Dome Keeper is a game that grossed $1 mil within the first week of its launch. It seems impossible and unattainable. I interviewed the developers @BippinBits and @garnettlee from Raw Fury about how they pulled it off. Here are 7 actions they took that helped them get here.
#1 Learn game design (not by watching GDC videos) but by releasing small games. Over five years @BippinBits did game jams and published over 14 games. You can play all of them here: bippinbits.itch.io
#2 They practiced a Steam launch with a tiny game. Their goal was to sell $100 worth of copies and release quickly. They did just that. It wasn't a "hit" but it taught them so much about steam. That is not a "failure" store.steampowered.com/app/1409180/Of…
#3 Compare every tiny release and double down when one "hits" with an audience! Dome Romantik was a game jam game but got so many Ludum Dare reviews organically: 278. Look at this chart of their past jam entries. Dome sticks out! People LOVED this game even as a gamejam.
#5 Publish a demo as part of a festival (games of Germany) and keep it UP after to maintain attention: Streamers found it and the game design was perfect for them. They played a LOT of it. The streamer coverage earned of 40,000 wishlists in a single month. Demo up the whole time:
QUICK PAUSE: Getting 40K wishlists from streamers is not normal. I attribute this to having pre-tested the design on itch.io, having the experience of releasing lots of games, and sticking with it. Don't skip that step. You need to learn how to make "hookie" games
#6 Paid visibility! Raw Fury ran paid ads on several sites like Facebook, TikTok and Instagram. That helps! But if your game doesn't have that "magic" that was proven by their 40K month, those paid ads won't work.
#7 A publisher throwing their weight around: Raw Fury negotiated with Valve to secure a pre-purchase deal for Dome Keeper. Steam doesn't normally do this for indie games. But Raw Fury got Valve to do it and they estimated it earned an extra 100K wishlists before full launch
The community manager over at @PrismatikaGames shared this really great survey of games journalists about how they like us to pitch them games biggamesmachine.com/game-journalis… Here are the most interesting findings.... 1/
Journalists favorite way to find a story is through a direct pitch by the actual developer or publisher. 3rd best is from a PR agency: /2
Why do they pick some games? 1) Good fit for their audience (aka right genre) 2) Graphics and style of the game look good (an artist is worth their weight in gold 3) Game is from a known developer (Please, make more game everyone, don't quit if your first one fails).
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)