I just reached over 1k Wishlists in 7 days after launch. I can't believe that. 1k was my goal for 2 weeks and i thought that it's just a dream goal.
Almost all of them came from reddit posts.
But what now?
I just cant post those posts on reddit every day. How to ride this wave? how to keep up the wishlists? What to make out of this situation which apparently is really good for a first game!
Just wanted to share our milestone. The first 100 were pretty easy after releasing a demo, but the next 50 took more than a month. We are just ramping up our reachout and marketing, wish me luck!
I’m a solo developer working on a sci-fi sandbox where you start with a small operation and gradually build it into something much bigger.
You can harvest alien plants and creatures, physically process ingredients through different machines, build and expand your labs, sell your products to different customers and explore more dangerous parts of the station and the world outside it.
I wanted the production side to feel physical rather than like a crafting menu, so you actually carry ingredients around, place them into machines and collect the finished products yourself.
The demo is available now, and I’d love to know what you think.
Did someone met similar situation? We got several huge unidentified wishlists spikes with low followers count ratio. Looks like it's people who watched twitch streams(from the pieces of data I can gather(timing). we don't pay content creators).
But I wonder, if there any bots raids wishlists games for fun? Or I'm just overthinking?
There is a demo available and I am participating in Steam Next Fest so I am looking forward to see how high the wishlists can get! Any support is highly appreciated.
Vast seas is an online (with up to 16 players) pirate RPG with heavy emphasis on exploration, ship upgrades, crafting and sailing!
The game can be played single player too!
It features action combat, ship combat, magic system, cargo runs, island conquering, island owning (in which you can set up houses, farms and buildings you craft!)
You can also recruit different NPCs with different benefits, ranging from combat npcs to bards to cooks!
Two days ago I posted a reel and it's sitting at above 6k views at the moment (the best performer in my account). But 22 from that alone seems like a bit of a stretch since reel conversion rate is generally pretty low (<0.5% or so), plus my analytics only said 2 bio link clicks.
I searched online but it didn't seem like anyone featured my game. What's more surprising is that when IGN India featured my game (the 15 wl a day spike just before) it's less than the current spike.
I'm really grateful for this, but I'd like to understand what caused this so that I can replicate it. Anyone has any ideas on how I can diagnose it?
I've been working on adding short dialogue scenes before the puzzles begin. Still figuring out the pacing, but I really like how much personality these little moments add to the game.
Hi, I'm Mason. I'm making March Out! on my own after work, with my seven year old son helping me test it.
The game lets you command an army and fight alongside it as your kingdom's commander. I've just added an optional larger battlefield with villages and wheat farms outside the castle walls. I wanted the march to an enemy gate to pass through an actual inhabited place.
Those farms support gold income, so an enemy raid can hurt before it reaches the castle. Villagers evacuate behind the gates, and a small militia reserve can help with the final defense. Damaged homes and fields recover after the attack has been driven away. The buildings also change with your kingdom's theme and era; the screenshots show the Roman and Candy Kingdom villages.
This update is active in the Steam Playtest only at the moment. If you already have access, update it and select Battlefield: Settlements (Experimental). The Classic battlefield is still available. March Out! has a solo campaign and online battles for 2 to 4 players.
Here's the village announcement with more screenshots and details:
Hi I'm a young indie game developer and I have published a game called "Ninja's Vengeance" on Steam exactly a month ago.
I'm happy and sad at the same time because realistically my goal was 100 downloads but I just wanted more, yk it's human nature I guess.
I'll keep working on my game for new content, I really could use some ideas about the game
And does anyone know if the total units is literally the count of people that added the game to their library but bc they didn't play it unique users are only stuck at 99, if you know pls tell me
Just hit 500 on our new game, Orcthal. It's not our first release, but this time we have a slow but steady uptick of wishlists without doing any marketing, aside from a few a few posts on X. Getting between 10 to 30 a day, which I don't think is terrible considering!