Thought I should say something about the process.
It's really scary and there are many unknowns.
But it's simple. And depends on luck.
Just so you know I'm serious, here's a graph, before you read anything.
The Beginning
If you can remember, in May 2019 Winter Falling started as a silly little game about Game of Thrones!
Used Unity to make a quick game in 3 months.
It's not on the graph, no Steam page yet.
Can you defend Winterfell better than GoT screenwriters?
Results:
50k plays here on Newgrounds
75k plays on itch.io
Quite popular, some people loved it, joined the discord to give their ideas.
I decided to make it a full game.
Second Prototype
Took a year to make the second prototype. Expanded the core concept, I think I made it better.
Web prototype had a link to the Steam page. Some people clicked it!
I created a Steam page with GOD-AWFUL assets to gather wishlists. Low effort.
You have to pay Steam $100 for the privilage.
Results:
36k plays here on Newgrounds
48k plays on itch
86k plays on Armor Games
+1000 wishlists.
+1000 discord members. Same number, it's a coincidence , I know.
Youtube
Because the game was popular, Nookrium made a video. That's the second spike.
Very grateful for it. Had a chance to watch someone actually play the game and see what they think.
I make games on my own. Good to see a youtuber's thought process.
Despair
Then for 2 years the discord community was shrinking as I was rewriting the game from the ground up.
Huge mistake.
I experimented with A LOT OF STUPID MECHANICS.
Wasted so much time. The community had nothing to play for more than a year.
All that time I was extremely embarrassed of the slow progress and thought the game was really bad.
Eventually I updated the art assets on the Steam page. They look a bit better and the arrow shows a slight uptick in wishlists.
SteamNext Festival
October 3rd. I was late. The game was buggy. Had very little content.
For some reason people liked it!
Everything I had to do was to tick a box to be a part of it. And build a demo.
My favourite feedback!
Result:
3k demo plays
+1000 wishlists.
Retromation makes a video. Bonus boost during the festival.
I didn't contact any youtubers. Was scared the game was bad and not ready for the spotlight...
Money?
5000 wishlists. Theory says: 20% should convert first week. That gives 1000 sales first week. 3000 first year.
Steam takes 35%. I need to play taxes. Every copy is $10. I get $5. That means the game SHOULD give me $15 000 in 12 months. You might think it's a lot, but it's laughably small for a programmer.
Good news- that's good money in my poor region in eastern Poland on the border with Ukraine.
I can continue the development in the next year.
If the theory holds I won't have to look for a job next year!
Conclusion:
That's where we're at today. 3 years later. Polishing, making a new campaign and trying to be on time for the release.
I need to write these updates so people remember the game, I get asked often "what happened". Now you know!
When you're making your game prepare for despair.
It always starts hopeful and then you doubt your skills.
But the entire process is very simple these days.
And maybe someone will appreciate your game, like some people like Winter Falling.
Here's how Winter Falling looks today - https://store.steampowered.com/app/1285060/Winter_Falling_Battle_Tactics/
Thanks for reading!
Arek
HenryEYES
Very interestin!
Rarykos
Thank you! There's A LOT to talk about here, I feel like I'll need to write a longer post-mortem soon. It's so strange that a simple game can go from being a web toy to an actual commercial product, because of luck.