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My Steam Game Revenue Stats

donislawdev.com

151–160 of 172 posts

Re: My Steam Game Revenue Stats

#151

Earlier quoted context omitted.

yyyy/mm/dd is the true format because its alphabetically sortable. dd/mm/yyyy is another sensible format because the units grow in size. mm/dd/yyyy is the insane one. Idk why the US persists with it tbh.

The true format is, of course, YYYY-MM-DD, not YYYY/MM/DD.

ye sorry.

Re: My Steam Game Revenue Stats

#152

Earlier quoted context omitted.

Sarcasm?

I think the only sarcasm is around the world "failures". No one creates a super successful creative-work their first time, or usually even their first dozen times. You have to keep at it until you master it, and then also get a bit lucky.

Nobody creates a good product they first time they try, but lots of people don't commercialize those failures and instead iterates until they have something they don't feel is shit so their first commercial release becomes a success. I don't see what you'd learn by putting things you know will fail in front of paying customers just so they can point out the obvious shortcomings, all you do is waste time and energy.

Re: My Steam Game Revenue Stats

#153

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For anyone doubting how simple this is, you can buy entirely pre-made games and template games in the Unity Asset Store for anywhere from $25-$500 depending on how polished the asset is.

...and then, something like this [0] happens: 1) create overpromising marketing campaign/kickstarter for a MMO 2) slap together some random assets 3) ??? 4) receive VC 5) profit.. [0] https://www.pcgamer.com/dreamworld-infinite-world-mmo-kickst...

Isn't this just the game version of (1) start a new fashion "label", (2) buy Facebook ads, (3) drop ship from China when / if you get actual oorders?

Re: My Steam Game Revenue Stats

#154
post #93

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That's a mentality that broods on the internet and it's so counter-productive, you see it in all kinds of groups. Your car only producing 400hp not 1000hp? Lame. Not deadlifting 300kg? Not good enough. Not making 6 figures? Why even work! I think it's because what tends to get 'promoted' on the internet is exceptional situations, I think people can get caught up in the thought that exceptionalism is all that's good e…

It's called elitism, and by far one of the most toxic elements of the tech community imho

Elitism is a problem, but so is egalitarianism.

Just because we all tried, doesn't mean we should all be rewarded and congratulated for trying. Results matter.

So, balance somewhere between the two is best.

Re: My Steam Game Revenue Stats

#155

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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/

Looks nice, ordered.

Re: My Steam Game Revenue Stats

#157

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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…

> You just never hear about the dozen plus games Soderstrom made/released before Hotline Miami or Thorson made/released before Celeste, etc. Thorson isn't a good example here, because Celeste was only their 2nd commercial game, and their 1st was Towerfall, which was successful.

Not the best example, I agree. But they did make many small games before Towerfall even if they didn't really try too hard to sell them

Re: My Steam Game Revenue Stats

#158

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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.

That Fish Eat Fishes is neat. It's simple to play. It's very visually distinctive. Caught me off guard.

It's maybe too trivial for steam but there's certainly potential to make a game out of it. Add a timer. Add some multiplayer challenge. Add a power or two (dash forward). Make some levels to swim through in increasing difficulty and that's a definitive puzzle/platform game.

Re: My Steam Game Revenue Stats

#159
post #99

I believe pricing is one of the most important decisions any business can make, and $5 does not make any sense to me. You're probably betting that this is a niche game that likely will take you more time than its worth in sales: in that case, you need to increase the price as much as you can without it looking absurd in comparison to triple A titles, so maybe $30 or so. If not much happens, you accept that there is n…

If the game can reach something like the other simple Tycoon games, it can probably sell for around $20.

But definitely not in early access and definitely not until it reaches similar quality/content.

If one tries to make a money grab as you suggest, gamers will obliterate the game with bad reviews. A few bad reviews and the game is doomed forever.

Re: My Steam Game Revenue Stats

#160

Earlier quoted context omitted.

It's a joke. Not sure if that's immediately obvious to you (it's Hacker News).

Still, as a potential customer, I don't find it very encouraging. You don't see jokes like these for products that don't have bugs or do have decent graphics. Not a very good idea to draw attention to your shortcomings, even if they're expected.

+1

The joke is misplaced. It has nothing to do in the official description of the game, among the first lines read by customers.

Personally I thought this was some sort of typo or weird expression, because the developer doesn't write English well.

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