My Steam Game Revenue Stats
donislawdev.com
donislawdev.com
As an aside, me personally, I don't like early access games; I'd rather wait till the game is finished. I'm probably not the only one thinking like that. So I find it difficult to guess how different the sales projectory would be if it didn't have the "early access" status, but with any luck the creator will tell us once he has released V1.0 :)
Not a fan. I mean I get Betas and access to things say a month or so before launch. But not during active development.
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 text? Haven't used Steam in a while so I don't remember.
this is known as the 90-9-1 rule: https://en.wikipedia.org/wiki/1%25_rule_(Internet_culture)
My game sold about 20k units on Steam and has 165 reviews, so there’s one anecdotal point of data.
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.
Working on a game myself, but I'm nowhere near ready to put it on Steam yet, even on Early Access.
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...
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.
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.
Just because we all tried, doesn't mean we should all be rewarded and congratulated for trying. Results matter.
So, balance somewhere between the two is best.
Some people just want to make great games, don't care about getting famous, etc.; they're not wannabes.
Some people want to do a job, get paid; they're not wannabes.
Some want to be famous and rich, and have the chops to go with it; they're not wannabes.
@Karsteki, I don't think it's intended as an insult, it's more "being realistic, most people making games won't succeed because 'everyone' wants to succeed and most don't really have what it takes".
The OP of that "wannabe" comment could have finished the sentence without saying anything about wannabes and still get the same point across. So why bother calling everyone else who can't get their games paid wannabes?
Do we have any evidence that these wannabes are not "some people just want to make great games, don't care about getting famous"? What's wrong with wanting to become famous as a goal in the first place? Who decides who has the chops and who doesn't?
You simply can't unless you are objectively the best at something. The complexity in deciding what is objectively the best makes such efforts futile, and therefore everyone who thinks it's okay to call others wannabes is just conveniently glossing over the fact that they are also wannabes by someone else's standard.
Like, I get that those people believe they’re delivering the next divine gift, but…
How about dreamers?
I'm not saying 'feel bad', here... more along the lines of 'lower your expectations'. Unless you have a big publishing house backing you, marketing money being spent, your first title isn't going to be profitable... and that's before you consider the type of game it is.
I got even post about my other game stats: https://donislawdev.com/earnings-and-statistics-from-my-8-ga...
All released.
It's maybe too trivial for steam but there's certainly potential to make a game out of it. Add a timer. Add some multiplayer challenge. Add a power or two (dash forward). Make some levels to swim through in increasing difficulty and that's a definitive puzzle/platform game.
This article does serve as yet another good reminder though that platforms are where the money is and that making content is no way to make a living. Make your fuck you money first, THEN make content using the skills you developed along the way. You'll have something to make content about, too, having been out and about in the world to make your nut
Thorson isn't a good example here, because Celeste was only their 2nd commercial game, and their 1st was Towerfall, which was successful.
I'd say their expectations were pretty low, and despite that they've got a wonderfully positive attitude about the whole thing. Maybe don't be so quick to rain on that.
From the blog
"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 “failure” is something normal, it won’t affect me :-}"
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.
How did such a scene work? Did you have get togethers to talk about your Yerba Mate experiences? Are there Yearba Mate VIPs you worship together? Did you have Yerba Mate merchandise?
Also, I wonder how many people knew what spelunking was before Spelunky!
I think it may depend on your region. Obviously it is very well known in South America (I first became acquainted with it about 25 years ago after being friends with someone from South America who drank tereré, https://en.wikipedia.org/wiki/Terer%C3%A9, all the time), but now I see these, https://guayaki.com/our-product-family/, all over Whole Foods in Texas, so somebody must be drinking them here.
Tea Tycoon, I'd have to presume has been done? Otherwise, it sounds like something people would go for.
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.
In my opinion these is what OP could have done differently:
- The game lacks (an obvious) unique hook. Just replacing coffee with mate is not enough of a hook for me, and I was raised in a family that drinks Chimarrão.
- $5 is too cheap for a niche game.
I think would help a lot if you check the Jeff Vogel advices on creating and marketing niche games. He has a lot insight on creating games that only a tiny amount of people want
I'd like to know what the numbers are like for indie devs with their own twitch channel who constantly stream the development process, establishing a fan base throughout the year(s) of development before releasing on steam.
Being a game dev is akin to music, acting, whatever arts related.
It will cost blood, sweets and tears, full of ups and downs, and only an handful will manage to keep going at it their whole life.
Just like other arts, it doesn't mean people just give up, rather be aware it isn't just because they like playing on their games console every single day, that they will make it on the industry.
Discoverability and viewership numbers for game dev streamers on Twitch are really poor. Of course it can have value as a marketing initiative, but you can also grind that for months / years without seeing a significant effect on sales - the return on time investment is probably not great. Whereas getting onto the front page of Steam (as part of some seasonal event, for example) can do more for you in a single day than months/years of streaming or social media.
You're entirely correct about being featured/recommended, and there are ways to game the platform at your release to amplify these effects.
But my basic point stands; you can't just toss a game on Steam and expect good results.
Between the low barrier to entry on the store ($100) and engines like unity/gamemaker enabling basically anyone to have something to toss on the store, it's overflowing with shovelware. How many reskinned game engine tutorials alone are out there for sale as games? It's a complete mess.
I've been tempted to start streaming the development of my game on Twitch, but it's somewhat unnatural for me to do so (tried it a couple of times so far, been putting off doing it again for like four months now) ...but it also seems like one of the only ways to build an audience for your games ahead of time nowadays.
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.
I'm in a field in no way orthogonal to gaming, but I can attest myself that pushing though the moments I -wanted- to quit the most, were the moments that yielded the most amount of advantage to me. I knew I could go further, work harder, learn to be smarter, because I knew that I had persevered where most others would've called it quits.
Hopefully that's what they mean.
Almost none of them achieved success. Instead, they ended up burned, jaded and in a few cases even genuinely suicidal.
As someone else mentioned in the thread, the kid is clearly talented. He has released 10 games on five different platforms at age 22 with no assistance whatsoever. That is genuinely exceptional, and he is without doubt in the top 10% of game dev grads.
I'm not arguing that you should quit after one attempt either (even successful designers fail maybe 50% of the time) but it seems irresponsible to suggest 10 failures in a row are a sign of success to come and he just needs to eat shit for the next 5 years.
Far more likely than not, the repeated failures suggest that his talents would be better applied elsewhere.
At this stage what he needs to do is take a step back, stop seeking praise from other developers and instead focus on making a quality game he thinks users actually would want to play. Releasing games you know will fail doesn't teach you much, especially if it is your tenth one. Or he can pivot to becoming a gamedev influencer selling tutorials or monetizing views, if that is what he wants he is on the right track.
You can make good money selling your time, but maybe it's not about money for them? By all other measures this game was a great personal success. At this point the dev is competent and successfully releasing games, they just haven't been commercially successful. Now would be a terrible time to give up.
My advice would be to run out of options first, then go work at that "elsewhere". Once you get settled into a career it can be really hard to step back out into solo dev.
>Once you get settled into a career it can be really hard to step back out into solo dev.
I don't think that's true in and of itself. A lot of people struggle to adapt to the financial uncertainty of flying solo later in life, but that's only because they have a high-cost lifestyle and minimal savings.
I quit my day job last year, a few months before my first daughter was born, to run my online businesses full-time. The fact that my wife and I had saved huge chunks of our pay (100k+ in the bank), in addition to the fact that the businesses were already running at half-steam meant that the transition was stress-free and seamless.
Doesn't sound like sarcasm to me. This kid is going places.
Is this sarcasm? Because that's generally now how things work.
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.
But definitely not in early access and definitely not until it reaches similar quality/content.
If one tries to make a money grab as you suggest, gamers will obliterate the game with bad reviews. A few bad reviews and the game is doomed forever.
Just a small correction, "Yerba mate" is not the "coffee of south-america" Coffee is the coffee of south america,i.e. by far is a more popular drink. Mate is huge in Argentina/Uruguay and perhaps Paraguay , only regionally in Brazil and very niche everywhere else in the region. Coffee is as popular as it can be everywhere else in the world where the drink is liked.
Yerba matte is also popular in Germany (as in, "Club-Mate") so maybe OP can try some advertising there ;)
> New update = new bugs
> Poor graphic and sounds
I have to say the first two "features" aren't doing you any favors.
https://store.steampowered.com/app/1404560/Yerba_Mate_Tycoon...
The joke is misplaced. It has nothing to do in the official description of the game, among the first lines read by customers.
Personally I thought this was some sort of typo or weird expression, because the developer doesn't write English well.
[0] https://en.wikipedia.org/wiki/Mate_(drink)
[1] https://pampadirect.com/taragui-yerba-mate-classic-flavor-co...
[2] https://pampadirect.com/taragui-mate-cocido-ready-to-brew-ye...
Now, I'll wishlist them rather than impulse buy them and then reconsider it when it comes out of early access.
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.
I am not convinced these are overlapping markets. The Venn diagram probably looks pretty close to two independent circles. I play games on Steam and also own an iPhone. I never play anything on my phone, because it's a completely different experience. I think PC games and iOS games are both games in the same way as PC games and hide&seek are both games. That is to say we use the same term for them, but they're not at all the same in regards to what I'm looking for.
It's not just me either. This line of separation exists in my whole social circle as far as I can tell. None of my PC gaming buddies play mobile games and everyone I know that plays mobile games don't play PC games.
In my experience, a not insignificant percentage of avid players of said mobile game active on Discord are also players of PC/console titles. These players may not represent the mobile game market at large, but they are overwhelmingly moderate to big spenders compared to the F2P crowd out there, so I’d say they are a good representation of a slice of the more valuable market segment. So, yes, there’s an overlap, and I imagine “Yerba Mate Tycoon”’s addressable PC market would be even more likely to play a comparable mobile game than the average AAA action/shooter/etc. market.
On PC $5 is good price, not too low (like $1 or $2), not too high like $20-$30. Feedback from players mostly say, that the game price should be higher.
Why would you launch with a discount?
New niches appear every year though, like the VR market that's desperate for content.
Even big indie games don't pay for localizations, it's not worth it, selling 13-60k copies in xx country is hard.
Right now, the game is translated in 70% to Spanish by community. I know indie games that earned millions of cash, but still, they rely on the community translations.
I'm not extremely knowledgeable in the indie game business but as you seem to have a positive track record, getting a publisher might help you.
This is very confusing
You should have mentioned something actually bad like month day year.
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).
I don’t think the US resisting things is so mysterious. The US is a large country that largely defines its own culture (and exports that culture to the world). The average american isn’t going to switch systems unless they have a VERY good reason to. For the fields where it matters (ex. the sciences) they’ve largely already switched.