough to hire all my friends and escape the whims of this hellish industry?
First of all, the launch went well! I was worried about people's saves getting corrupted, the character controller becoming stuck in the level geometry and, in general, the sort of things that videogames tend to do when you let them run free. Thankfully, none of that happened. I had to fix some minor visual bugs, but so far nobody has reported any game-breaking issues... at least on the Windows version.
You see, if Windows is like a jungle compared to the nice standardization of consoles (where you only have, ideally, one defined system to worry about), then Linux is its own whole biosphere. I had tested the build on multiple computers as well as on my Steam Deck, but it was not enough. Just hours after release I was notified that the game was not running on someone's computer! This time it was a relatively easy fix, but I will do more thorough testing in the future. If you are curious, the problem were some unsupported libraries that had been bundled into the Godot export templates when I built the engine. It is actually highlighted in the documentation but it bears repeating for the future: if you are compiling the engine, do so on the oldest version of Linux you can.
There was also a problem with Steam achievements not showing up on Linux, but that had to do with me not setting up the game build process correctly. I use Facepunch.Steamworks for the Steam integration, since it is lightweight and doesn't try to do anything more than it needs to. I run some scripts to automate the builds and upload to Steam/Itch. It turns out that I was packaging the wrong Steam dll... I am not the smartest person.
Beyond that, this week has been relatively quiet. I have been chipping away at improving the settings menu. I will try to get the new build uploaded later today. I have also had to respond to a lot of Russian Steam curators/scammers asking for free keys (?)
Now, the part you are probably waiting for: the numbers. How many copies have I sold?
In its first week, Imago Season has sold around 10% of the whishlists number on launch day, which isn't a lot, but it is within the expected range. I have recouped my external costs, so I am happy with the result. Wishlists have continued to grow, so I expect that future Steam events and word of mouth will help the game reach a bigger audience.
I will not post the Itch sales graph as I have basically sold... one copy there. Thank you to whoever bought Imago Season on Itch for supporting independent storefronts! I used Itch's messaging system to send an email to the >10K owners of Lunarrota on launch day, since I believe its audience overlaps with Imago Season's, but that has mostly resulted in a lot of new downloads for Lunarrota itself... Which is fine by me! Lunarrota is probably my favourite game I have made. Every positive comment I get about it warms my heart :)
One milestone I wish I could have reached in this first week is the infamous 10 Steam reviews threshold. I believe at that point Steam begins to recommend the game to other prospective buyers. So if you have played Imago Season or are planning to, please leave a review and tell your friends about it! It will really help a lot.
So, what's next? I will keep fixing the bugs that crop up and adding a bunch more settings options. It's very important to me that people can play my games comfortably in their system of choice, be it Windows, Linux, or the weird thing running on the Steam Deck (I hear that Mac is a pain in the ass to get working and approved, so it's probably not going there...) There are no planned content updates in the horizon, as Imago Season is a pretty self-contained experience, but new things will start brewing soon. Please stay tuned!
At the time of writing, the launch discount is still going on for a few hours, so don't miss the chance to explore the City of Tempura now. Get the game here!