The Road to Release: How 'The Wild Case' Beat the Clock
How we revived a five-year-frozen point-and-click adventure and shipped The Wild Case in one year: pre-production, Figma MLP prototypes, two-week sprints, and event-driven deadlines.
By Specialbit Studio
Hi, community!
If you've ever had a project put on indefinite hold, you know the feeling. Nothing is worse than freezing a game, putting it in a drawer for years, and then trying to resurrect it. But that's exactly what happened to our Point-and-Click adventure, The Wild Case.
Originally started around 2013-2014, the outbreak of war in our home city of Luhansk forced us to relocate and put the project on ice for nearly five years. When we finally returned to it, my goal was clear: we had to finish and release this game in exactly one year.
At Games Gathering, I gave a talk titled "The Road to Finish: How 'The Wild Case' Beat Time Barriers," sharing how we actually pulled it off. If you are struggling with a frozen project or just want to speed up your indie development pipeline, here are the core secrets that helped us cross the finish line.
Key Strategies That Saved The Wild Case
- Pre-Production is Mandatory, Not Optional: Indie teams often skip deep pre-production, thinking it's only for AAA studios. For The Wild Case, we spent proper time researching our audience, locking down the narrative, and creating a design document. Knowing exactly how many characters, scenes, and animations we needed allowed us to build an accurate timeline.
- Figma Prototypes & MLP: We built the entire playable flow of the game inside Figma before coding it. We also shifted our mindset from MVP (Minimum Viable Product) to MLP (Minimum Lovable Product)βwhich really just meant killing our inner perfectionists. We accepted that the game wouldn't be 100% flawless, but it would be finished, playable, and enjoyable.
- Two-Week Sprints: Sprints aren't very common in indie teams, but they changed our lives. Every two weeks, our team had a single goal: build two fully playable locations with graphics, text, and animations. This kept momentum high, allowed us to test constantly, and eliminated the "what should I do today?" delays.
- Keep Your Toolset Lean: We stopped jumping between Slack, Skype, and other apps. We moved all communication and task management (via Liner) directly into Discord. We also heavily structured our Git repositories (using Git LFS) so that an artist only downloads the art files they need, not the entire heavy Unity project.
- Plan Your Releases Around Events: Instead of just working blindly toward a release date, we mapped out indie events and conferences for the whole year. We tied our development milestones to these events: "By this event, we need a Demo," "By this event, a Beta." It gave us hard deadlines and continuous player feedback.
Resurrecting The Wild Case was one of the toughest challenges Specialbit Studio has faced, especially through relocations and starting over. But hitting our one-year deadline proved that with the right pipelines, even a frozen project can become a success.
π₯ Want to hear the full story, including our financial breakdown, platform strategies (Steam, iOS, Android, Switch), and how we survived game dev crises? Check out the full video of my Games Gathering talk.
