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My Steam Game Revenue Stats

donislawdev.com

51–60 of 172 posts

Re: My Steam Game Revenue Stats

#51
post #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.

I agree. And actually shipping a game that anyone will pay for puts you in very rare territory. The world is full of game designer wannabes.

Re: My Steam Game Revenue Stats

#52
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?

He's 22, has a great attitude and work ethic, and has shown remarkable resourcefulness in releasing this game as a commercial offering (presumably running the operation by himself).

Doesn't sound like sarcasm to me. This kid is going places.

Re: My Steam Game Revenue Stats

#53
post #10

The 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 before Hotline Miami or Thorson made/released before Celeste, etc. Because...well, because they failed

This article does serve as yet another good reminder though that platforms are where the money is and that making content is no way to make a living. Make your fuck you money first, THEN make content using the skills you developed along the way. You'll have something to make content about, too, having been out and about in the world to make your nut

Re: My Steam Game Revenue Stats

#54
post #29

Earlier quoted context omitted.

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!

> Yerba Mate scene How did such a scene work? Did you have get togethers to talk about your Yerba Mate experiences? Are there Yearba Mate VIPs you worship together? Did you have Yerba Mate merchandise?

His scene seems to have attracted a sardonic detractor, so I’m inclined to believe it actually is real.

Re: My Steam Game Revenue Stats

#55
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…

I forget where I read it, but you usually won’t be too far off the mark if you multiply review count by 100. This won’t tell you revenue of course, but it gives you an idea.

My game sold about 20k units on Steam and has 165 reviews, so there’s one anecdotal point of data.

Re: My Steam Game Revenue Stats

#58
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?

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.

Re: My Steam Game Revenue Stats

#59
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.

Oh, if the author just wrote DD.MM it's fine. I just don't understand why he wrote "June/July" afterwards.

Re: My Steam Game Revenue Stats

#60
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?

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.
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