Hi #gamedev#indiegames are you wondering if your Steam page traffic is normal? How much traffic should be converting? Is a 10% wishlist conversion rate good? I surveyed a bunch of games that appeared in the Steam Summer Festival 1 month ago and got some data ...👇🧵👇🧵📈📉📊
First. Details: Developers volunteered this data via a survey. In total, data for 56 games were submitted to me. There were 900 games in the festival. I reached out to developers who had very visible games. So take all that with a grain of salt when looking at "average" numbers.
Each blue bar in this chart is a game. The Y-axis is # of wishlists it earned over the week of the festival. A couple games ran away with it though. The Riftbreaker is #1 in this chart and earned over 41,096 wishlists that week. Not sure if it was #1 earner in the whole festival.
The Riftbreaker! Breaking hearts and breaking charts. The Riftbreaker!
Each bar in this chart represents a game and the number of impressions each one earned. Impressions are "capsule views". Those "cliffs" basically map to whether the game got a "featured spot" on the steam festival page.
The most "exposed" game was... The Riftbreaker again with 26,410,000 impressions. If you look at all the games I surveyed the median number of impressions was 1,566,578. 1.5 MILLION! Spend money on an artist who will make you a good capsule. Pay artists! Don't do it yourself!
If the shopper clicked a capsule they were taken to the game's store page. That counts as a "page view." Here is the chart of all the surveyed games and how many page views they got over the festival. Again, 2 big winners here. Ya one of them was The Riftbreaker.
The Riftbreaker!!!!!
If shoppers like your steam page and your game, they wishlist it. Because people gave me their wishlists I can figure out what the conversion rate was for every game. Here is what that chart looks like. Much more evenly distributed. And no! Riftbreaker was not #1. It was #17.
Study the steam pages for these games! They are doing something right! Some of them are super pretty but I think they all do a good job of knowing their audience and speaking to them. Good copywriting folks! Good trailers! Good screenshots!
All of these top 5 games converted at least 20% of their page views into wishlists. The median conversion rate for all 56 games was 8.9%.
What genres got the most wishlists in the Steam Festival? Strategy games! Here is the median number of wishlists earned by games in each genre. Also, awe... platformers :(
Ending this on good vibes: 78% of developers who submitted a game to the festival said they thought it was worth the effort.
That is it. I wrote up more analysis here including some extra analysis of a couple games that did really well even though they were not The Riftbreaker. howtomarketagame.com/2020/07/20/was…
Also, what the hell Riftbreaker?
Oh and 1 more thing. If you were in the festival and you got more WLists than the Riftbreaker, send me your data. Even if you didn't beat it and want to make sure I am more accurate, send me your data. You can even opt to keep your game name private. forms.gle/TaLZpaJWGy5pJG…
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Your game's first 10 reviews are the most important. Look at this: it's what happens to your game’s visibility after 10 reviews. They don’t even need to be 100% positive, just from people who have purchased it (free keys don’t count.) Here is why & what you can do about it 👇👇
WHY? Valve listened to us complaining about shovelware asset flips junking up the store! SOO. they set a threshold where newly released games get 0 visibility until they get 10 reviews. It worked and effectively smothers shovelware because they never get reviews.
Unfortunately, this little rule also filters out many small indie games. If about 1 out of 30 people review games, you need about 300 sales to reach that magic number. You need to work hard to get that 10.
When you launch your "coming soon" steam page you seem to get some free visibility and wishlists. But how many WL are normal? What is bad performance? What is super good? Lets examine this in this thread so you can compare your game 🧵🧵👇👇
I got wishlist data from 58 games of differing team sizes, scopes, and experience levels. Then I looked at how many wishlists they got in the first 2 weeks of being on Steam. Average earned in first 2 weeks: 1008. Median earned: 149
After looking at every game in my survey I broke them into 4 tiers:
😟Underperforming (25 – 148 wishlists)
😐Natural visibility (150 – 269 wishlists)
😎Great hook / great marketing (270 – 965 wishlists)
🤑Top tier (1000 to 90,000 wishlists)
#gamedev I posted the recording of my live Q&A from yesterday. You can watch it free as part of my howtomakeasteampage.com class. Just log in/signup, scroll down to "Bonus" and click the August QAs part 1 and 2. I thought I would share a couple of the best q's here 🧵🧵🧵👇👇
Q: Should I have 1 twitter account for my game and 1 for my studio? A: NO! It is hard to build up a following 10x harder doing it for 2 diff accounts. Building a following is like a snowball that you roll across games. So just make a studio account and theme it to your new game.
Q: My Daily wishlists are stuck at 1-2 / day, help? A: 1) Change tags. 2) Reach out to friends and ask them to link to your game from their steam page. 4) Post more consistently on #screenshotsaturday and other tags associated with your game. 5) Run ads
Hey #gamedev in just under 1 hour 30 minutes I am doing a LIVE Q&A over on my discord answering your questions about how to market your PC Steam game. I am going to answer viewer questions, review steam pages submitted by viewers. It is going to be very fun (smiling emoji)
So in a previous thread I wrote how it is VERY VERY hard to battle the algorithms and release a lot of small games on Steam. It is hard but not impossible. Here are some ways you might make it work! 👇👇👇🧵🧵🧵👇👇👇
Option #1 - It is your first game so F#$@ the algorithm! You have never released a game before. Who cares about getting visibility? You are just trying to figure out the miracle of releasing a game that is fun. Just don't quit your job first. Just try to learn game development.
Option #2 - Make the game fast but don't release it right away! There is no law that says you must release your game the moment you finish development. Instead spend months collecting wishlists organically, applying to shows, sharing it with streamers and on reddit.