updated 09.01

August

August was a pivotal month for the development of Fingerholers, marked by significant strides in the game's structure, design and strategic direction.

Big Business

Fingerholers is a business, and as such, we've been working on the business side of things. This includeds exploring monetization strategies, building partnerships, and developing opportunities. Our focus is currently on the game itself.Coffee BeerThere's a large opportunity launching new clubs. We partnered with Coffee Beer to create a Fingerholers Club. This partnership will give us a chance to test out the club features and see how it works in the game. We may even sell some hot dogs!

Stats

With 96 total users signed up and pretty much no retention, we're working on ways to keep players engaged. Clubs, payout limits, achievments, social interactions, goals and more are a part of the plan. Our focus is more on gameplay and retention for now and then we will put more emphasis on marketing and growth.

Short Story Mode Development

We began laying the groundwork for the Fingerholers Short Story Mode, where players can engage with narrative-driven content that enhances the gameplay experience. The plan is to release these stories weekly or bi-weekly, adding layers of depth and player engagement. This mode will introduce different characters, each with their unique backstories.

Consumable Items Integration

Monetization strategies were a major focus in August. We explored and began implementing consumable items that players can purchase.CLub_PassThese items, such as Fingerholers, finger tattoos, food items, and accessories, providing players with aesthetic advantages, while simultaneously offering early revenue streams without compromising the core gameplay.

Club Passes and Inventory System

A new layer of strategy was introduced with the development of club passes. Certain clubs in the game now require specific passes for entry, which adds a level of exclusivity, progression, and monetization.CLub_PassWe've integrated these passes into a player's inventory, which may evolve to hold other valuable items as the game progresses.

Design Design Design

Designing a game like Fingerholers involves extensive and ongoing work, from developing its visual identity to refining gameplay, user interface, and overall aesthetics. We're focused on creating a cohesive, engaging experience that stands out in the gaming landscape. This month, careful project management and planning have been crucial in keeping the development on track. There is a lot to do, and we're excited to share our progress with you.

Strategic Decisions

As August came to a close, we faced a crucial decision: whether to focus on building a fully polished version of Fingerholers or to prioritize a working, fun version that could excite and draw in early adopters. This decision will shape our approach in the coming months as we balance development with marketing efforts.

Thank you!

Drew