Operation: FIWB
"by" Artist in the Basement | Nov 11, 2026 | plan | 0 "Comments"

FIWB
We have a plan. Whether the plan survives contact with reality is another story.
So, what's next?
After 8.5 months of figuring things out, participating in more than ten game jams, and somehow managing to turn a midnight joke into an actual studio, it's time to talk about what we're planning to do next.
We've spent quite some time experimenting, making prototypes, learning from our mistakes, and occasionally wondering how we ended up here.
But we can't keep doing the same thing forever.
At some point, we need to take things further.
And that's exactly what Operation: FIWB is about.
First Things First: Getting Our Platforms Ready

Before we can properly introduce our games to the world, we need somewhere to put them.
Our website is finally here (after being neglected for almost two months, but that's a different story). Now, we're working on establishing our presence across different platforms.
Our Steamworks verification is still in progress. We're waiting for the process to finish before moving forward with our Steam plans.
On the other hand, Google Play Console is already sorted out.
This might not sound like the most exciting part of running a game studio, but it's necessary. We want to have the infrastructure ready before our projects are ready to meet the public.
There are still plenty of things to prepare, from store pages and promotional materials to the content we want to share with our audience.
We're not just trying to make games anymore. We're also learning how to actually put them out there.
The Main Event: THE GAME

Let's talk about the elephant in the room.
Yes, we have a main game project.
And no, this isn't just another game jam prototype that we'll forget about after a few weeks.
This project has been in preparation for around six months, and we're finally approaching the point where we can properly execute it.
Our current target is April 2027.
That's the milestone we're working toward, and there's a lot to do before we get there.
Unlike our previous game jam projects, this one requires a different level of commitment. We need to think about production, scope, development pipelines, quality, and all the little details that are easy to overlook when you're working under a game jam deadline.
We know it's going to be challenging.
We also know that having a deadline doesn't magically make everything easier.
But we've spent the past several months preparing for this, and it's time to turn those preparations into something tangible.
We won't reveal everything just yet. There are things we'd rather show when they're ready instead of making promises about features that might change along the way.
For now, just know that something is coming.
And we're putting a lot of ourselves into it.
We Ball. No Matter What.

Does this mean we're abandoning game jams?
Absolutely not.
As long as we're still around, we'll keep making games.
Game jams have been an important part of our journey. They're where we've learned to work under pressure, experiment with unfamiliar ideas, and collaborate with people who share the same enthusiasm for making games.
We don't want to lose that.
Even while working on longer projects, we still want to participate in game jams, explore new ideas, and create smaller experiences whenever we can.
Some projects might be experimental. Some might be ridiculous. Some might turn into something much bigger than we originally intended.
That's fine.
We don't want Slafurry Studios to become a place where every project has to be a massive production with months of planning.
Sometimes, you just have an idea, a limited amount of time, and a questionable amount of confidence.
And you make it happen.
Making Slafurry Studios More Than Just a Name

Another major focus is improving the way we operate internally.
We're still a small team, and that comes with its own challenges. Managing projects, balancing responsibilities, and keeping everyone on the same page isn't always easy.
We want to improve our workflow, establish better development practices, and make the studio more organized as we take on bigger projects.
But internal improvements aren't the only thing we're looking at.
We also want to push the Slafurry Studios name further into the public.
That means being more active, sharing our progress, publishing more content, and giving people a reason to recognize our studio.
We don't expect to become well-known overnight. That's not how this works.
But we do want to stop being a name that only appears when we submit something to a game jam.
We want people to know what we're making, what we're working toward, and what kind of games they can expect from us.
The website is one step. Social media is another. Our upcoming projects will hopefully give people even more reasons to stick around.
Finding Our Place in the Indonesian Game Development Community

We also want to become more involved in the national game development community.
Being geographically distant from the major game development hubs in Indonesia has its challenges. Opportunities to meet other developers, exchange ideas, and participate in local activities aren't always as accessible to us.
But we don't want to stay disconnected.
One of our goals is to join more national communities, actively participate in their activities, and build connections with other developers, studios, and creative people.
We believe that making games shouldn't be an isolated journey.
There's a lot we can learn from other people, and hopefully, there's something we can contribute in return.
Whether it's participating in discussions, joining events, collaborating on projects, or simply meeting other people who are equally passionate about game development, we want to be there.
We might be a small studio, but that doesn't mean we have to work alone.
Funding the Madness

Now, let's address something that every independent studio eventually has to deal with.
Money.
We're not backed by a major publisher, we don't have a massive investor waiting in the background, and we certainly don't have an unlimited development budget.
For now, most of our funding comes from personal income, including money earned through regular work.
And when things get particularly desperate, there's always the occasional freelance furry artwork commission.
Yes. Really.
Our founder isn't particularly fond of having to rely on that, but sometimes you have to do what you have to do.
We won't pretend that this is an ideal financial situation. It's something we're still figuring out, and finding more sustainable ways to fund our projects is definitely part of the plan.
We want to build a studio that can support its own development without constantly depending on personal sacrifices.
Until then, we'll work with what we have.
Whatever keeps the lights on and the games moving forward.
Whatever Happens, Happens.

We have ambitions.
We want to release original games, build a recognizable identity, grow our audience, and hopefully become one of those independent studios that people genuinely look forward to hearing from.
But we're also realistic about where we stand.
We're still learning. We're still experimenting. We're still working with limited resources, and there are plenty of things that could go differently from what we've planned.
Maybe some deadlines will move. Maybe certain ideas won't work. Maybe we'll discover problems we never anticipated.
That's part of the process.
We can't predict everything, and we won't pretend that we can.
What we can do is keep working, keep learning, and make the best decisions we can with the resources available to us.
We're not promising that everything will go perfectly.
We're promising that we'll try.
So, What's FIWB?
Well, we've talked about our plans.
We've talked about our upcoming game, our platforms, our workflow, our community, and our questionable financial strategies.
We've made preparations, set targets, and decided to take things more seriously.
But at the end of the day, we're still the same group of people who started this whole thing with a midnight joke about making 100 game jams before World War 3.
We don't have everything figured out.
We don't know exactly where we'll end up.
And honestly, we're probably going to make a few questionable decisions along the way.
But we have things to build, games to make, and a whole lot of work ahead of us.
So, here's what FIWB actually means:
Fuck It, We Ball.
And until further notice, that's the plan.
See you in the next update.
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