So what's different? Well most notably, there are probably 20-30x more indie development studios in the market than there were when we started in 2008. I've heard hundreds of games come out on the App Store EVERY DAY. Angry Birds 2, one of the biggest properties ever, is free and it came out last week. This feels like a quiet time on Steam, but so far we have little traction there, and you need to demonstrate sales before Steam gives you main carousel promotion. Gaming press is overwhelmed with things to write about, so although they've been interested, we don't have many reviews from them yet. We've got lots of Lets Play and YouTubers, but how many sales does 500 views convert into?
Honestly, in the past we've been like "It's fine. We make great games that people love. We'll just release it, and the audience will find it." That was true in 2009 when we released Spider: The Secret of Bryce Manor with literally no promotion whatsoever. It was less true in 2012 when we released Waking Mars (alongside Outwitters, if you're out there Alex!), but still the App Store sustained us and the Steam market eventually found and loved us and gave us a few dollars. But the worry is that in 2015, no matter how good your game is, the audience has way way way way too many amazing games to choose between.
We're currently far behind, as just one example, a game about programming in Assembly language. It's probably amazing, I can't wait to try it. And that's the problem. So many things to play, competing for your attention.
SO! What does the dramatic near future look like for us? Well, I think we have major piles of new press reviews coming in on Monday and Tuesday. That will definitely help with awareness. And we're pushing on some of our more unique features in hopes of being recognized as newsworthy (eg - it uses your local real world time and weather and mirrors them in the game, it's based on a real historical secret society that you have to research in real life to learn the deepest secrets, many many layers of mystery and gameplay). We're asking our tastemaker and other well respected developer friends to help spread the word. I believe with enough awareness we're back in business - it's happened for us before. But if that doesn't pay off by the end of the week, very few people will write about us after that. So our hope at that point would be to be a "long tail game" that wins awards and winds up on "best games you didn't play last year" lists. It might pay the bills, or not, and it certainly isn't what we hoped for.
Alex - if you're out there - I've been in indie 7 years, before the indie revolution really started. I was in mainstream for 11 years before that. It's been crazy watching the market as we worked on this game. It's hard to target a market this volatile when the game you make takes 2+ years to make. By the time you're done, everything is different. So, yeah, I relate to a lot of what you wrote, and thanks for sharing! -Randy