Tips I could give you from my experiences making 16 games on steam: 1. Better games don't always sell more, fun games do. My best sellers took a few weeks or days to make. 2. Low price is not a bad idea as it makes it more accessible, and kids have money from their csgo skins, praise valve 3. You don't need to update to use visibility rounds, but it can help
I agree on point 1. I've seen so many games with very well executed but boring mechanics and then there are games that look like school programming projects but are incredibly fun and original. I'd rather spend money on tha latter!
Thanks for posting this friend! I just launch a game on Steam to a resounding thud. I fully expected and embraced this result. My first game is just a learning experience. I'm hoping to do better whenever I make my next game. Thanks for the tips!
Aww man, yeah it definitely doesn't feel great even if you kinda expect it haha but there is a lot that you learn once you do it (like all of the stuff besides just making the game) thats worth it just for learning experience. Though I will say its not all over just from the initial sale. I'd say maybe about 30% of the total sales I've gotten were from the beginning and the rest were from taking advantage of steam sales and just talking about it to people and you can always update it for more visibility rounds. Good luck with that and the next one though! 👈👈🤖
That is the best thing about failures and mistakes because they are the best teachers in life for you to improve. You are ahead than most people who are scared to fail and make mistakes, and don’t see failure and mistake as an opportunity to learn and improve.
Awesome video! These are some really good tips. I will definitely keep them in mind when starting my steam page. Also thanks for sharing the data on the wishlist and how much profit and cost was involved. Those are some valuable information. Anyway, Keep it up! :)
Thanks for sharing bro. Im in school full time making a c++ game from scratch and good lord it is so much work. Congratulations on getting thru this epic process TWICE!!!
Interesting video, thanks for the information! Ads work! (says someone that dropped $100 on ads and got nothing) What I've learned is that 1) they work - otherwise why would people pay to have them there all the time? 2) we need to make better copy/creative/whatever the ad contains to make it enticing for people to click. Also, picking the right audience is crucial. Imagine selling a racing game to a FPS audience.
Yeah I agree that ads can work (large companies use them so why not indie devs) the difference is that most people who make an indie game want a quick way to promote their game and that sort of idea leads to people spending money on ads and getting nothing in return. I think a lot of people spend 99% making their game and try to spend 1% on everything else including marketing and promoting their game and I think that is really what I wanted to say is that if you aren’t willing to do a ton of research and put a lot of effort into the marketing then it probably is best to avoid putting your money into ads. For me i created this channel as an alternative option, making devlogs and getting people interested in the games in my opinion is 100% better than giving someone just an ad, it also lets people see the game and as a dev you can use the feedback to adjust the direction. So I think it’s important for people to weigh all of their promotion options whether it is ads, a yt channel, twitter, Instagram, or a combination of everything 👈🏻👈🏻🤖
is funny how everyone else get's paid except for the developer the one who actually made the game! the system is clearly broken and design to keep you broke!
If I had the money to afford internet (I don't have any at home) I would stream my game creation, it's a 3D rpg with a diablo like movement system. I find I sometimes go a day or two without doing anything on it then I'll do a day of work. I just lose motivation so fast without being able to share my progress with people.
I think at least 2 months but ideally I think having it up for about 4-6 months and during that time drive people to your page through social media stuff
I think it was easier to build wishlists a few years ago. It seems harder now more than ever, I would probably say the biggest boost to wishlists would be to sign up for a Steam Next Fest when your game is ready to be played as a demo (and released as close as possible to the next fest date). Don't follow Steam's guidelines for streaming, stream at 720p with 2000-3000 bitrate since their servers get hammered during Next Fest and all other dev streams will lag during Next Fest and won't work, a lower quality stream is better than none at all. Make your two stream slots the best you possibly can (expect 1000-2000 concurrent viewers if you have a good stream). Stream as much as you can for the entire Next Fest (Even if it isn't part of your stream slot time). Other people on youtube/social media generally will build their wishlists over years which works too but if you are trying to develop a game within a year its a lot harder. This might be a hot take but I don't feel like devlogs work (they generally will just advertise your game to other devs and devs don't buy games) the only exception is if you get lucky with the algorithm so sometimes people will get like 20k subs on their channel with a single devlog (or your devlog lasts years which seems to work ok too).
I'm a full time software developer, but I do want to make a game. I made an OpenGL game back about 13 years ago in a graphics class at college. If I do get a game made, I'd consider trying to get ahold of some UA-camrs that make a living off recording themselves play games and giving them a free copy. But my main concern about making a game to sell its that I know nothing about being self employed. No idea how to make a company or if I would even need to make a company. The business side of things is what has made me not seriously consider doing it. Any advice on that end of things? I'm in the USA by the way. In Texas.
Business wise you have a few options. If you want to make a “real” business most peoples first choices would probably be an LLC, they are easy to set up and are good at protecting you from your business liability wise. If you just want to make and sell indie games, by far the easiest company type would be a Sole Proprietorship, as long as you don’t have any employees this is probably the easiest one to file taxes for, you generally don’t have to register anything depending on states and your company is automatically just your name. So you could probably just sign up on steams developer portal, and under taxes choose sole proprietorship, use your name and tax info and you’re done. Protection wise they aren’t as good though (Your company is essentially yourself so if your company gets sued you can become liable) Those two would probably be the ones to go for. Also disclaimer I’m not a tax professional or real business person hah. As far as making a living. This is probably every indie devs dream, it’s not unachievable but I would probably start first by making a small indie game and going through the process to sell it on something like steam before just jumping full on into it
@@Blekoh Thanks for the info. I'm a bit far from having a game complete. I'm still going through Vulkan tutorials. The game I made years ago was just OpenGL, but after reading up on it, I think I'd rather go with Vulkan. I have plenty of ideas rattling around in my brain though. I just need to force myself to sit and code even if I don't feel like it after coding at work all day.
The ads did increase the wishlists/sales but not by an amount that it paid off to use them. I got a lot more wishlists by just having my store page up for a longer period of time (people just clicking from the upcoming games section and also from using the steam curators pre-launch to get a few people to talk about the game) and for wishlists when you launch the game it sends out an email to tell the person your game is launched which has a pretty good conversion rate
Hmm, your calculations are not exactly correct. First steam takes 30%. Then returns/charge backs and vat means you lose another 20% give or take. So if your gross revenue is $100, you end up with 100*0.7*0.8 = $56.
In the video I said I didn’t include tax since it depends on where people live (Our sales tax in the USA is different than European countries) also depending on the currency people used it costs a different amount. But anyway for the exact amount after all taxes and everything as reported by steam: Kiro: $218 USD Beardy: $237 USD (The outcome is the same, they aren’t good lol)
I used to stream regularly so many of them came from that, the others mostly came from steam. When you launch a steam store page, the closer your release date is the higher up in rankings you show up in steam’s upcoming games list. So a lot of wishlists came days before I released the games :)
Why is the first week such a big slice of the total revenue of a game? I read that week one tends to comprise 20% of all revenue of the entire first year. Does the Steam search show the game a lot more in the first week of launch?
The first week is usually the biggest week for a few reasons. 1.) All the people that wishlisted the game get an email telling them the game was released so you get some purchases from them 2.) Steam pushes out the game in the different lists for recently released games and different search results 3.) Leading up to the release the game is featured in the upcoming games list which you generally start getting wishlists from being there 4.) You tell all your friends you released a game and they pity buy it lol There’s probably more but those are some of the reasons 👈🏻👈🏻🤖
Hi. Do you know if I put a game on a platform like appstore and people can buy it there or people can buy extra things in the game. Will I have to keep the game there on appstore forever? You know, so that people always have access to their product. Can I not remove it again if I five years from now dont want to pay appstore for having it there anymore. Or can i run into legal problems if I remove it later
You might want to check out Chris Zukowski. He has several courses for indie game marketing and writes a lot on the subject. I think his website is called how to market an indie game
Thanks for sharing, it's helpful to see your experience and tips. I am trying to build an audience for my UA-cam channel where i share my journey to create my visual novel game and art making ☺️
Alright so let's get to the basics. It's not very profitable, as there is probably gonna be very little demand. You're gonna need to attract attention to the game, this is done through advertising, either advertising through someone else or through yourself (on your UA-cam channel, for example) Thats why popular youtubers are able to make a good amount of money from creating products, as they already have a way to advertise it and an audience. other factors need to be considered too, players don't treat all games equally, the games they play must be up to standards in every way possible.
Well for my case I just make games by myself (as an individual) but in general it just means a game made by an individual or small team usually without funding and/or a publisher
those 100€/$ that steam now askes is stupid, if I'm not mistaken you have to pay for every single game... the older system was way better for devs, this is just good for actually big companies... to bad bots make valve opted out for a money transaction to verify insted of just blocking the bots accounts -.-
#6 Dont hide your game.. I was going to check out the game. but there is no link or any information in the description or your channel. now that there is too much effort for me to look it up..
The mechanics of the Strong Arm game but the graphics make it seem like a less quality game than it is. Maybe it would have been better to get help with graphics nicer 🤷♂️unsolicited advice from someone who never shipped a game
in hte past in whatever 2006 till 2013 i made a lot of music for fun .. only paid me like 200 dollar.. ... I tell this because i got lucky i dont have to work because of parents and stuff but life is hardcore. Someone who learn a bit and become dentis make lik 200k a year just doing what they love.. makes no sense doesnt it I gotr lucky i get a base income too
Time is money man. If you spent 1 hour every day for a year, that's 365 hours of development time. You probably want to give yourself a good hourly rate of $50-60. That means you start making 'profit' after your game makes at least $18.250. Everything below that is basically a loss.
Yeah It would definitely be cool to make a livable wage making games. For now I just make money at my normal software engineering job and do game development as a hobby. I try not to think of not making money on a game as a loss because each game I make I learn a lot about what will work in the future and what won’t 👈🏻👈🏻🤖 (copium)
@@Blekoh Ah nice, I'm in the same boat :). In that case it's nice to get extra money. And with each game, you learn what works indeed. So maybe your third game will make $1000. And the fourth $10.000. Most important thing is that you enjoy making them!
I know people don't like to hear this, but a video game is a product just like anything else you would sell. You have to be good at marketing if you're in it for profit, there's no way around it other than sheer luck.
you are not in loss , you made enough out of those shit games, why would i pay for a game whose assets are so messed up , you can't make an arm look like a muscular arm , wth are you charging for and that too 7 $ bruhh you lucky you made those 300-400$ games don't make money , good games do and making a game is not hard , i can make it in a month or two but making a good game is hard :( anyways nobody knows what will work out and what don't
@@Vizzu sometimes people can't see past their own nose. Totally agreed, 2d games have their place and aren't going away anytime soon and are often a lot more challenging to make than 3d.
Always interesting to see real numbers! It's kind of sad to see that it's so hard for indie devs to make a living from games. (Universal Basic Income when???) I've also heard that it takes 10 reviews for Steam to really show your game to people, so maybe once you reach those 10 reviews sales are going to go up? Idk though, Thanks for sharing! :)
It takes 10 reviews for steam to decide if it is a positive or negative game (based on those 10 ratings). My game KIRO reached that and made positive and it definitely sells a lot more copies haha
This isn't meant to be an insult to the dev here, but both those games look very unpolished compared to higher selling indie games. The UI of the second game literally uses some kind of Arial looking font. The developer might have had content and put in hours, but the quality reflected in the sales totally makes sense. So I don't really understand why it's sad to see that it takes more than that to make sales
@@TheWeen344 I was addressing the original comment's first point: "it's kind of sad to see that it's so hard for indie devs to make a living from games"
Tips I could give you from my experiences making 16 games on steam:
1. Better games don't always sell more, fun games do. My best sellers took a few weeks or days to make.
2. Low price is not a bad idea as it makes it more accessible, and kids have money from their csgo skins, praise valve
3. You don't need to update to use visibility rounds, but it can help
I absolutely agree on the first point you've made there. Most of the indie games are pretty much low quality but hella fun!
better game is suppost to be fun
@@zakajusyt9483 "better" isn't defined by fun or sales it's defined by the creator. Something any developer should understand.
I agree on point 1. I've seen so many games with very well executed but boring mechanics and then there are games that look like school programming projects but are incredibly fun and original. I'd rather spend money on tha latter!
which games have you made?
Finally someone made a video being real about how steam launches usually goes
i feel like they usually make less
Finally? Their are hundreds of videos like this.
Usually they are I was so successful.
Thanks for posting this friend! I just launch a game on Steam to a resounding thud. I fully expected and embraced this result. My first game is just a learning experience. I'm hoping to do better whenever I make my next game. Thanks for the tips!
Aww man, yeah it definitely doesn't feel great even if you kinda expect it haha but there is a lot that you learn once you do it (like all of the stuff besides just making the game) thats worth it just for learning experience. Though I will say its not all over just from the initial sale. I'd say maybe about 30% of the total sales I've gotten were from the beginning and the rest were from taking advantage of steam sales and just talking about it to people and you can always update it for more visibility rounds. Good luck with that and the next one though!
👈👈🤖
That is the best thing about failures and mistakes because they are the best teachers in life for you to improve. You are ahead than most people who are scared to fail and make mistakes, and don’t see failure and mistake as an opportunity to learn and improve.
I love that you shared this info.So nice to get some insight into the whole process.Thanks for sharing
Thank you for making this video!
Awesome video! These are some really good tips. I will definitely keep them in mind when starting my steam page. Also thanks for sharing the data on the wishlist and how much profit and cost was involved. Those are some valuable information. Anyway, Keep it up! :)
Good luck on your game!
Very cool! thank for this information and good luck!!!
these are actually useful tips thank you
Thanks for sharing bro. Im in school full time making a c++ game from scratch and good lord it is so much work. Congratulations on getting thru this epic process TWICE!!!
Good luck doood 👈🏻👈🏻🤖
pretty insightful vid, thank you
also pretty chill delivery, i subbed
Interesting video, thanks for the information!
Ads work! (says someone that dropped $100 on ads and got nothing) What I've learned is that 1) they work - otherwise why would people pay to have them there all the time? 2) we need to make better copy/creative/whatever the ad contains to make it enticing for people to click. Also, picking the right audience is crucial. Imagine selling a racing game to a FPS audience.
Yeah I agree that ads can work (large companies use them so why not indie devs) the difference is that most people who make an indie game want a quick way to promote their game and that sort of idea leads to people spending money on ads and getting nothing in return.
I think a lot of people spend 99% making their game and try to spend 1% on everything else including marketing and promoting their game and I think that is really what I wanted to say is that if you aren’t willing to do a ton of research and put a lot of effort into the marketing then it probably is best to avoid putting your money into ads.
For me i created this channel as an alternative option, making devlogs and getting people interested in the games in my opinion is 100% better than giving someone just an ad, it also lets people see the game and as a dev you can use the feedback to adjust the direction. So I think it’s important for people to weigh all of their promotion options whether it is ads, a yt channel, twitter, Instagram, or a combination of everything 👈🏻👈🏻🤖
@@Blekoh Channels work too, for marketing. That's if they get picked up by the algorithm.. :(
I haven't cracked it yet on youtube still trying
@@RedefineGamedev Yeah youtube can seem pretty harsh sometimes lol
is funny how everyone else get's paid except for the developer the one who actually made the game! the system is clearly broken and design to keep you broke!
It's about the player enjoying the game, it's not graphics or anything it's fun and playability.
This deserves a sub!
Ayyy thanks 👈🏻👈🏻🤖
Thank you!
Wow you're experience is great for me i need to more invest on my game .
Did most of your wishlists came from social media? What were the other "free ways" you mentioned to market the game that were successful for you?
If I had the money to afford internet (I don't have any at home) I would stream my game creation, it's a 3D rpg with a diablo like movement system. I find I sometimes go a day or two without doing anything on it then I'll do a day of work. I just lose motivation so fast without being able to share my progress with people.
cool delivery
Good stuff to know 👍
👈👈
How long do you consider enough time to publish the game once the Steam page is launched? Thanks for the video
I think at least 2 months but ideally I think having it up for about 4-6 months and during that time drive people to your page through social media stuff
Dude, that's many times better than my game. I released Bugged Out on Steam about a month ago, my total revenue to date was only $15.
Maybe do more marketing, bro.
thanks for sharing!
Thanks for sharing your experience it may save people's lives literally
How do you build a wish list for free? only social media posts? Can you share what was successful for you?
I think it was easier to build wishlists a few years ago. It seems harder now more than ever, I would probably say the biggest boost to wishlists would be to sign up for a Steam Next Fest when your game is ready to be played as a demo (and released as close as possible to the next fest date). Don't follow Steam's guidelines for streaming, stream at 720p with 2000-3000 bitrate since their servers get hammered during Next Fest and all other dev streams will lag during Next Fest and won't work, a lower quality stream is better than none at all. Make your two stream slots the best you possibly can (expect 1000-2000 concurrent viewers if you have a good stream). Stream as much as you can for the entire Next Fest (Even if it isn't part of your stream slot time).
Other people on youtube/social media generally will build their wishlists over years which works too but if you are trying to develop a game within a year its a lot harder.
This might be a hot take but I don't feel like devlogs work (they generally will just advertise your game to other devs and devs don't buy games) the only exception is if you get lucky with the algorithm so sometimes people will get like 20k subs on their channel with a single devlog (or your devlog lasts years which seems to work ok too).
@@Blekoh thank you for your great answer
I made a Goku/Pikachu game. It was FUN making a video for it and enjoying creating the game!
I'm a full time software developer, but I do want to make a game. I made an OpenGL game back about 13 years ago in a graphics class at college. If I do get a game made, I'd consider trying to get ahold of some UA-camrs that make a living off recording themselves play games and giving them a free copy. But my main concern about making a game to sell its that I know nothing about being self employed. No idea how to make a company or if I would even need to make a company. The business side of things is what has made me not seriously consider doing it. Any advice on that end of things? I'm in the USA by the way. In Texas.
Business wise you have a few options. If you want to make a “real” business most peoples first choices would probably be an LLC, they are easy to set up and are good at protecting you from your business liability wise.
If you just want to make and sell indie games, by far the easiest company type would be a Sole Proprietorship, as long as you don’t have any employees this is probably the easiest one to file taxes for, you generally don’t have to register anything depending on states and your company is automatically just your name. So you could probably just sign up on steams developer portal, and under taxes choose sole proprietorship, use your name and tax info and you’re done. Protection wise they aren’t as good though (Your company is essentially yourself so if your company gets sued you can become liable)
Those two would probably be the ones to go for. Also disclaimer I’m not a tax professional or real business person hah.
As far as making a living. This is probably every indie devs dream, it’s not unachievable but I would probably start first by making a small indie game and going through the process to sell it on something like steam before just jumping full on into it
@@Blekoh Thanks for the info. I'm a bit far from having a game complete. I'm still going through Vulkan tutorials. The game I made years ago was just OpenGL, but after reading up on it, I think I'd rather go with Vulkan. I have plenty of ideas rattling around in my brain though. I just need to force myself to sit and code even if I don't feel like it after coding at work all day.
Thanks for sharing. This is super interesting. Do you think the advertising helped increase the wishlists and sales at all?
The ads did increase the wishlists/sales but not by an amount that it paid off to use them. I got a lot more wishlists by just having my store page up for a longer period of time (people just clicking from the upcoming games section and also from using the steam curators pre-launch to get a few people to talk about the game) and for wishlists when you launch the game it sends out an email to tell the person your game is launched which has a pretty good conversion rate
How do I launch the game? I try to do it but my page is not live no idea how to do it
Good stuff, have definitely made some of the same mistakes as you lol
👈🏻👈🏻🤖
Hmm, your calculations are not exactly correct. First steam takes 30%. Then returns/charge backs and vat means you lose another 20% give or take. So if your gross revenue is $100, you end up with 100*0.7*0.8 = $56.
In the video I said I didn’t include tax since it depends on where people live (Our sales tax in the USA is different than European countries) also depending on the currency people used it costs a different amount. But anyway for the exact amount after all taxes and everything as reported by steam:
Kiro: $218 USD
Beardy: $237 USD
(The outcome is the same, they aren’t good lol)
@@Blekoh Ah, I see! Still pretty decent sums you've made there!
Curious, how are you getting these wishlists?
I used to stream regularly so many of them came from that, the others mostly came from steam. When you launch a steam store page, the closer your release date is the higher up in rankings you show up in steam’s upcoming games list. So a lot of wishlists came days before I released the games :)
Why is the first week such a big slice of the total revenue of a game? I read that week one tends to comprise 20% of all revenue of the entire first year. Does the Steam search show the game a lot more in the first week of launch?
The first week is usually the biggest week for a few reasons.
1.) All the people that wishlisted the game get an email telling them the game was released so you get some purchases from them
2.) Steam pushes out the game in the different lists for recently released games and different search results
3.) Leading up to the release the game is featured in the upcoming games list which you generally start getting wishlists from being there
4.) You tell all your friends you released a game and they pity buy it lol
There’s probably more but those are some of the reasons 👈🏻👈🏻🤖
@@Blekoh Thanks a lot for the info. I kind of figured the Steam algorithm shows new games. Wasn't aware of the others.
very good tips, i'll keep it in mind!!!
Hi. Do you know if I put a game on a platform like appstore and people can buy it there or people can buy extra things in the game. Will I have to keep the game there on appstore forever? You know, so that people always have access to their product. Can I not remove it again if I five years from now dont want to pay appstore for having it there anymore. Or can i run into legal problems if I remove it later
You might want to check out Chris Zukowski. He has several courses for indie game marketing and writes a lot on the subject. I think his website is called how to market an indie game
great video
Thanks for intel Blekoh, I'm just starting down this road and it's all a bit daunting.
Good luck! 👈🏻👈🏻🤖
Thanks for sharing, it's helpful to see your experience and tips. I am trying to build an audience for my UA-cam channel where i share my journey to create my visual novel game and art making ☺️
before serious it, i chose freemium model to get audience and invest the system. it's great to build audience and get some money
Alright so let's get to the basics.
It's not very profitable, as there is probably gonna be very little demand.
You're gonna need to attract attention to the game, this is done through advertising, either advertising through someone else or through yourself (on your UA-cam channel, for example)
Thats why popular youtubers are able to make a good amount of money from creating products, as they already have a way to advertise it and an audience.
other factors need to be considered too, players don't treat all games equally, the games they play must be up to standards in every way possible.
Thanks man!
in which programming languages did you make these games?
They were made in Game Maker Studio but I use Godot for all my current projects
Question tho bro, why do you sell them why don’t you just keep it and win money from it every month or am I wrong.
Can you do speed run of Kokoro ultimate its a fighter indie game just launched on steam. My best time was 19 min to beat story.
i have millions for marketing now where do I spend it ??
You can join the patreon at patreon.com/Blekoh
What is meant by indie??
Well for my case I just make games by myself (as an individual) but in general it just means a game made by an individual or small team usually without funding and/or a publisher
@@Blekoh ohkk thanks for explaining ✨
Make a lot of various games or make it a bundle
W8, you need to pay 100 buck EVERY game published on steam?
Yep, I normally wait until I am close to being done with my game before I pay the fee 🤖
@@Blekoh well, guess there goes my expectation to publish my game on steam... 100 USD is too much money in my country lol
@@canalelsonunes where r u from,,,,me India
Great business man
Pretty interesting games!
those 100€/$ that steam now askes is stupid, if I'm not mistaken you have to pay for every single game... the older system was way better for devs, this is just good for actually big companies... to bad bots make valve opted out for a money transaction to verify insted of just blocking the bots accounts -.-
#6 Dont hide your game..
I was going to check out the game. but there is no link or any information in the description or your channel. now that there is too much effort for me to look it up..
Not 1 mil like on the thumbnail bro
Thanks you so much
i think its good idea to buy youtuber to play the game
i think a price for 1 game was high.
I made a game called Drop one NPC to another
The mechanics of the Strong Arm game but the graphics make it seem like a less quality game than it is. Maybe it would have been better to get help with graphics nicer 🤷♂️unsolicited advice from someone who never shipped a game
in hte past in whatever 2006 till 2013 i made a lot of music for fun .. only paid me like 200 dollar.. ...
I tell this because i got lucky i dont have to work because of parents and stuff but life is hardcore.
Someone who learn a bit and become dentis make lik 200k a year just doing what they love.. makes no sense doesnt it I gotr lucky i get a base income too
It's hardcore indeed!
damn 100 bucks profit wow(turkish)
Time is money man. If you spent 1 hour every day for a year, that's 365 hours of development time. You probably want to give yourself a good hourly rate of $50-60. That means you start making 'profit' after your game makes at least $18.250. Everything below that is basically a loss.
Yeah It would definitely be cool to make a livable wage making games. For now I just make money at my normal software engineering job and do game development as a hobby. I try not to think of not making money on a game as a loss because each game I make I learn a lot about what will work in the future and what won’t 👈🏻👈🏻🤖 (copium)
@@Blekoh Ah nice, I'm in the same boat :). In that case it's nice to get extra money. And with each game, you learn what works indeed. So maybe your third game will make $1000. And the fourth $10.000. Most important thing is that you enjoy making them!
it is so hard, i can't make it
Are you studson studios? I feel like u are…
I know people don't like to hear this, but a video game is a product just like anything else you would sell. You have to be good at marketing if you're in it for profit, there's no way around it other than sheer luck.
damn this is just depressing
Alright dewds
lol that arm is huge...hahhahahah
lunch time
I hope it was good! 👈👈🤖
What accent is this?
Mine 👈🏻👈🏻🤖
But yeah I’m from the east coast USA not really sure I have a specific accent though lol
American
The thumbnail is very misleading
$7 for this? Yikes
you are not in loss , you made enough out of those shit games, why would i pay for a game whose assets are so messed up , you can't make an arm look like a muscular arm , wth are you charging for and that too 7 $ bruhh you lucky you made those 300-400$
games don't make money , good games do and making a game is not hard , i can make it in a month or two but making a good game is hard :( anyways nobody knows what will work out and what don't
you right! 👈👈🤖
Bro you serious why are you telling us about your games which are 2d and not even played these days
you'd be surprised how many people play 2d games
@@Vizzu sometimes people can't see past their own nose.
Totally agreed, 2d games have their place and aren't going away anytime soon and are often a lot more challenging to make than 3d.
Obvious troll here.
Quick Question: Are you from 1993?
idk
Always interesting to see real numbers! It's kind of sad to see that it's so hard for indie devs to make a living from games. (Universal Basic Income when???)
I've also heard that it takes 10 reviews for Steam to really show your game to people, so maybe once you reach those 10 reviews sales are going to go up? Idk though, Thanks for sharing! :)
It takes 10 reviews for steam to decide if it is a positive or negative game (based on those 10 ratings). My game KIRO reached that and made positive and it definitely sells a lot more copies haha
@@Blekoh ah okay, well, glad it sells now better :)
This isn't meant to be an insult to the dev here, but both those games look very unpolished compared to higher selling indie games. The UI of the second game literally uses some kind of Arial looking font. The developer might have had content and put in hours, but the quality reflected in the sales totally makes sense. So I don't really understand why it's sad to see that it takes more than that to make sales
@@nandanvinjamury I agree with your UI point but how is this relevant to the comment lol
@@TheWeen344 I was addressing the original comment's first point: "it's kind of sad to see that it's so hard for indie devs to make a living from games"
great video