The hustle never ends.
Over the last month, we’ve done a couple of experiments in publicity. Starship Rubicon was in the Bundle Stars Trinity 3 Bundle, we run a couple of Steam Visibility Rounds, started releasing Steam Coupons, participated in the Steam Exploration Sale, and put out a demo. My notes ended up being longer than I expected, so I’ve split things up a bit. Here’s my take on how the bundle went:
I was going to write a standard postmortem — explain what we tried, show some stats, and pull out some lessons. I’ll do some of that later, but I think I’m starting to realize that any specific tips I can share is less important than something else I learned.
Steam traffic is a gigantic morass — having my game on the front page that first morning felt like timidly standing in the empty floor of the stock exchange moments before it opens. Suddenly, before I can take a breath, the wave of humanity hits. One million (1,000,000) views on the front page, Steam promises. It only took a couple hours. Store page clicks were two orders of magnitude lower than that.
Final sales? Two orders of magnitude lower.
WARNING : MASSIVE STATISTICAL GRAPH FLEET APPROACHING
I think our traffic graph speaks for itself. We had a huge initial surge (I assume from being on the front page of Greenlight for being “recently submitted”) which QUICKLY dropped off over the week as we moved further and further away from the front page. The later minor spikes came from exposure through Let’s Players and Twitch streamers (huge shout out to Stream Friends, Maris from GamerQuest, and many others).
Then came what is only known as the Dark Times, where we weren’t actively promoting it and were more-or-less sitting pretty at a steady ~40% of the way to the top 100. We were banking on getting more bumps down the line from doing some conventions and maybe a bundle. Then BAM! Out of the blue, Greenlit! So what on Earth happened??? Why did we get Greenlit when we did? Read on for our best guess:
This is for all of you one-man teams who want to get your project funded! I have decided to do a full disclosure on the statistics of the campaign.
:: STATS & COMMENTARY ::
Runtime: 29 days
I set my goal to the absolute minimum I needed to do the project. My expenses were low: I only needed to cover my own cost-of-living and I focused on backer rewards that were mostly free for me to fulfill (emails, beta tester status, adding backer names into the game). After doing the math, I was surprised by what a low number I needed- a lot of video game projects on the site ask for $10,000+. I guess there are perks to doing everything yourself.
Promotion: VERY little Continue reading