Hola, Becoming Pablo community!
And future dons of cartels, I wanted to share how we’re capturing attention for a project we’re incredibly excited about. How do you get players to check out your game—often an expensive endeavour—without, you know, actually selling drugs in real life? This devlog is a special one: we’re diving into the incredible experience we had at Gamescom 2024 (the world’s largest gaming trade show) and sharing what lies ahead for our game. Whether you’re a fan, a fellow developer, or part of the industry, there’s something for everyone in this update. Vamos!
Gamescom 2024: Why We Went Back
This August, we had the privilege of attending Gamescom 2024 in Cologne, Germany, at the iconic Koelnmesse. It had been five long years since our last visit, and the scale of the event left us in awe. From new genres and expanded halls to the sheer number of attendees, Gamescom has truly grown into a behemoth of creativity and excitement.
This year, it was just me (Rishi Shah, CMO) and Jay Basani, our CEO and founder, representing Tentworks Interactive. While the two of us held the fort admirably, our feet were sore, and our throats were burning by the end of the long 9 AM to 8 PM days. But every moment was worth it, as we had the pleasure of meeting countless wonderful people who shared our excitement for Becoming Pablo.
Check out our FIRST DevLog by our Lead Developer, Gary!
Lessons Learned & Challenges Faced
While the event was a resounding success, it was also a steep learning curve. Here are some key takeaways:
1. Partner with your country’s booth: Ape together strong!
We weren’t as prepared as we could have been. For example, the Indie Arena Booth application process had changed since our last visit. We submitted a rushed application just in time and were ultimately placed in the Indies of the Americas Pavilion. However, while our spot wasn’t centre stage, it turned out to be a blessing. Tentworks being a company from India and the US helped us here as the group setup made it easier for fans and potential publishers to discover us, and being part of a shared space with ‘Americas’ brought more foot traffic than we’d anticipated.
2. Your game will break—prepare for it
A major bug in our build led to a frantic all-nighter, uploading fixes via painfully slow hotel internet. Lesson learned: finalize a polished build well before arriving. And if your game has huge files like ours, make sure you have access to a fast and reliable internet connection.
3. Bring enough manpower
With only two of us attending, we thought more people at the show meant fewer people working on the game. However, standing and talking for hours is as exhausting as it is exhilarating. Additional team members would have allowed us to better connect with attendees, take breaks (yes, devs need food too, we don’t just eat and drink Cheetos and Red Bull!), and make the experience smoother overall.
4. Leverage networking tools
Gamescom’s Biz app offers fantastic networking opportunities, but we could have used it more strategically. Next time, we’ll research attendees and schedule meetings in advance to maximize our time.
5. Build personal connections with publishers
Meeting publishers face-to-face creates a stronger, more memorable connection than cold emails. Personal interactions go a long way in making your game stand out among the countless submissions publishers receive.
A Quick Tip for Future Gamescom-Goers: Cologne Hotel Prices Will Steal Your Soul
If you’re planning to hit Gamescom next year, here’s a pro tip: Cologne hotel prices during the event are absurd. We’re talking $500/night absurd. To save our budget (and sanity), we stayed in nearby Düsseldorf, where rates were a much more reasonable $140/night. Thanks to Europe’s efficient public transport system, the 40-minute trip to Koelnmesse was a breeze. Take notes, USA and India—public transport can actually work!
The Magic of Gamescom
Despite the challenges, Gamescom delivered an unforgettable experience. The sheer diversity of games—from AAA titles to niche indie projects—was not just inspiring but also educational. The event wasn’t limited to digital games; there were board games, a family area, and even a dedicated business hall filled with publishers.
Speaking of publishers, we were thrilled by their interest in Becoming Pablo. Their enthusiasm has left us motivated to push harder, and the connections we made are already proving invaluable.
One great feature of Gamescom is its booth setup. Booth construction is included in the participation fee, saving us from hiring a third party. While basic, the setup was perfect for an indie studio like ours—a welcome contrast to the logistical challenges of US-based trade shows.
From ‘SOON’ to Success: Tales from the Becoming Pablo Closed Alpha
From November 29th to December 3rd, our Closed Alpha felt less like a test and more like a massive weekend campaign. What started as a planned few days turned into an extended, action-packed stretch, with our team fully immersed in everything—from fixing bugs to keeping the community buzzing. Our Lead Designer didn’t take a break, dropping not one but two crucial patches over the weekend, and multiple team members from across the company jumped in to play the game alongside our testers. For a bunch of game devs to spend their weekend like this? It shows how much we’re all in on this project.
Our Discord community played a massive role too. Ever since Gamescom, they’ve been the heart of the game’s buzz. But what really brought everyone together was the "SOON" meme. When the original release of the Closed Alpha got delayed, our Community Manager, Vishire, leaned into the waiting game, constantly replying with a teasing "SOON." It turned into an inside joke, with fans riffing on it and Vishire taking it a step further, turning it into a lighthearted meme that represented our dedication. By the time the Alpha launched, the meme had become a symbol of the connection between our team and the community—a perfect mix of humour and passion. We even got requests to make a 'Soon' emoji, haha.
With around 140 testers jumping in through Steam Playtest and Discord, the feedback and ideas poured in. It wasn’t just about fixing things—it was about seeing strategy fans genuinely excited for what we’re building. The whole experience was a grind, sure, but also a reminder of why we’re here: creating a game that strategy enthusiasts will love, one step (and one meme) at a time.
What’s Next?
Our time at Gamescom was filled with learning, connections, and inspiration. Now, we’re channelling that energy into exciting new milestones:
Closed Alpha (January 21, 2025)
We’re hosting another closed alpha session, inviting fans to try out the game and share their honest reactions. Your feedback is essential as we refine the game to deliver the best experience possible. Follow us on social media (you aren’t following us yet?) for details on how to sign up—don’t miss out!
Steam Next Fest (February 2025)
This February, we’ll showcase a demo of Becoming Pablo at Steam Next Fest. With significant progress across our three campaigns—Colombia, Nigeria, and Korea—we’re ready to gather key feedback. We’re inviting all of you to playtest the game and help shape its future.
Final Thoughts
Gamescom 2024 was more than just an event; it was a catalyst for growth and innovation. We’re deeply grateful to everyone who stopped by our booth, shared their thoughts, and encouraged us to keep going. The road ahead is wild and exciting, and we can’t wait to share more updates with you.
Thank you for being part of this journey. Stay tuned for more as we approach these thrilling milestones, and don’t forget to follow us on social media (still not following us?!?!) for the latest news and behind-the-scenes content. Let’s make Becoming Pablo unforgettable, together.
Gracias!
Rishi Shah
That one weird guy who does marketing stuff and doesn’t even know how to code at Tentworks Interactive