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My Steam Game Revenue Stats

donislawdev.com

121–130 of 172 posts

Re: My Steam Game Revenue Stats

#121

Why do you want to make an iOS/Android version when the game isn't very popular right now? You mention the competition will be a lot higher so why do you think it will be worth it?

Just interested in it, I can gain this way experiences in releasing paid game on Android/IOS. From other side t's a lot harder (crowd market), for other there are not many paid tycoons, real tycoons games + a lot of players asked about mobile version.

Re: My Steam Game Revenue Stats

#122

> 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...

I'm honest person :-} Irony/Joke is a strong weapon in marketing.

Re: My Steam Game Revenue Stats

#124

I threw $5 your way because I wanted to support you. That said, some feedback: 1. The price is too high. I'm sorry, I know this sounds cheap at $5. But you're competing with the entire world of iOS games. For free, I can get endless kinds of games like this, but with in game purchases. Some of those, like Cardinal Quest 2, are actually amazing and the ingame purchases don't get in the way at all. I think if you price…

My game is PC game, when I will release on IOS/Android the price will be lower on that markets.

On PC $5 is good price, not too low (like $1 or $2), not too high like $20-$30. Feedback from players mostly say, that the game price should be higher.

Re: My Steam Game Revenue Stats

#125

I fell bad for all the awesome indie devs out there now that the market is saturated. I remember the early days of Steam and Android when low quality asset flips would make $10k easily. New niches appear every year though, like the VR market that's desperate for content.

Adapt or Die :-} That's how it works, I just accept it.

Re: My Steam Game Revenue Stats

#126
post #31

Congratulations on commercializing the game. Are you a one person operation? I know how hard can it be to develop, publish, deal with game stores... This is a great deal that you were able to launch and sell. Kudos

22-year-old solo developer from Poland :-} One-man team.

Re: My Steam Game Revenue Stats

#128

Earlier quoted context omitted.

Why are they wannabes? I don't understand why you would insult people who are trying to put out a product but failing.

They are wannabes because it makes the author of the parent comment feels better. Anyone who isn't objectively the best at something is probably automatically a wannabe. So at the end of the day it's just a wannabe calling everyone else wannabe. Don't waste time on understanding people like that.

I don't think that's a reasonable analysis. Wannabes want to achieve notoriety but aren't prepared to, or can't, do what it takes to get there. A subjective analysis clearly shows they're not going to "make it" - and if they did some introspection they would realise it too. That's a wannabe, and the World does seem to be chock-full of wannabes.

Some people just want to make great games, don't care about getting famous, etc.; they're not wannabes.

Some people want to do a job, get paid; they're not wannabes.

Some want to be famous and rich, and have the chops to go with it; they're not wannabes.

@Karsteki, I don't think it's intended as an insult, it's more "being realistic, most people making games won't succeed because 'everyone' wants to succeed and most don't really have what it takes".

Re: My Steam Game Revenue Stats

#129

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…

The biggest problem with "hustle culture" is that they praise each others effort rather than results. Like in this case, 10 failed games is a lot of effort but aren't good results. And if you look at the reviews and where he got traffic on this game they mostly come from other gamedev communities, meaning he sold to other developer hustlers interested in his journey rather than to real users. At this stage what he ne…

"meaning he sold to other developer" No, I was marketing the game on yerba mate groups etc + Argentina gaming and many other places. I don't market my games to game devs because they are not my target :-} I'm not posting info about my games on dev groups or anything, just from time to time, I'm back with my stats, but those stats are before posting about the game to dev groups, so sales comes from players interested in the game :-}

Re: My Steam Game Revenue Stats

#130

Not sure if it has been mentioned yet, but I think the main reason why this title failed is the title. Most people probably never heard of "yerba mate", so to them, the title sounds like some kind of weird mating simulator. You can verify this by comparing the sales by country to the number of searches for the term "yerba mate" by country: https://trends.google.com/trends/explore?q=yerba%20mate The distributions are…

Niche genre :-} I know that the game will fail (before release), it's not problem for me :-}
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