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! ππππ§΅π§΅π§΅πππ
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.
While you are marketing game #1 and collecting organic wishlists, start working on game #2. Then when you are done with #2, don't release it yet. Start work on game #3. When any game reaches 5K - 10K wishlists, release it.
Option #2a - One advanced version of option #2 is to immediately make 3 shell Steam game pages while you develop all three games over the next few months. Make sure to cross link among the 3 games and setup a "franchise" in steam.
Option #3 - No free riders on Patreon. Many rapid release developers supplement their income with Patreon. The highest backers often get free keys to the games. This is a mistake!
You see The biggest backers are also your biggest fans. When you give them a free key you are taking away their most powerful ability: reviews. The reviews don't count if the game was unlocked via a free key.
The biggest backers are also your biggest fans. When you give them a free key you are taking away their most valuable ability: leaving reviews. The reviews don't count if the game was unlocked via a free key.
So think of other ways to reward your backers without giving them free keys. Explain to them how important it is that they buy and review your game. Hopefully they will understand. Consider names in credits, secret unlockable codes for in game items, and input in development.
Option #4 - Rapidly release, but roll them into one giant katamari of a game. Basically you Create one game on Steam that is an anthology game of all your rapidly release games into one single executable.
This works because you aren't fighting to get to 10 reviews with every new release. Also steam players like games that are frequently updated. Plus playtimes will be longer. You can also use visibility rounds for extra visibility.
Those are just some ideas on how you can rapidly release games and still surf the Steam algorithm to get free visibility. Remember by not following the rules that the Steam algorithm prefers (long dev and marketing times) you are missing out on free visibility.
If you have questions about all this I am actually going to have a live video Q&A where you can ask me anything and I will give you my honest opinion. It is going to be Tuesday August 31st at 9:30AM PST. Register here: mailchi.mp/25fc89eebc52/qa
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#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 π§΅π§΅π§΅ππ
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)
Do you ever fancy ditching your long-in-development game and just rapidly release lots of smaller games on Steam? It is called a "rapid release" strategy and it won't work. here is why ... 1/16 π§΅π§΅π§΅π§΅πππ
This official chart from Steam encapsulates the current algorithm. It compares the earnings of games released in 2018 vs 2019. The top two thirds of the scale earned MORE money and the bottom third of games made LESS money.
Basically this chart showed that the algorithm exerts downward pressure on games that are small and not expected to make much money. Basically Steam is working against games that aim to make in the low thousands of dollars. Marketing your game is like rowing up river.
Every 3 months I like to look at the top selling Steam games to see what the trends in Capsule design are. #indiedev#indiedevhour This is what I found π§΅π§΅π§΅ππππ
Clouds are so hot right now. Which is a nice thing. If you don't have the budget for a huge complicated piece of art, just throw some clouds behind your main character!
Last quarter guns were all on the diagonal. However, it seems this quarter, guns up (Except you Rocket Arena and Squad, get the message)!
Attention #gamedev and #indiedevhour lets talk about game genres and sales potential on Steam. Look at this chart. This is what genres the Steam player desires (oooh desireππ¦) Thread about this ...... π½π½π½ (1/10)
That graph came from devs sending me the num wishlists they got during the Steam Summer Festival. I crossreferenced that to genres. This thread is not how we should market-test every idea and all ditch our dreams to make the same genre. I just want you to know the odds:(2/10)
Knowing the odds will give you some sanity. It will tell you if you are in a risky category so you can tailor your expectations/development. It can tell you if it is wise to invest more in a game or cut features and see how it performs before spending another 6 mo on it.(3/10)