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My Steam Game Revenue Stats

donislawdev.com

31–40 of 172 posts

Re: My Steam Game Revenue Stats

#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

Re: My Steam Game Revenue Stats

#32
post #12
post #3

As far as I know we users cannot see how many sales a game has from steam, so I very much appreciate the creator telling us. I often try to judge from the number of reviews if a game has made at least a few thousand bucks. This game here has 19 reviews with 420 sales, which means that 4,5% of all people have reviewed the game, which is more than I expected (I expected a ratio of about 1%). But this means that probabl…

Steamdb[1] gives some info on concurrent players, but only estimates for owners. Looks like they estimate number of reviewers between 5-15%. [1]: https://steamdb.info/app/1404560/graphs/

5-15% is in line with for example anecdotally observed view count vs votes on videos on YouTube.

So based on that I am not surprised that video games on Steam can be expected to have a similar number of reviews relative to number of owners.

Typically I expect a video on YouTube to have about 10% votes and about 1% comments.

Do all reviews on Steam need to include text or can simple thumbs up/down be given without any text? Haven't used Steam in a while so I don't remember.

Re: My Steam Game Revenue Stats

#33

> 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...

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

Re: My Steam Game Revenue Stats

#34
one thing, to applaud the author is they have the right attitude. when launching internet products, don't expect them to make money. that liberates you from all sort of problems and stress.

Re: My Steam Game Revenue Stats

#35

Earlier quoted context omitted.

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.

I know what Yerba Mate is, I’m even drinking some now! I even managed to start a Yerba Mate scene at my old work. And considering how many dev stations have gourds among their vinyl toy collection makes me think there were a bunch of Canadian video game developers googling Yerba Mate at some point. I imagine this game can do well with a little bit of niche online community spelunking. We’re out there!

Perhaps the developer is just a but too ahead of the curve. In a few years time the game could huge.

Also, I wonder how many people knew what spelunking was before Spelunky!

Re: My Steam Game Revenue Stats

#36
post #18

>the first month of Steam early access (15.06 to 15.07 June/July) This is very confusing

It's the euro DD before MM style of date writing.

Sure, but I think it's more that it seems incredibly rare to write month/day without year in strictly numbers. In almost all cases i would write 15 Jun/15 Jul. I can't think of anytime i would intentionally write 15.06/15.07. We all know this is a global world. We all know conventions vary. We should aim to make things intuitive, not make people guess which convention 06.07 is using.

Re: My Steam Game Revenue Stats

#37
post #16

Earlier quoted context omitted.

How is it confusing? 15th of June to 15th of July.

People in some countries are accustomed to using a very weird mm/dd date format, probably that's the case here?

Month day is not weird.

You should have mentioned something actually bad like month day year.

Re: My Steam Game Revenue Stats

#38
I don’t think the problem is that the game is a niche game, there are ways to break even with niche games and just copying what everyone else is doing is not exactly a receipt for success.

In my opinion these is what OP could have done differently:

- The game lacks (an obvious) unique hook. Just replacing coffee with mate is not enough of a hook for me, and I was raised in a family that drinks Chimarrão.

- $5 is too cheap for a niche game.

I think would help a lot if you check the Jeff Vogel advices on creating and marketing niche games. He has a lot insight on creating games that only a tiny amount of people want

Re: My Steam Game Revenue Stats

#40

Don’t downplay the value to you in fixing bugs, customer support etc. you’ll be better equipped when you release a title that is successful.

It's also easy to burn bridges by canceling early access games. The vast majority of people should stay away from early access games by default because of the risk that the game remains unfinished.

I've got a few "early access" games where the developer lost interest or disappeared. Most infamously Starbase DF-9, but I've got a handful of other games in my library.

Now, I'll wishlist them rather than impulse buy them and then reconsider it when it comes out of early access.

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