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The Toukana team: Back from left: Sandro Heuberger and Luca Langenberg. Front from left: Zwi Zausch and Timo Falcke.
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«Dorfromantik» developer: «success has opened a lot of doors for us»

Hailing from our very own Switzerland, Sandro Heuberger is co-developer of the indie gaming hit «Dorfromantik». In this interview, he explains how his master’s thesis turned into a full-time project.

The launch of the early access version a year ago brought the young studio unexpected success. This has created a lot of joy, but also a great deal of work, as ex-Winterthur resident and co-founder Sandro Heuberger tells us.

The interview is also available in audio or video format, starting at 1:28:00.

At the same time, you cleaned up at the DCP, the German Video Game Awards.
That’s right. We won the award for the best debut and also, something that was even more prestigious for us, the prize for the best game design.

Can you say how many copies of «Dorfromantik» you’ve sold?
Put it like this, we were able to repay our funding from the Berlin state in one go. That’s very unusual. Most people manage it, but it takes a long time. We can now stay afloat for two to four years, which is already pretty cool.

For the first few weeks, we did nothing but community management.

But what took you to Berlin in the first place? I mean, you could have studied game design in Switzerland.
I applied to the ZHdK (Zurich University of the Arts). But at that time, you needed to have a preparatory design course under your belt and financially, that just wasn’t an option for me. Once I discovered that, I looked around and, with hindsight, I found the perfect place for me at the HTW in Berlin.

After the success of your launch, you must been inundated with partnership requests or even offers to buy you out.
Yes – to both those things (laughs). We’ve learnt to get a better handle on it. Initially, we were replying to everything. Now, I ignore repeated requests if I said the first time around that we’d get back to them if we were interested. Success has opened a lot of doors for us.

Is there still anything where you think you overestimated your abilities?
In terms of marketing, we quickly noticed that we needed help. And so, we got someone on board. He’s actually from Switzerland – hey, Marco. Once he got stuck in, we soon felt at ease. Marco has the same ideas as us and was able to give a good impression of us to the outside world.

I also imagine the topic of community must be very labour-intensive.
The community beat a path straight to our door. Don’t get me wrong. It’s nice, but in the first few weeks the four of us did nothing but community management. Of course, it wasn’t a permanent thing. One way or another we also had to finish developing the game. That’s why we have Dom as our dedicated community manager.

What’s the biggest change the game has seen since early access?
We altered the game a lot and added a tonne of content, such as creative mode, which lets you build freely without a high score. That’s especially for players who prefer to build in peace. Our 1.0 launch saw the biggest update yet with the addition of four extra modes, including custom mode. This was our way of thanking the community and letting them create their own modes.

«Dorfromantik» takes its inspiration from board games. Have you ever thought about going in the opposite direction and turning «Dorfromantik» into a board game?
We have considered it. Who knows. Maybe there will be something along those lines (laughs).

Header image: The Toukana team: Back from left: Sandro Heuberger and Luca Langenberg. Front from left: Zwi Zausch and Timo Falcke.

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As a child, I wasn't allowed to have any consoles. It was only with the arrival of the family's 486 PC that the magical world of gaming opened up to me. Today, I'm overcompensating accordingly. Only a lack of time and money prevents me from trying out every game there is and decorating my shelf with rare retro consoles. 


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