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My Steam Game Revenue Stats

donislawdev.com

81–90 of 172 posts

Re: My Steam Game Revenue Stats

#81

Earlier quoted context omitted.

Why are they wannabes? I don't understand why you would insult people who are trying to put out a product but failing.

There's a lot of low-quality Unity games on Steam, largely because they automated the new game system so that all it takes to publish a game is paying $100. There are some legitimate game designers putting in effort, but some 'publishers' have hundreds of these games and are often just copies of each other but with different assets.

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.

Re: My Steam Game Revenue Stats

#82
post #68

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.

It has flaws but it’s not “insane” or entirely illogical, it’s very clearly based on the way dates are spoken and written in English, ex. “Today is July 23rd, 2021”.

The reasoning is clear as day. However, even the English themselves do not use this broken format: https://en.m.wikipedia.org/wiki/Date_format_by_country

The US always seem to resist sensible things when it comes to units and formats: it is a mystery to me why they are so attached to imperial units, when the rest of the world sans Liberia and Myanmar are using metric units (and Myanmar planned to leave this shameful club before the recent coup).

Re: My Steam Game Revenue Stats

#83
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?

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.

Re: My Steam Game Revenue Stats

#85

Earlier quoted context omitted.

There's a lot of low-quality Unity games on Steam, largely because they automated the new game system so that all it takes to publish a game is paying $100. There are some legitimate game designers putting in effort, but some 'publishers' have hundreds of these games and are often just copies of each other but with different assets.

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...

Re: My Steam Game Revenue Stats

#86

Earlier quoted context omitted.

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.

Why are they wannabes? I don't understand why you would insult people who are trying to put out a product but failing.

It’s when the product is so bad that any objective observer would skip it.

Like, I get that those people believe they’re delivering the next divine gift, but…

Re: My Steam Game Revenue Stats

#87

Earlier quoted context omitted.

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.

Why are they wannabes? I don't understand why you would insult people who are trying to put out a product but failing.

I don't think of "wannabe" as a particularly savage insult. I wannabe a beautiful singer, but I am not.

How about dreamers?

Re: My Steam Game Revenue Stats

#88
I threw $5 your way because I wanted to support you. That said, some feedback:

1. The price is too high. I'm sorry, I know this sounds cheap at $5. But you're competing with the entire world of iOS games. For free, I can get endless kinds of games like this, but with in game purchases. Some of those, like Cardinal Quest 2, are actually amazing and the ingame purchases don't get in the way at all.

I think if you priced it at $2 you might get more revenue in the long run.

2. I don't know what the hell a Yerba Mate is. It does say in the description that it's some kind of coffee, but I honestly had to force myself to buy this. I'd rather buy a coffee than a game about coffee.

I feel guilty saying these things, because I don't know if my feelings here are representative or not. Maybe a lot of people feel that $5 is the right price point and that a game about coffee management is compelling. Either way, I want to support gamedevs, so I might try playing this just for kicks.

Re: My Steam Game Revenue Stats

#89
Not sure if it has been mentioned yet, but I think the main reason why this title failed is the title. Most people probably never heard of "yerba mate", so to them, the title sounds like some kind of weird mating simulator.

You can verify this by comparing the sales by country to the number of searches for the term "yerba mate" by country: https://trends.google.com/trends/explore?q=yerba%20mate The distributions are very similar.

Re: My Steam Game Revenue Stats

#90
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/

Steamdb uses 1.5-5% not 5-15%.
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