I swear, Hugo has started flowing a river of pure knowledge with all these videos coming back to back. Thank you so much for working so hard for us Hugo.
Yup! I'm a huge fan of SplatterCatGaming and Orbital Potato, really great to watch those videos quickly and get a sense of the games that are coming out
Being in AAA, AA and indie and releasing a lot of games, I must say, all of the content with Chris and you combined is amazing to watch and learn from. Both of you come from a place where you want to help the indies with their games and marketing. Thank you and Chris for all of the content that has been given to us!
13:40 - thank you! My game has only 36 wishlists and I wanted to delay it for a year to polish it, but it won't make a difference. I will keep this time for me!
@@mmmnn1324 There is a playable demo. Hundreds of downloads, only tens of player lanched the demo. It's like me on Epic Store - downloading every friday the free game, without ever playing it :)
I was thinking about the numbers the coach mentioned, and they are probably not realistic for the majority of developers. I'll start this journey, and it'll likely take years to achieve even 1/10th of that, unless I get really lucky. The way he talks makes it obvious that he's just throwing out magic numbers, implying that if you buy his course, you'll achieve them. Just another course seller who probably knows something, and you might get some results, but only a tiny percentage, like 0.1%, will actually reach those numbers.
@@VictorAug I agree 100%. If you don't have friends-influencers or if you are not famous, then ... but now I will speak about 200k sales and how much money one famous game made promoted by famous influencers or made by famous devs ... ;)
Not sure if he will mention it, but releasing when a AAA game releases might be a good idea, since other AAA & AA will avoid that release window. so its just that one AAA+ bunch of indies competing for "upcoming etc"
Yup he did mention the example of Chillquarium which did exactly that, they released on the same day as Starfield and since a lot of indies intentionally avoided that date they actually ended up with great visibility
I would be legitimately interested in data for the percent of steam users playing GTA 6 when it launches on PC in 2040. Cuz if Starfield took 3.4% I can't imagine how much GTA 6 could grab.
I'm watching the free "How to make a Steam page" and the website isn't adapted to ultra widescreen, the video took just a bit more than half of the screen and I can't zoom out, I need to open the element inspector to the side of the page to fix it.
If release a game on monthly basis is viable for me, I'd do. Unfortunately I only have enough money to release a single game for an entire year. So I'll have to plan and spend time more wisely.
As someone who published a niche genre game and currently developing a roguelike, I can say that the difference is night and day. Both without lifting a finger the niche game got around 20k wishlists in a year while the roguelike gets like 0-2 wishlists / day. While Chris recommends making horror game, i guess because it's also a niche genre, what I don't understand is that is this the only way to success? I don't mean like being a multimillionaire success but just making a living doing this. I'm asking because he talked about numbers and how if you don't hit these or just hit the bottom then you should just give up and I get that but it was not clear to me if those numbers are for niche games and with or without marketing because I think even if you are making the best roguelike in the world you won't have good numbers without marketing because of how many games are out there on the market. What i'm trying to get to is, should I give up the game now that I see that the organic steam numbers without marketing are bad or should I try to send out the demo and market the game?
1:46:00 I am not sure its affordable to release 10 games that wont sell well on steam its a 1000$ investment 😅, maybe if its your first game you are selling and not the first game you finished at all you can do this without losing money. doing game jams is a risk free alternative to that, if the goal is to learn.
That strategy will indeed be dependent on how much $1000 is worth to you. Also keep in mind the fee is recoupable, so you only pay $1000 if your games make literally $0 If you can afford it then it's absolutely worth it since you get real world experience, as opposed to learning on Game jams where everyone is usually pretty nice, and then facing the very harsh very demanding Steam audience.
@CodeMonkeyUnity my issue is more that you threw the number 10 games. assuming you feel like you are ready and have the skill set to make commercial games then 1 or 2 practice steam games is probably enough before you start trying to make games that would sell😓, but don't take my word for it I am just asking.
Everyone is different so there's no specific number. Personally I made 40 Flash Games before I made my first Steam game which made a profit. ua-cam.com/video/0zscPf_U1VY/v-deo.html
yes, and if the games make you 50 $ from sales in a year each (= 500 $ net income from the sales of the 10 games in 1 year), you will waste time and money. P.S. I saw recently "Medieval Delivery" (released 17 sept 2024) and for ~ 30 days, the estimated copies sold are between 100 and 400 (estimation found on SteamDB). Very cute and good looking game (I really love the art style!), and still... The market is oversaturated, when you release a game, there are around 100 000 other games only on Steam.
@@CodeMonkeyUnity cool. That point Chris made hit me because it feels like the "new thing" is virality and what are good game ideas that will have a high chance of going viral, but this made me realise that it doesn't matter as u only get a small bit of the steam regardless, so the only thing that matters is how exciting your game is like what Chris said
I'm constantly trying to answer comments and questions every day, and in doing so I work way too much, so I can definitely admire his approach of setting limits to make sure work doesn't overwhelm him
heh the main thing is indeed just be aware that adding multiplayer adds tons of complexity to pretty much all aspects of the game. Then in technical terms players expect everything to work, so make sure the connection to join a game is super straightforward in terms of UX And multiplayer has the problem of "dead game" comments, so perhaps you might need some optional singleplayer or bot mode in case the game doesn't blow up
Getting a 10 second mention of the course for every 10 minutes of FREE awesome extremely valuable knowledge sounds like an excellent deal to me. Feel free to read his blog posts going all the way back to 2015 for free, the course simply sells convenience by condensing all knowledge in a single place.
I swear, Hugo has started flowing a river of pure knowledge with all these videos coming back to back. Thank you so much for working so hard for us Hugo.
Little tip: if you cannot play a lot of games for your research, listen to streamers playing these games, you'll catch some interesting stuff still
Yup! I'm a huge fan of SplatterCatGaming and Orbital Potato, really great to watch those videos quickly and get a sense of the games that are coming out
Being in AAA, AA and indie and releasing a lot of games, I must say, all of the content with Chris and you combined is amazing to watch and learn from. Both of you come from a place where you want to help the indies with their games and marketing. Thank you and Chris for all of the content that has been given to us!
3 videos with Chris ! Christmas in summer 🎉
Well, i was hesitating between a Q4 launch or postponing Q1 for the following year.. I have my answer :)
Very valuable content again, thank so much !
oh my God ! , Chris nailed it so good right to the point in this part 1:42:28-1:42:49
Thank You for sharing these Marketing Lectures with us.
It is Gold indeed 💯😁👍🏻
13:40 - thank you! My game has only 36 wishlists and I wanted to delay it for a year to polish it, but it won't make a difference. I will keep this time for me!
looks like a cozy game
@@mmmnn1324 There is a playable demo. Hundreds of downloads, only tens of player lanched the demo. It's like me on Epic Store - downloading every friday the free game, without ever playing it :)
@@mmmnn1324 You can download the demo and share the link to the game on the social networks :)
I was thinking about the numbers the coach mentioned, and they are probably not realistic for the majority of developers. I'll start this journey, and it'll likely take years to achieve even 1/10th of that, unless I get really lucky. The way he talks makes it obvious that he's just throwing out magic numbers, implying that if you buy his course, you'll achieve them. Just another course seller who probably knows something, and you might get some results, but only a tiny percentage, like 0.1%, will actually reach those numbers.
@@VictorAug I agree 100%. If you don't have friends-influencers or if you are not famous, then ... but now I will speak about 200k sales and how much money one famous game made promoted by famous influencers or made by famous devs ... ;)
Chris came through with the seven keys of Amtuzler 😎
Not sure if he will mention it, but releasing when a AAA game releases might be a good idea, since other AAA & AA will avoid that release window. so its just that one AAA+ bunch of indies competing for "upcoming etc"
Yup he did mention the example of Chillquarium which did exactly that, they released on the same day as Starfield and since a lot of indies intentionally avoided that date they actually ended up with great visibility
01:07:27 Noita is an AMAZING sandbox/roguelike
I would be legitimately interested in data for the percent of steam users playing GTA 6 when it launches on PC in 2040. Cuz if Starfield took 3.4% I can't imagine how much GTA 6 could grab.
It will definitely be a huge launch whenever it happens
This guy is so good on camera jeez.
Amazing interview! thanks for sharing
someone needs to make a story about amtoozler now
Awesome set of videos, very appreciated
U guys are marketing gurus, this was perfect thanks!
Now we just need someone to do this with the YT algorithm.
rise and shine mr freeman, rise and shine
I'm watching the free "How to make a Steam page" and the website isn't adapted to ultra widescreen, the video took just a bit more than half of the screen and I can't zoom out, I need to open the element inspector to the side of the page to fix it.
If release a game on monthly basis is viable for me, I'd do. Unfortunately I only have enough money to release a single game for an entire year. So I'll have to plan and spend time more wisely.
First, research the market and see how much money (estimation) the other games in the genre made in 1 year of sales and then deside.
I MISSED THIS FREAK
For as much as Chris says he hates the 7 keys of Amth’uzler, he LOVES talkin about them… 😂
Amazing content. Thanks !
As someone who published a niche genre game and currently developing a roguelike, I can say that the difference is night and day. Both without lifting a finger the niche game got around 20k wishlists in a year while the roguelike gets like 0-2 wishlists / day. While Chris recommends making horror game, i guess because it's also a niche genre, what I don't understand is that is this the only way to success? I don't mean like being a multimillionaire success but just making a living doing this. I'm asking because he talked about numbers and how if you don't hit these or just hit the bottom then you should just give up and I get that but it was not clear to me if those numbers are for niche games and with or without marketing because I think even if you are making the best roguelike in the world you won't have good numbers without marketing because of how many games are out there on the market. What i'm trying to get to is, should I give up the game now that I see that the organic steam numbers without marketing are bad or should I try to send out the demo and market the game?
Dude looks like a character in a cutscene in the thumbnails with that lighting.
1:46:00 I am not sure its affordable to release 10 games that wont sell well on steam its a 1000$ investment 😅, maybe if its your first game you are selling and not the first game you finished at all you can do this without losing money. doing game jams is a risk free alternative to that, if the goal is to learn.
That strategy will indeed be dependent on how much $1000 is worth to you. Also keep in mind the fee is recoupable, so you only pay $1000 if your games make literally $0
If you can afford it then it's absolutely worth it since you get real world experience, as opposed to learning on Game jams where everyone is usually pretty nice, and then facing the very harsh very demanding Steam audience.
@CodeMonkeyUnity
my issue is more that you threw the number 10 games.
assuming you feel like you are ready and have the skill set to make commercial games then 1 or 2 practice steam games is probably enough before you start trying to make games that would sell😓, but don't take my word for it I am just asking.
Everyone is different so there's no specific number. Personally I made 40 Flash Games before I made my first Steam game which made a profit. ua-cam.com/video/0zscPf_U1VY/v-deo.html
yes, and if the games make you 50 $ from sales in a year each (= 500 $ net income from the sales of the 10 games in 1 year), you will waste time and money. P.S. I saw recently "Medieval Delivery" (released 17 sept 2024) and for ~ 30 days, the estimated copies sold are between 100 and 400 (estimation found on SteamDB). Very cute and good looking game (I really love the art style!), and still... The market is oversaturated, when you release a game, there are around 100 000 other games only on Steam.
i would love to see how much Elden Ring took over steam's playerbase
Peak concurrents in the past 24h is 700k, that's a huge number but tiny compared to Steams 30 million concurrent active users.
@@CodeMonkeyUnity cool. That point Chris made hit me because it feels like the "new thing" is virality and what are good game ideas that will have a high chance of going viral, but this made me realise that it doesn't matter as u only get a small bit of the steam regardless, so the only thing that matters is how exciting your game is like what Chris said
41:10 He does not do 1:1 consulting, because he wants "passive" income via his courses.
I'm constantly trying to answer comments and questions every day, and in doing so I work way too much, so I can definitely admire his approach of setting limits to make sure work doesn't overwhelm him
Are there any devs with multiplayer experience that can speak on some do's and don'ts for the feature...please no "just don't make it" comments.
heh the main thing is indeed just be aware that adding multiplayer adds tons of complexity to pretty much all aspects of the game.
Then in technical terms players expect everything to work, so make sure the connection to join a game is super straightforward in terms of UX
And multiplayer has the problem of "dead game" comments, so perhaps you might need some optional singleplayer or bot mode in case the game doesn't blow up
@@CodeMonkeyUnity thnx
Buy my course every 10 minutes.
Getting a 10 second mention of the course for every 10 minutes of FREE awesome extremely valuable knowledge sounds like an excellent deal to me.
Feel free to read his blog posts going all the way back to 2015 for free, the course simply sells convenience by condensing all knowledge in a single place.
You get very good free advice, of course he needs to earn money.
If you don't like it, don't watch it.