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My Steam Game Revenue Stats

donislawdev.com

161–170 of 172 posts

Re: My Steam Game Revenue Stats

#161

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/

Clever idea, very pretty, nice and cheap. I bought a copy, and I'll check it out later. But good job!

Working on a game myself, but I'm nowhere near ready to put it on Steam yet, even on Early Access.

Re: My Steam Game Revenue Stats

#162
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.

I'm actually very curious about this too.

I've been tempted to start streaming the development of my game on Twitch, but it's somewhat unnatural for me to do so (tried it a couple of times so far, been putting off doing it again for like four months now) ...but it also seems like one of the only ways to build an audience for your games ahead of time nowadays.

Re: My Steam Game Revenue Stats

#163

Earlier 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/

Clever idea, very pretty, nice and cheap. I bought a copy, and I'll check it out later. But good job! Working on a game myself, but I'm nowhere near ready to put it on Steam yet, even on Early Access.

Thanks for the encouragement! Its comments like this that help me keep going. Good luck with your game, I'd love to know more when you are ready.

Re: My Steam Game Revenue Stats

#164

Earlier 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/

Looks nice, ordered.

Amazing, thank you so much!

Re: My Steam Game Revenue Stats

#165

Dumb but honest question: If most sales were expected to be in Latin America, why wasn't the game localized in the Spanish language?

Good question, no budget for it, for localization I would pay $2000-$5000+ or even more. There are tons of words. If on launch I was selling the game (Argentina) for $0.5, like 30% of that goes to me, so $0.15. Then for the pay of localization I would need to sell 13k-60k copies in Argentina. No chances. 13k copies just for paying for localization or even more copies.

Even big indie games don't pay for localizations, it's not worth it, selling 13-60k copies in xx country is hard.

Right now, the game is translated in 70% to Spanish by community. I know indie games that earned millions of cash, but still, they rely on the community translations.

Re: My Steam Game Revenue Stats

#166
post #103
post #72

Earlier quoted context omitted.

Why did you agree to try early access with a book? It only really makes sense for games... and sometimes not even then...

A lot of the big tech book publishers seem to have early access as a feature now. I'd be surprised if the author has that much control over it.

Huh, had no idea this was a more widespread thing. I don't really see it working out but maybe there's something there.

Re: My Steam Game Revenue Stats

#167
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.

I'm actually very curious about this too. I've been tempted to start streaming the development of my game on Twitch, but it's somewhat unnatural for me to do so (tried it a couple of times so far, been putting off doing it again for like four months now) ...but it also seems like one of the only ways to build an audience for your games ahead of time nowadays.

An alternative: make a short devlog video. Talk about the things you delivered that week, plus a few seconds worth of new demo/gameplay.

Re: My Steam Game Revenue Stats

#168

Earlier quoted context omitted.

I'm actually very curious about this too. I've been tempted to start streaming the development of my game on Twitch, but it's somewhat unnatural for me to do so (tried it a couple of times so far, been putting off doing it again for like four months now) ...but it also seems like one of the only ways to build an audience for your games ahead of time nowadays.

An alternative: make a short devlog video. Talk about the things you delivered that week, plus a few seconds worth of new demo/gameplay.

I did one of those last October[1] (probably too long, but it was my first one). I need to get in the habit of doing them more regularly, but I don't make enough progress to do one every week right now. I have been meaning to do another for the past four months and been putting it off though.

[1]: https://youtu.be/0IAx9fsBuus

Re: My Steam Game Revenue Stats

#169

Earlier quoted context omitted.

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 famou…

The moment you said "subjective analysis" already invalidated the rest of your argument and supported what I said -- you are just saying it's okay to use you a set standards that are not universally accepted to judge others. It's probably not your intention to come across that way, but it is exactly this type of thinking that brews toxicity.

The OP of that "wannabe" comment could have finished the sentence without saying anything about wannabes and still get the same point across. So why bother calling everyone else who can't get their games paid wannabes?

Do we have any evidence that these wannabes are not "some people just want to make great games, don't care about getting famous"? What's wrong with wanting to become famous as a goal in the first place? Who decides who has the chops and who doesn't?

You simply can't unless you are objectively the best at something. The complexity in deciding what is objectively the best makes such efforts futile, and therefore everyone who thinks it's okay to call others wannabes is just conveniently glossing over the fact that they are also wannabes by someone else's standard.

Re: My Steam Game Revenue Stats

#170

Dumb but honest question: If most sales were expected to be in Latin America, why wasn't the game localized in the Spanish language?

Good question, no budget for it, for localization I would pay $2000-$5000+ or even more. There are tons of words. If on launch I was selling the game (Argentina) for $0.5, like 30% of that goes to me, so $0.15. Then for the pay of localization I would need to sell 13k-60k copies in Argentina. No chances. 13k copies just for paying for localization or even more copies. Even big indie games don't pay for localizations,…

I'd like to continue this discussion. Can you please e-mail me at the address in my profile? Thanks!
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