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My Steam Game Revenue Stats

donislawdev.com

91–100 of 172 posts

Re: My Steam Game Revenue Stats

#91

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.

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

The fact that you avoided using "wannabe" as a noun to describe yourself in that contrived example says a lot.

Re: My Steam Game Revenue Stats

#92
These numbers are actually promising. 400 sales in early access for a 'niche' game would open the door for a few publishers out there. And as it stands this game has momentum behind it, NOT an easy thing to accomplish.

And further more, the steam page has quite a few problems that are easily fixed and would drives sales in a positive direction. Add some streamer outreach to the mix and this could do well enough to fund their next game. Just perhaps not well enough to satisfy the developers ambitions. Yet.

I would love to have this momentum on my own (very) niche game. Its is also on early access, interesting premise, zero marketing budget, and so on. Its numbers are nowhere near as promising as Yerba Mate Tycoon. Its a rare thing to click with an audience and YMT has done so.

To the Developer, keep going. Keep that mindset of honouring your customers its rare in games and of value to the gamers. Spend more time on you store page and promoting, and release it. It will be worth it.

Re: My Steam Game Revenue Stats

#93

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.

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.

That's a mentality that broods on the internet and it's so counter-productive, you see it in all kinds of groups. Your car only producing 400hp not 1000hp? Lame. Not deadlifting 300kg? Not good enough. Not making 6 figures? Why even work!

I think it's because what tends to get 'promoted' on the internet is exceptional situations, I think people can get caught up in the thought that exceptionalism is all that's good enough. Spend enough time in real communities though and you realise that the world is full of people having a blast just doing their best, and that there are a million different ways to enjoy and be successful at different hobbies/careers.

Re: My Steam Game Revenue Stats

#94
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…

> Before the game launch, I knew that game will be a failure. I was expecting most sales from Latin America (low price), my all previous mobile games were a failure, wishlist number was low + in the first month of early access (outside of Steam) I sold 0 games copies. So, there were no success indicators. I got no problem with it, everything is running according to my plan, If my whole life is a failure, then a “fail…

This is a massive personal success for any indie-dev, and the fact that he keeps pushing makes me fairly certain he'll eventually make it to a profitability with a title eventually.

Re: My Steam Game Revenue Stats

#96
post #2

"In terms of cash, it was not worth it, if we count costs (without time) + taxes, then the “earnings” from those $632 will be lower than 0. I had lost the cash, the first month is mostly the “best” month of sales, so my next month’s sales will be worse and worse, maybe a few % of my first month. Someone might be curious why I’m still keeping early access, working on the game, to be honest, I don’t believe in some mag…

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.

He mentions knowing about regional popularity of Yerba Mate, I think he was fully content with making a niche game for specific areas.

Re: My Steam Game Revenue Stats

#97
post #47

Earlier quoted context omitted.

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).

You have to write text, but you can hide your review (friends only I think).

Re: My Steam Game Revenue Stats

#98
post #2

"In terms of cash, it was not worth it, if we count costs (without time) + taxes, then the “earnings” from those $632 will be lower than 0. I had lost the cash, the first month is mostly the “best” month of sales, so my next month’s sales will be worse and worse, maybe a few % of my first month. Someone might be curious why I’m still keeping early access, working on the game, to be honest, I don’t believe in some mag…

This type of niche game might actually be the exception where long-term sales are more than the initial sales. I would rather own this game than yet another clone of some overdone theme with similar sales up to this point.

Some reasons:

* If anyone were to search for such a game, this will be the top result by default, so there might be a trickle of sales over time that just doesn't stop.

* This game may trend on some relevant subreddit/twitter clique/forum and get later sales boosts from that.

* If you have a Yerba Mate blog or podcast, this is basically the only game you can even feature if you wanted to talk about something new.

My next step would be to make a spreadsheet of anything Yerba Mate -related that could possibly feature the game and contact them all.

Re: My Steam Game Revenue Stats

#99
I believe pricing is one of the most important decisions any business can make, and $5 does not make any sense to me.

You're probably betting that this is a niche game that likely will take you more time than its worth in sales: in that case, you need to increase the price as much as you can without it looking absurd in comparison to triple A titles, so maybe $30 or so.

If not much happens, you accept that there is no way any meaningful number of people will be interested in this game for the price of a steak dinner, so you go for the "penny crowd" instead: sell the game for $1 during a steam sale and get free attention from a >95% discount.

Ideally you can spend this in-between time fixing some bugs and just keeping the game "alive" so it doesn't look like a complete cash grab, but on the other hand you should never feel obligated to put your time into something that isn't, and likely never will, be paying you back.

Re: My Steam Game Revenue Stats

#100
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…

Annoyingly, the dev time travelled back and incorporated all that into their original article. I think they did it just to make your advice look pointless.
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