My Steam Game Revenue Stats
141–150 of 172 posts
Re: My Steam Game Revenue Stats
#142The synthesized speech in the video seems pretty realistic - does anyone know which software was used?
Re: My Steam Game Revenue Stats
#143Earlier quoted context omitted.
It has flaws but it’s not “insane” or entirely illogical, it’s very clearly based on the way dates are spoken and written in English, ex. “Today is July 23rd, 2021”.
The reasoning is clear as day. However, even the English themselves do not use this broken format: https://en.m.wikipedia.org/wiki/Date_format_by_country The US always seem to resist sensible things when it comes to units and formats: it is a mystery to me why they are so attached to imperial units, when the rest of the world sans Liberia and Myanmar are using metric units (and Myanmar planned to leave this shameful…
I don’t think the US resisting things is so mysterious. The US is a large country that largely defines its own culture (and exports that culture to the world). The average american isn’t going to switch systems unless they have a VERY good reason to. For the fields where it matters (ex. the sciences) they’ve largely already switched.
Re: My Steam Game Revenue Stats
#144Earlier quoted context omitted.
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
#145The 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…
Where do you get the idea that they had high expectations? The whole article is like "I knew this game wouldn't sell, but hey, at least it did better than my first ten games". This person is a grinder and may very possibly achieve moderate success or better if they keep it up. Their trajectory is def normal for successful indie game devs, anyway. You just never hear about the dozen plus games Soderstrom made/released…
Thorson isn't a good example here, because Celeste was only their 2nd commercial game, and their 1st was Towerfall, which was successful.
Re: My Steam Game Revenue Stats
#146Earlier quoted context omitted.
It has flaws but it’s not “insane” or entirely illogical, it’s very clearly based on the way dates are spoken and written in English, ex. “Today is July 23rd, 2021”.
It's not insane, but it's not very logical. As a non native speaker, I prefer to say "Today is the 23rd of July in 2021" which is perhaps not valid English.
Re: My Steam Game Revenue Stats
#147Earlier quoted context omitted.
no way, this dev sounds AMAZING. Even if they don't work out what works at this rate they're bound to stumble upon it because they just keep going. It's really impressive.
> Even if they don't work out what works at this rate they're bound to stumble upon it because they just keep going Is this sarcasm? Because that's generally now how things work.
Re: My Steam Game Revenue Stats
#148The 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 marketi…
You're entirely correct about being featured/recommended, and there are ways to game the platform at your release to amplify these effects.
But my basic point stands; you can't just toss a game on Steam and expect good results.
Between the low barrier to entry on the store ($100) and engines like unity/gamemaker enabling basically anyone to have something to toss on the store, it's overflowing with shovelware. How many reskinned game engine tutorials alone are out there for sale as games? It's a complete mess.
Re: My Steam Game Revenue Stats
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