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(1 edit) (+1)

ok so it's been a month since my game has been on steam, i'm doing an update as promised. I remember that I did 0 marketing, which means that I made the game and put it there, as an unknown developer without saying anything to anyone.

Find The Key su Steam

so here is the total data after one month which is released after 2 weeks "coming soon":

(the price is 0.99)

161 sales

22 refunds

12304 total shop visits

281 wish lists

3 reviews (all negative lol)

after the first few days of visibility as i thought it's back to around 150-200 visits per day organic but i think it will decrease even more as time goes on. the truth is that i don't have a clue if this data is good or not lol

to be 0 marketing 150 visits a day are good for me, it's not about random people but they are people who are interested in what you offer, therefore targeted visits that come from those who are looking for a game to buy.

the reviews are all negative, but they are only 3 out of 160 and they are from very dissatisfied people, this makes me think that all the others beyond the reviews were either satisfied or indifferent .. or that they simply didn't want to write.

the refounds are mostly performance issues, someone who wanted to try with lower than recommended hardware, but someone said it's not fun or that they bought it by accident, the game lasts less than an hour so it can also be any reason..

however from the stats, I see that over 50% of the players played it through, some even more than double the time it took to finish it, which makes me think they liked it enough to play it through to the end. so the things i think i should have done differently..

don't release the game just before the steam discounts:

before the discounts i was getting about 10 sales a day, from the day the discounts started it went down to 0, then it went back to 1-2 as soon as the discounts ended. it seems that when the discounts are on people just don't even look at the non-discounted ones, and having just released the game not even a month earlier i couldn't participate,

price too low:

so also keep in mind the discount strategy, i had put the price at 1, but maybe i should have put it at maybe 4 or 5, then do some discounts periodically to stimulate people who have the game in their wish list, maybe once a month. so I'm thinking of raising the price to at least 4, however I don't know how to evaluate the price issue properly..

I chose 1 because I wanted it to be accessible to anyone and at least to recover the money spent .. and maybe earn something, it took me about 150 hours to do it, which then became 200 with the additional work to be done for steam (localization and full controller support, shop page etc) halfway through the game I practically redid it to better structure the code so in reality perhaps half the time would have been enough, for this reason the price of 1 seemed ok to me, but if I also have to discount it to have visibility. lol

more time "coming soon" before releasing it: as I said, at least 3 months to have a greater impact on release.

and nothing I think is everything, if you have any questions, ask them.

meanwhile I'm tinkering to do something with VR, I tried to do some mechanics and some maps, but I don't know.. with teleportation the motion sickness is at 0, but it spoils the experience. I don't suffer much from motion sickness even without teleportation, but it's not pleasant. so maybe i'll do something where it's stopped in place.. but i don't know yet.

I think VR will boom when they come up with something for leg movement too, but it's a lot better than normal games so I think I'll shoot some skeletons until I can think of something to do. lol

if you have any questions ask them, and I hope my experience is helpful :)

Edd

Deleted post

Hi Majid,

yes i think it is helpful for others to see the data someone got, before releasing the game i spent many hours researching similar topics..

however the truth is that I still have no idea if another type of game or with another price I would have obtained the same results or better or worse, I would need a comparison with something to know if they are good stats or not.. definitely if it would take me a year or 2 or thousands of hours to do it was not good. lol

(so if anyone has experiences to share, please share them.)

yes I thought about doing the demo, it wouldn't require much effort it would be enough to start the game from another point and then stop it in another before the end, then maybe tweak the pause menu a bit, maybe a couple of hours working if you already have the whole game done.

for find the key I think the images and the description say exactly what game it is, that's why I didn't do it considering the price of only 1.. but if I raise it to 5 maybe it's the case, it would be definitely useful for people who want to try on less than recommended hardware..

I was also thinking of adding a vr version for find the key, using the same maps but adding/removing stuff so that it becomes good for vr, however from what the review feed has been like it makes me think it's not worth doing. (lol)

for the next game yes, I haven't started anything concrete yet but it will probably be horror with a simple narrative, but first I was thinking of something in vr, a horror-themed shooting with skeletons and monsters, sculpting a monster in blender is easier and fun than making a real human.. (lol)

however the motion sickness thing blocks me a bit, even though I don't suffer much from it I don't want people to get sick playing my game, and with teleportation even if it takes away the sickness altogether it still ruins the immersiveness quite a bit, so I thought I'd do something where the player does things with his hands on the spot but I haven't started anything yet, for sure it's not the lack of ideas, on the contrary ..

actually I have some projects already a little advanced, survival horror one like re8 and the other like silent hill but in first person,

i left them aside for now, they will take a lot of time to make and i dont want to work years on something only to find out that i would have to do things differently.. the idea was to start with some simple games like find the key, then analyze how things are going on the shops and see how to do things in the best way (or if it's worth doing it)..

about the 3 months, the fact is that on the release day you have the most visibility, and I think it depends on the game but about 10-20% of the wishlists you have accumulated buy it on the release day, so if you accumulate a lot of lists (by marketing ) maybe you can end up on the first page and then get the same visibility as in a month maybe in an hour.. it's just a matter of steam's argorithm, but if the game isn't good there's nothing that will make it good. lol

actually many successful games are made together with the community by putting it in early access and then listening to the feed of players, some never came out of early access or abandoned, but the others were very successful :)