Hey!
I’ve released my first game called Felis 1 week ago on Steam.
Some general info, I started this platformer game it about 3 years ago, designed mostly for mobile, though I decided to experiment with Steam first, seems like a more active market than mobile.
I effectively didn’t market my game at all. Mainly because I have no idea how to approach reviewers, and get past their spam mails, LOL. They literally can’t take care of the 100s of mails they get imploring reviews.
My personal experience has been great. Steam users aren’t nearly as bad as they make them to be, though you have to be extremely humble and grateful for their good reviews and more so for their criticism. When a player criticizes your game, that is extremely valuable, it means that person likes your game enough to want you to fix it. Those who stay silent, probably just too dissapointed to ask for a fix, the thought of that is painful. So be grateful for criticism!
Sold 175 units so far, so I’m not calling myself a professional game developer just yet. But hey this is my first game ever. I’m yet to release on other platforms.
Sales behave as much as you expect. Start great, then plummet. Selling 5-10 copies daily.
Median played time is 20 minutes. A lot of people seem to get bored before 10 minutes of gameplay. Though I’m not heartbroken about that, I often do the same, even if I like a game (remember buying 30 games or so on humble bundle, all games I like, but just got a 10 min taste of each them, and saved them for later).
Some players do play for at least an hour, and apparently 5 players have player longer than 200 minutes.
Apparently there’s a lot of people who set the game on wishlist… maybe waiting that I make a discount sale. Which I will do as soon as Steam allows me too after release.
One small piece of advice, if you’re working solo like me, or your game is big or you’re not 100% sure it’s bug free, do release as Early Access. Even if not for possible bugs, if your game haven’t been heavily beta tested, expect players to ask for changes. This all seem more proper as an Early Access game, than players feeling disappointed at bad design or glitches on a fully completed game.
I will report back after 1 month or so. The main question here is… will this game sell at all after 30 days? or after 1 year? This is an extremely important question, because the key here seems to be able to overlap game profits, hopefully adding up to a relatively reliable “salary” that can allow you to do this full time, and finally call yourself a true gamedev.