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My Steam Game Revenue Stats

donislawdev.com

131–140 of 172 posts

Re: My Steam Game Revenue Stats

#131

Earlier quoted context omitted.

Tenth game, according to the post

I believe it is his 10th _attempt_ at a game but 1st finished/published game. The author at least has no other games published on steam.

First Steam game, others were mobile + Web Games.

I got even post about my other game stats: https://donislawdev.com/earnings-and-statistics-from-my-8-ga...

All released.

Re: My Steam Game Revenue Stats

#132
post #10

The game is far, far too much of a niche style game for it to even be all that popular, IMHO. I'm not quite sure what the Dev here expected to happen. It's also Early Access and it's fair to say that unless a game has broad appeal (which shop simulators don't) and hype (definitely not in this case), people tend to stay away from Early Access games from unknown developers with insubstantial catalogs. I know I do, been…

My all previous games (mobile + web+ were failure.

From the blog

"Before the game launch, I knew that game will be a failure. I was expecting most sales from Latin America (low price), my all previous mobile games were a failure, wishlist number was low + in the first month of early access (outside of Steam) I sold 0 games copies. So, there were no success indicators. I got no problem with it, everything is running according to my plan, If my whole life is a failure, then a “failure” is something normal, it won’t affect me :-}"

Re: My Steam Game Revenue Stats

#133
post #2

"In terms of cash, it was not worth it, if we count costs (without time) + taxes, then the “earnings” from those $632 will be lower than 0. I had lost the cash, the first month is mostly the “best” month of sales, so my next month’s sales will be worse and worse, maybe a few % of my first month. Someone might be curious why I’m still keeping early access, working on the game, to be honest, I don’t believe in some mag…

You can't really make a super niche game and expect it to sell well. Nobody knows what Yerba Mate is. Nobody is searching for Yerba Mate. Also, the video is funny, but it really doesn't tell us anything about what you do. It doesn't show us the consequences of any of your decisions. Anyhow, I wish the developer all the best. I hope sales to pick up and that they enjoyed making the game.

Isn't this the effect that the web does make work, super-niche things work globally that won't work locally. I've heard of it, Yerba mate, but I've never seen it mentioned anywhere offline (UK).

Tea Tycoon, I'd have to presume has been done? Otherwise, it sounds like something people would go for.

Re: My Steam Game Revenue Stats

#134
post #49

In this day and age having over 400 actually paying customers is a lot! Even having 400 free users would be a lot. Now the question is - do they play the game ? Any number above 1% is good, so if there are 4 players spending a lot of time - it's a good sign. If possible ask them what they think is good about it, then update the marketing material to showcase what is good about the game.

Thanks :-} A lot more than 1% is playing :-}

Re: My Steam Game Revenue Stats

#135

These numbers are actually promising. 400 sales in early access for a 'niche' game would open the door for a few publishers out there. And as it stands this game has momentum behind it, NOT an easy thing to accomplish. And further more, the steam page has quite a few problems that are easily fixed and would drives sales in a positive direction. Add some streamer outreach to the mix and this could do well enough to fu…

Thanks :-}

Re: My Steam Game Revenue Stats

#137

> Features: > New update = new bugs > Poor graphic and sounds I have to say the first two "features" aren't doing you any favors. https://store.steampowered.com/app/1404560/Yerba_Mate_Tycoon...

Honestly, those make me want to buy it. Refreshing honest. I don't think the market here is people that'll be put off by that.

Re: My Steam Game Revenue Stats

#138

Earlier quoted context omitted.

Use the opportunity and link us to your game. I don't think anybody will mind.

Thanks, I don't want to seem like I'm shilling with any of my comments. This is Kanso, a relaxing game that invites the player to slowdown and find a moment of Zen: https://store.steampowered.com/app/1454650/Kanso/

This looks great, will buy once I'm back at my PC :-)

Re: My Steam Game Revenue Stats

#139
post #102

Earlier quoted context omitted.

I've heard this before, mainly from "hustle culture" folks, but have never witnessed it in real life. I've followed quite a few people, both online and IRL, who have persevered through repeated failure, motivated by "passion" and convinced that success was around the corner. Almost none of them achieved success. Instead, they ended up burned, jaded and in a few cases even genuinely suicidal. As someone else mentioned…

I understand you're coming from a compassionate place, you don't want to see them burn out, I've burnt out and it sucks. You can make good money selling your time, but maybe it's not about money for them? By all other measures this game was a great personal success. At this point the dev is competent and successfully releasing games, they just haven't been commercially successful. Now would be a terrible time to give…

I'm not going to refute the rest of your comment, as it's a valid opinion and I'd just be repeating myself, but in regards to this:

>Once you get settled into a career it can be really hard to step back out into solo dev.

I don't think that's true in and of itself. A lot of people struggle to adapt to the financial uncertainty of flying solo later in life, but that's only because they have a high-cost lifestyle and minimal savings.

I quit my day job last year, a few months before my first daughter was born, to run my online businesses full-time. The fact that my wife and I had saved huge chunks of our pay (100k+ in the bank), in addition to the fact that the businesses were already running at half-steam meant that the transition was stress-free and seamless.

Re: My Steam Game Revenue Stats

#140
post #14

The market is far too crowded to rely entirely on the steam store for your exposure. I'd like to know what the numbers are like for indie devs with their own twitch channel who constantly stream the development process, establishing a fan base throughout the year(s) of development before releasing on steam.

Getting visibility within Steam itself is still probably the most effective way of increasing sales numbers - generally being featured/recommended within the platform is profoundly more effective than more organic marketing efforts (unless you really go viral on social media, for example).

Discoverability and viewership numbers for game dev streamers on Twitch are really poor. Of course it can have value as a marketing initiative, but you can also grind that for months / years without seeing a significant effect on sales - the return on time investment is probably not great. Whereas getting onto the front page of Steam (as part of some seasonal event, for example) can do more for you in a single day than months/years of streaming or social media.

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