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My Steam Game Revenue Stats

donislawdev.com

41–50 of 172 posts

Re: My Steam Game Revenue Stats

#41
post #18

Earlier quoted context omitted.

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.

Day.month is the standard throughout most of Europe.

Re: My Steam Game Revenue Stats

#42
post #18

Earlier quoted context omitted.

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.

"rare" is subjective - I'd have written it the same way (DD.MM) if I were going to write those dates without thinking. The author is from Poland, and so am I. Old habits die hard.

Re: My Steam Game Revenue Stats

#43

Earlier quoted context omitted.

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.

Day.month is the standard throughout most of Europe.

And Latinoamérica.

Re: My Steam Game Revenue Stats

#44

Earlier quoted context omitted.

Tenth game, according to the post

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.

The other games seem to be mobile.

Re: My Steam Game Revenue Stats

#45

Earlier quoted context omitted.

Tenth game, according to the post

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.

1st published on steam. He published the other ones on google play it seems.

Re: My Steam Game Revenue Stats

#47
post #12

Earlier quoted context omitted.

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…

yes, you have to write a text for the review to count. I just looked into the reviews for this game and there are actually 30 reviews, but apparently not every review counts towards the statline on the main page (not exactly sure which).

Re: My Steam Game Revenue Stats

#49
In this day and age having over 400 actually paying customers is a lot! Even having 400 free users would be a lot. Now the question is - do they play the game ? Any number above 1% is good, so if there are 4 players spending a lot of time - it's a good sign. If possible ask them what they think is good about it, then update the marketing material to showcase what is good about the game.

Re: My Steam Game Revenue Stats

#50
post #46

Incredible progress he's making. Ten "failures" that he's learned tons from. He's going to be hugely successful if he keeps this up!

Sarcasm?

Can't speak for parent commenter, but there is a nugget of supreme wisdom in the remark nonetheless. Gamedev is notoriously punishing and mentally grueling. Pushing through these roadblock moments CAN lead to huge runaway successes if the market timing is right.

I'm in a field in no way orthogonal to gaming, but I can attest myself that pushing though the moments I -wanted- to quit the most, were the moments that yielded the most amount of advantage to me. I knew I could go further, work harder, learn to be smarter, because I knew that I had persevered where most others would've called it quits.

Hopefully that's what they mean.

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