Earlier quoted context omitted.
I'm sure everyone here would be really grateful if you could expand on this a little.
Not jblow but it's rather obvious that anecdotal evidence isn't a sound basis for the sort of general advice given. That some people fail to make a big splash isn't evidence that a big splash is a tactic that will fail. Particularly if you take a broader view as this has been a successful part of the business model of games for a long time. Whether or not it's right for a specific game and the longer term business of…
“I thought I could ship at least 700 units to stay in business”
231–240 of 346 posts
Re: “I thought I could ship at least 700 units to stay in business”
#232I'm from Romania. I used to make around 1.5k euros monthly from my last job + a small side gig. An average salary here is between 300-600 euros. My mortgage is around 200 euros. I was in the extremely lucky position to be the tech field and do so well pay-wise. When I took the decision to quit my job and finish my game the following statements were true:
- I had money saved up to pay 4 months of mortage + living expenses + a few beers in the weekends
- I was making games for about 10 years now and launched a few games before hand, smaller projects that had success (for me). I worked on bigger titles in the industry at a few big studios and even at small ones.
- And my game was supposed to sell 300 copies in the first month so that together with my savings I could test the waters and scratch an itch I had.
I was in a position that few other devs are: I live in a low cost country. Again from the scores I heard in Seattle and other US cities 1 month of mortgage there would cover my expenses for a year! I had the benefit of being able to live off of 500 euros a month which ties back to the previous sentence. And I had a game I was close to completing (I started it last year but stopped when I went to my last job).
I targeted a small niche in a specific subgenre with a backup niche in the roguelike genre. Dungeon crawlers are indeed a small niche but not so small that I couldn't sell 700 copies. My biggest problem was having no experience with the way steam works right now (as opposed to the experience I had when I was freelancing a few years back after Gameloft).
If you google right now that average amount of copies and indie game sales on steam google points out 12,000. Not that it's not true anymore (because it isn't) but from where I was standing (and a few other devs who have other games in progress) moving 300 to 700 copies should be easy.
And I targeted my niche specifically: Older gamers (even developers), who don't care about the graphics that much and who want a short, fast game they could play during breaks (or in my case while the compiler is busy).
I went over this facts quite a few times and it sounded doable. Worst case scenario come January I would go in search for another job. And this is were I was wrong, it sounded way too good and easy. At worst I'd finally scratch steam off my todo list and just do software again.
Now I understood, I took a gamble and it turned out to be worse, way worse than I ever expected. I could loose my apartment and all the money I put into it. And I was afraid of screwing even more things up (when things go wrong, they go wrong it seems).
A few days before launching my games (and way after the dice have been cast) I saw tweets from other developers on why people shouldn't risk their lives and go full time. And I thought: "It can't be that bad". Turns out I can't just release a game nowadays and have it sell directly. I was banking a bit on getting covered by a few specific niche websites during launch (it didn't happen). And after I realized what hole I dug myself into I only had one thing on my mind: "There's a bunch of people like out there who still think it's 2012-2013 when you could move decent money in releasing a small, niche, game". And there are. I have been speaking to a ton of devs since the post went live that did not see the reality factor here. The whole point was to warn a few other people that it's not at easy. And I wanted to give me as an example because, again, I had a ton of things going for me: Low mortgage, I can live on peanuts and I don't need to sell a whole lot of copies + some savings and a backup plan come January.
And with all the things going for me I still failed so what chances does someone else living in a higher cost country to succeed with a similar plan like mine?
I said this a few times since release on twitter, I just wish someone would have woken me up from my dream. Those tweets from my friends/devs came too late for me. But maybe with the exposure this story is getting I can keep another passionate yet fool-ish dev from going through what I went through this month.
Edit: Small edit. The amount of devs who reached out to me with a game in production for about 2-3 years - part time for a few - is huge. And they are all scared because the math they did at the beginning does not line up with where things are today. Back then STEAM WOULD guarantee a huge amount of eyeballs on your game. Now all those eyeballs are split between so many releases. It's scary for many, especially those naive (like yours truly).
Re: “I thought I could ship at least 700 units to stay in business”
#233Earlier quoted context omitted.
That is called "targeting a niche" and makes sense if you can't compete against those big marketing budgets. Even the glam metal niche is still alive: hairmetalheaven.co.uk
But you need to make sure the niche is large enough to support your financial needs and that they want what you're making. Did he talk to his target audience or otherwise pre-qualify his niche? Also, did he promote his game or just rely on Steam? There is so much on Steam these days, what did he do to stand out?
"Please note that I did all the marketing I could afford to do on my own and with a halved budget. I emailed 187 reviewers and news website. I tweeted out like mad and got about 50 retweets and >10K impressions on the launch tweet. Before release I even had a mention about the game on Rock Paper Shotgun's german website."
Re: “I thought I could ship at least 700 units to stay in business”
#234Earlier quoted context omitted.
Hi, OP here! Just now got around to check Hacker News and reply. The thing with the apartment is, I've wanted to buy one for a while and in Romania there's a state aid that allows you to buy one with just 15-25% advancement. At the beginning of the year I had enough money saved up for the advancement and I was making about 1.5K euros monthly through work and another side-gig. The thing is, a salary in Romania outside…
Jesus, that sounds like a nightmare! Hope you get it all sorted out. Probably even more expensive but any potential of suing the developer collectively with the other people? Sounds like they'll have annoyed a lot of people!
Edit: There's an entire article to be written about buying an apartment here when the developer pretty much has a monopoly in this part of the city. For example, you can rarely find a already-built new building (that's not in shambles and will fall at the next big-ish earthquake) to buy. Most people pay for it in advance (before it's even built) and in the end can end up with a shit hole (it happens). And you pay mortgage on a building that's not even completed.
Re: “I thought I could ship at least 700 units to stay in business”
#235Earlier quoted context omitted.
P.S. https://itunes.apple.com/app/my-playhome/id439628153 in case anybody was wondering.
Completely unrelated, but what's with all the characters having their arms open?
Re: “I thought I could ship at least 700 units to stay in business”
#236The country he mentions is Romania. Well, bureaucracy is high, but like other said, no need to setup a company in advance. But, he saved anyway way to little money ( I found strange that he is counting in USD, since euro is de facto currency, besides the RON ) to be able to sustain him and an apartment. Lessons learn: don't quit your job until you have some sale volume. However, since he's in Romania, he will get a j…
He probably used USD for the same reason he wrote in english. 'everybody' outside the US knows, roughly, the value of a USD. Few people in the US knows the value of a a Euro.
Re: “I thought I could ship at least 700 units to stay in business”
#237In your country do you have to register the business if your business does not make any money? In UK you can make money for 3 months before registering... I feel for you, I can only give you an advice to try to turn your mind into anything positive. You are lucky you don't have kids to feed, or pregnant wife to look after. Robert Kiyosaki has written in 'Rich dad poor dad' book, that it's good to default before 30 so…
I've read Kiyosaki's book, but people have claimed he's exaggerating about his successes; if he's so successful why is he on TV trying so hard to sell his books, board games, and courses? And the 2 dads didn't really exist, they're figures he made up.
Re: “I thought I could ship at least 700 units to stay in business”
#238Earlier quoted context omitted.
If it wasn't a business venture, then don't treat it like one. Needing sales means it's a business venture.
Unfortunately we don’t live in a society where people who are passionate about art can pursue their passions fully and avoid starving or otherwise risking their quality of life. In our society merely choosing to pursue your art to your fullest extent is considered a business venture and not an artistic venture, and even choosing not to because of money reasons is itself a business decision.
Re: “I thought I could ship at least 700 units to stay in business”
#239Earlier quoted context omitted.
Completely unrelated, but what's with all the characters having their arms open?
It's essentially a doll house. The characters can hold things. Their arms are open so it's easy to put things into their hands.
Re: “I thought I could ship at least 700 units to stay in business”
#240Just to add my personal data point of experience... 6 years ago, I took a break from doing webdev freelancing and spent around 3 months developing a kids app. At that point the money ran out so I released the app even though it wasn't entirely finished and quickly went back to doing web freelancing in order to be able to feed my family. The app sold in small amounts but it was getting great feedback from the people w…