Feedback Friday #458 - Quick Inspection |
- Feedback Friday #458 - Quick Inspection
- Lazy team mates?
- Make some free music using AI!
- How to store a 3D rotation that only supports 90 degree increments? (for a vehicle building game like space engineers for instance)
- Should I get a publisher for my upcoming game?
- Is there anything wrong with grid based procedural level generation?
- Hi everyone, we've just released a Unity tutorial showing how to create realistic looking terrain from real world height data. Hope you find it useful.
- The Beauty of Sequencing | Digital Card Game Design | Analysis of Card Sequencing Mechanics in Popular Card Game Titles
- How to stay relaxed , not to lose patience and be satisfied?
- Hey everyone, we published an article on how to host your own Git server. We are using a QNAP NAS and Gitea for that.
- Is it still financially viable to create games on Steam for a living? - Game dev stats for the average Steam game
- Have you released a game on steam less than 2 hours? Did it affect your revenue?
- Confused about Unity's Input System? Or wondering how or the best way to use it? This video explains the basics and demonstrates the different ways + the recommended way to use the new input system! Link in post :)
- Steams 2 Hour Refund Policy
- What to do when you feel like your game isn't unique or its too common
- Starting a gamedev journey with assets from marketplace
- Suggest me lectures on visual clarity, visiblity, color levels, etc. for FPS games
- Collisions detector: Just 1 area (center of the character) to handle floor, walls, and ceilings. Or 1 area(to detect) for each collision(1 below the character for floor, 1 side the character for walls, 1 above the character for ceiling)?
- How much should I charge?
- Need advice on what I should charge for my game
- Uneal: PS4 gamepad - Events for touch Pad corner buttons
- Release JavaFX game on Steam
- How do you guys make Trailers for your games?
- Ui's .setActive is set to true by trigger on the end, but is showing at the beginning.
- Stats from my Steam game (Revenue, Wishlist + more) - Failure?
Feedback Friday #458 - Quick Inspection Posted: 26 Aug 2021 08:46 PM PDT FEEDBACK FRIDAY #458 Well it's Friday here so lets play each others games, be nice and constructive and have fun! keep up with devs on twitter and get involved! Post your games/demos/builds and give each other feedback! Feedback Friday Rules: Suggestion: As a generally courtesy, you should try to check out a person's game if they have left feedback on your game. If you are leaving feedback on another person's game, it may be helpful to leave a link to your post (if you have posted your game for feedback) at the end of your comment so they can easily find your game. -Post a link to a playable version of your game or demo -Do NOT link to screenshots or videos! The emphasis of FF is on testing and feedback, not on graphics! Screenshot Saturday is the better choice for your awesome screenshots and videos! -Promote good feedback! Try to avoid posting one line responses like "I liked it!" because that is NOT feedback! -Upvote those who provide good feedback! -Comments using URL shorteners may get auto-removed by reddit, so we recommend not using them. Previous Weeks: All [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 27 Aug 2021 02:03 AM PDT Using a throwaway account for obvious reasons. Basically, how do you deal with a situation where one person in the team is doing most of the work? I'm in a team of 9 and we're working on a small single player RPG. We have 3 modellers, 2 devs, 2 artists, a sound/music person and a writer. Also a part time marketing person. We meet once a week to give updates on work. However most weeks a lot of the team will either not show up at all or say they were too busy to work in the game that week. One of the artists does churn out some work every so often (maybe once every 1-2 months) and two of the modellers did a lot of props early on. The writer does a lot of work, but spends more time rewriting things so her 'output' is low. I was supposed to be an artist, but have ended up doing a lot of programming as the devs don't seem to get things done (which is very inefficient as I don't know any code and have to look up how to do anything with blueprints). I also did 80% of the game design, as well as some writing / sounds / models. I love the project itself, as I think it's a really cool game idea, story, setting. So I don't want to just quit the team. But I feel like I'm doing most of the work on this. How do you deal with a situation like that? How do you get people to be as motivated as you are? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Make some free music using AI! Posted: 26 Aug 2021 01:08 PM PDT I posted here a while back offering our AI music composition tool to the r/gamedev community for free until September 1st! I really appreciate everyone's warmth and helpful feedback. You all are the best! For those of you who didn't see our previous post, we are Strofe and we're making an AI-powered music composition tool to help people make their own music regardless of their skill level. Any song you make on the platform before Sep 1st belongs to you forever so I wanted to reach out to be sure anyone here can make their free songs before we get a business model going. I'd encourage you to make a bunch of songs! You never know when you might need them. If you'd like, you can keep up with our Development at our community Discord channel here! You can make your own music in the browser - here -[link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 27 Aug 2021 06:19 AM PDT A quaternion is not ideal for this purpose, but i can't quite figure out a good way of doing it. One way i thought of was to use an enum for forward back left right up down, and another enum (or maybe an int) for roll. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Should I get a publisher for my upcoming game? Posted: 27 Aug 2021 05:15 AM PDT I have a pretty rough prototype for my game but a clear idea of how it will be. When Should I get a publisher and how do I get one? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Is there anything wrong with grid based procedural level generation? Posted: 27 Aug 2021 07:51 AM PDT Hey, I'm completely new to making games, but I've already made a few in Unity. I recently finished university (computer science) and while looking for a job in software development, I got really into game dev (only as a hobby, I don't want to make this my job). So I have some experience with programming and stuff, but not much with game design. After making some more simple games, I want to move onto something more interesting. I got inspired by SCP: Containment Breach and I want to make a game with procedurally generated level. I just don't know how I should do it. I've done some research on grid-based level generation and I know that SCP: CB was in fact made that way. But I've heard that it's not an optimal solution. Could you explain to me, why? I've seen this other way of making rooms generate randomly and then connecting them with a corridor of various sizes, but I'm not sure how that works and where to even begin. Would that be an overkill for a newbie like me and a game like SCP: CB? I don't want to bite more than I can chew, but at the same time, I don't want to learn any bad habits. Any advice? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 27 Aug 2021 12:34 AM PDT
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Posted: 27 Aug 2021 11:12 AM PDT
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How to stay relaxed , not to lose patience and be satisfied? Posted: 27 Aug 2021 05:16 AM PDT Hello my fellow game developers, Recently I'm finding strange feeling about life itself and game development, almost after 5 years of learning things and messing around in Unity and SFML, now it's been six month that I'm working in a game studio , in these 5 years I've worked hard and really wanted to get a job there was a lot of stress in my journey because in my country game industry didn't really grow well , and there was a big chance that I might not find a job. So here I'm with a job I wanted and worked hard for it , but the thing is I'm not satisfied at all, I'm not even happy, I feel like I was happier in the past but this was the only beginning, to cut things short , beside my job I have to make my own games too because I needed another stream of income ( because of shitty economic system and inflation) how ever after some progress it felt like a grind , I'm feeling more terrible since the start of this project , even after I got a lot of positive feedback for the prototype I made , AND all these terribleness made me impatience, easily frustrated when see some bottleneck in life or projects, instead of staying cool and trying to solve the problem I'm trying to solve the problem in anger which is not good at all, even watching tutorials seems like chore ( even things like learning new things and not related to game dev). All these stuff made me mentally collapse 2 days ago , I'm trying to stay away from personal projects for some time and recover myself however I feel like need some advice from other game developers to see if they were in this situation and how they cope with it and how to restore PASSION OF THE PAST. THANK YOU. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 27 Aug 2021 10:56 AM PDT
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Posted: 26 Aug 2021 03:00 PM PDT Have you ever wondered how well most games on Steam do? Most of the time you only hear about the really big successes who manage to earn millions, but what about the average game on Steam? Does it bring in enough money to live off, or is it not worth the time and effort unless you are already a big established studio? Well, I went and gathered some data over the course of two months (July - August 2021) to help me answer this question. I hope this will give everyone a better insight in what to expect when they release their own games to Steam. ReviewsMy first step was to divide all games that were released each week by number of reviews. The number of reviews is often used as an indication of how well a game does, and since this data is publicly available we can already learn a lot through this. In the table below you can see all the games that were released each week from the 29th of June, all the way up until the 23th of August. Categorised by number of reviews all the way from no reviews to over a thousand reviews. Please note that the number of reviews is the amount of reviews they had after being launched a week. Most games still had an increase in the number of reviews later on, but the amount of reviews after a week already gives a good indication of how popular each game is on average.
On it's own this data might not say much though, so I combined all the numbers into an average and a percentage. In the combined data below you can see a whopping number of 201 Steam games were released each week on average. That's one game every 50 minutes! Though 31,6% of these games never got a single review.
There's a common saying between game developers on Steam that the first 10 reviews are the most difficult to get, and this is clearly reflected in the data. Over 76.5% of all games released didn't manage to get 10 reviews in the first week of releasing. But why is this so important? Well first off, Steam doesn't officially give you a rating until you have reached at least 10 reviews. That's 10 reviews of people who bought the game on Steam, keys that were received for free not included. Secondly, it's heavily rumoured that Steam only really starts promoting your game unless it has overcome this invisible barrier. Though I personally take this with a grain of salt, as explained later on in this article. Interestingly enough about 3 games or 1.6% of all games released each week reaches massive success. Not a big chance per se, but at this level we are talking multiple millions of dollars in revenue. As a side note though, the top spots are often claimed by triple-A games released by well established studios. But it was actually nice to see that a fair number of indie games also managed to reach these heights. I didn't do a comparison of the number of indie games vs triple-A games, mainly because I personally find it very hard to draw a concrete line between the two nowadays. RevenueSo now we have all this data about reviews, but what does that really tell us? Using the number of reviews I can now create categories that roughly indicate the average revenue each game would make. Or at least that was the idea behind it. While actually writing down the numbers, I did notice that revenue could wildly vary even within a similar category. Mainly because I decided to leave out the price range that each game was sold at. So naturally games with a higher price tag made more money, if they had roughly the same amount of units sold. In the table below you can see how I picked out 10 games at random from each category, and compared the estimated revenue in dollars after being released for one month. In some of the categories I didn't manage to get 10 games, simply because there weren't enough games I could compare from exactly a month ago, that weren't also free or didn't have some other kind of monetization.
Please note that the amount of revenue isn't publicly available. The numbers you see are an estimation and can widely vary from the actual amount. Though from the games that I actually know the revenue off, these values did reflect relatively close the estimated amounts. Just like before I also combined the data to see what the average revenue was per category, as you can see in the table below.
You can clearly see that when the number of reviews increases the average revenue naturally also steadily increases with it. Though what I didn't expect here is how much the revenue is actually skewed towards the top sellers. The revenue made almost exponentially scales as the number of reviews increases. Even to the point that 98.4% of all games combined earned 16.3 times less than the top 1.6%! What I was also expecting was a bigger divide between games with less than 10 reviews and those who did manage to get more than 10 reviews. This makes me believe that the 10 review barrier isn't as important as most developers think, though more reviews never hurt. ConclusionLet me first start by saying that none of the games released on Steam could be considered a failure, even if they didn't manage to be a financial success. It takes a lot of time and hard work to even finish a game, so anyone who managed to publish a game to Steam should feel proud of their accomplishment. So that brings us to the final question. Is it still financially viable to create games on Steam for a living? And the answer to that is, it depends. Most of the games on Steam are released by relatively small and inexperienced teams, who most of the time create games with a tiny budget. So for those any revenue gained is a financial success. The chances however that you will hit the jackpot and go home a millionaire are relatively small. Even for actual companies it's still a gamble whether or not they can bring in enough money to make it worth their time. Though Steam is far from the only place people can earn money from games. And the revenue didn't take in consideration other sources of income, such as DLC, in-game purchases, merchandise, other marketplaces etc. On the negative side it also doesn't take in consideration the 20% VAT, 30% Steam cut, any additional income taxes or even the costs of developing a game. I still think Steam can be a great source of income, but it's all about standing out and creating the best possible games. If your only goal of developing a game on Steam is making a profit, you will probably be disappointed in the end and be better off learning a different trade. When developing a game it's best to stay realistic, and set achievable goals. Even if your first game might not be the success you had hoped for, as long as you keep trying you have a decent chance of becoming the next top hit. Special thanks to ICO (https://icopartners.com/) and Game stats (https://games-stats.com/) for allowing me to gather all this data. They are both great sources of information on game data, and without them I wouldn't have been able to write this article. If you like this article and would like to see more, consider following me on my twitter account where I post updates whenever I'm doing something. Also be sure to let me know your personal opinions, I would love to hear what you think about all of this! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Have you released a game on steam less than 2 hours? Did it affect your revenue? Posted: 27 Aug 2021 06:43 AM PDT I stumbled across this tweet today from a disheartened horror game developer who made almost nothing because people refunded their game after playing it: https://twitter.com/EmikaGames/status/1430941640001265673?s=19 Have you had a similar experience? A different experience? I'm curious. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 27 Aug 2021 08:54 AM PDT
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Posted: 27 Aug 2021 11:34 AM PDT Steam has a 2 Hour refund policy, if players play a game for < 2 Hours they can refund it, What happens if someone makes a game that takes less than 2 hours to beat. players can just play your game and then decide to just refund it. how do devs combat this apart from making a bigger game? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
What to do when you feel like your game isn't unique or its too common Posted: 27 Aug 2021 05:44 AM PDT Hey all, I have been working on an open world survival exploration game for the past 6-8 months, recently I have been thinking that the game is too common, there isn't anything new in it. I've made 4-5 games before but they were small and I didn't publish them. I took on a big solo project in excitement. So as I said its an open world survival exploration, you can build your house, explore and the other stuff you do in open world games, you can see some pictures of it I've uploaded in my reddit history. This just seems too common, nothing new. I thought I'd add a fantasy aspect to the game but I still think it will be too common. Should I leave this project for the time being and work on another one and then come back to it once I have more experience? Or should I spend a week or so to think about what can make the game unique? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Starting a gamedev journey with assets from marketplace Posted: 27 Aug 2021 05:16 AM PDT I am a developer who has about 15+ yrs experience as developer and manager in software field. In parallel have created small mobile games in unity and uploaded to Google playstore. Have got some passive income from it as well. Now became a part of this community and have done research in steam games. Planning to put some effort in creating PC games. Believe that graphics has a great part to play with PC games unlike the mobile games. But I am not good in creating graphics or music/sound. So Planning to use the asset store as the main source for graphics and music. Please let me know whether this is the best way to go. Getting graphics from freelancer might be good but requires more managerial effort from my end and also costlier. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Suggest me lectures on visual clarity, visiblity, color levels, etc. for FPS games Posted: 27 Aug 2021 10:49 AM PDT Not an artist by heart, so I need more feedback on this. Most FPS games nowadays suffer from this issue. Need lectures to balance color contrasts, such as making players more visible than the world. Can you guys suggest me Youtube lectures and videos on this subject? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 27 Aug 2021 08:36 AM PDT Hi. I am working with C++ SDL2, but I was used Godot with C#, GDScript and C++, also I've used Unity with C#. I saw many Godot tutorials to handle the collisions, only needs 1 area to handle all collisions. They center the area at bottom of the character, but not out of the character sprite. In my experience I had many issues working like this (maybe I did not know how to handle). In Unity I saw a tutorial (how to make a Metroidvania (in Spanish)) but in the tutorial, he handles the each collision with a different area, and in my case, solve all my problems, (I tried in godot and works awesome). For example: In the floor case, he sets the area collision below of the character, not inside. Could you share how do you use the detect collisions (if you are on ground, wall ...)? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 27 Aug 2021 08:05 AM PDT I'm making a fairly small horror game, that takes anywhere from 1 - 2 hours per ending, and there will be multiple endings with different ways to achieve them as you play through the game. The idea was to have a downloadable demo, anywhere between 10-15 minutes, that introduces the game, and plants a seed of mystery, fairly normal demo stuff. I'm just wondering, how much should I charge for the full game? Should I even charge? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Need advice on what I should charge for my game Posted: 27 Aug 2021 09:57 AM PDT I'm working on a game that will be: a turnbasedrpg, but can also be action beatemup game, or dungeon explorer game, or survival shooter game depending on what the player's game choices are and where it takes them, your actions in the game completely affects how the story will pan out, so the game will be different each playthrough. without spoiling too much, winning the game will not be in the same manner as the average game, there will be a special way of actually winning the game, completing the story is satisfactory(and you can stop there if you want) but it does not win the game. The game will be lore intensive, I'll be taking my time with the lore building, character development/relationships, and individual personalities. NPCs will have some sort of artificial intelligence. I should mention that I already have a youtube channel with about 950k subscribers that will hopefully be excited to play my game. heres a quick clip of how it looks like https://streamable.com/dz6tlq now on to what I've been thinking. I honestly think the game will be worth at least $59.99 with how much content there will be during and post game, including the amount of replayability it will have. But as this is my first commercial game, I don't think it will be smart of me to make it that expensive. I was thinking of pricing it around the same as undertale or stardew valley, which is $16.99 to $19.99 I would just like to hear other people's opinion on this topic. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Uneal: PS4 gamepad - Events for touch Pad corner buttons Posted: 27 Aug 2021 09:45 AM PDT Hey guys. This is kind of a cross post with the Unreal sub. I'm at a point where I need to find out how to make Blueprint events for the corner buttons on the touch pad for the DS4 gamepad. They're not in the list when I right click. Can someone tell me how I make events for these buttons? Or a video or some documentation would be just as helpful. Thanks everyone [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 27 Aug 2021 03:47 AM PDT I'm working on an JavaFX based strategy game. But I'm not sure whether this is possible to release via steam (without building my own launcher, like minecraft), because the user has to have java installed to execute any java (or .jar) file afaik. Am I wrong? I didn't find any specific information about this. Thanks in advance [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How do you guys make Trailers for your games? Posted: 27 Aug 2021 09:03 AM PDT I think I'm starting to get ready to make a little trailer for my game. but the thing is I used a pretty shitty laggy editing software and I've had enough of it and I want to find a better Free video editing software. What tools do you guys use to edit trailers? Keep in mind I don't like pirating and would just like to find a free video editor, nothing too crazy just something more simple to whip up a small trailer [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Ui's .setActive is set to true by trigger on the end, but is showing at the beginning. Posted: 27 Aug 2021 12:10 PM PDT
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Stats from my Steam game (Revenue, Wishlist + more) - Failure? Posted: 26 Aug 2021 04:26 PM PDT Hello, I would like to share some stats from my Steam game Yerba Mate Tycoon, YMT is a casual/niche tycoon game about running yerba mate shop, even the title don't tell you anything :-} The data is from first month of early access. First game got released on Windows, after few days on Linux, then after few on MacOS. Game price was $4. WishList: It's an important thing, usually more wishlist = more sales, in like 8 months of steam page visibility I had gathered 724 wishlist (right now 1516), to be honest, that's very low number, I tried marketing on Reddit/Twitter/Facebook, Polish website "Wykop" various Facebook groups about yerba mate, etc. My Steam wishlist 1-day conversion is 9% (65 copies), the 7-day conversion rate is 12.8% It could be better, Steam is showing that's under average, I think it's because early access, after full release it might change? Who know. Sales I had sold 410 copies, which generated $632 (after vat/steam cut), from it, I still need to pay various taxes in my country. From cash side it's failure because creation of this game costed me more, and tax system in my country was created by devil (per month I need to pay $100 to be able to sell games). But still selling something to 410 people feels good. I mean, I'm just 22 year old newbie, and someone believed in the game, has bought it. The game is in niche genre, so I was not excepting huge sales. But still from cash side it's failure, huge failure. But for long-term plan it might be not failure. I'm building community, which will be helpful in my next games (right now I got plans for running EA. And I achieved it, I released Steam game, to be honest, I was always not sure if I will do it, it's like endless work, you do x, then y appear, after y z appear, etc. I got long-term plans, so I don't really care of one flop. Right now, I got plans for more updates + leaving early access + mobile ports, gonna check it out how stats going to change. And Yep, My brain is just showing me images of next game i should make in future :-} PS: Images + more information can be found on my blog post If you got any questions, feel free to ask them :-} *Not sure if I had chosen good flair. [link] [comments] |
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