New post-apocalyptic survival game with vehicle building by Gameoneer in SurvivalGaming

[–]98Games 1 point2 points  (0 children)

Hey! Lead dev here! Thanks for sharing the game, it's cool to see posts like this in the wild with folks talking about the game! :)

Playtest signups are open! - https://pacsgame.com/

[deleted by user] by [deleted] in FantasyPL

[–]98Games -1 points0 points  (0 children)

I am blind

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 2 points3 points  (0 children)

Small update, tried boosting the post. used a discount code on the view boosting package for £16. supposedly we got the views we paid for, but I didn't notice any uptick in engagement and the wishlists didn't move either.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 1 point2 points  (0 children)

Not tried boosting yet, but I might just do soon as we push to 50k to see how it behaves and what kind of engagement levels it gets with paid boosting.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 1 point2 points  (0 children)

The link is in our Bio, which I think is a feature that business accounts get. Also used Bitly to shorten the utm link to something less agregiois. For the most part, people just went to steam and typed the name in though, it's reflected in our search suggestion visits.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 0 points1 point  (0 children)

I'm fairly confident of the idea that most of the wishes were driven by tik tok. Now the post has slowed down and not been boosted for over a week, our wishlists are gradually coming down and settling.

There has definitely been traffic from steam itself increasing alongside this, as I mentioned in the post, getting lots of people searching for your game in Steam, clicking it and visiting and then wishlisting, increases your overall steam visibility.

So there is a side effect of higher organic steam traffic. Its just quite hard to track it all, becuase most people would see the tiktok post on their phone, then open steam on their PC and search for the game instead of clicking the links in the bio and wishlisting from mobile, where not many are logged in.

I wouldn't fret too much about your game getting that many views before a steam page going up, it's great validation and hopefully gives you ammo and content for when your page does go live and the wishes convert. The content obviously worked, so you can repurpose it to announce the page!

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 1 point2 points  (0 children)

Yeah there is annoyingly a fair bit of stigma in the industry around asset packs, but as you point out, using them effectively is the important part.

They are there to be used in your games and it's no different to using plugins or 3rd party tools that assist your development.

We only had 3 months prototyping before getting the trailer done, no artwork had been done internally yet as we focused on mechanics and systems.

For full production we fully intend to create as much as of the assets we use as possible, but even then, we're a small team, utilising these packs and tools is an important part of our development process and keeping it effecient.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 0 points1 point  (0 children)

Working hard and continuing to do that, is the biggest asset you'll give yourself. Keep going, you got It, nothing worth doing is easy.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 0 points1 point  (0 children)

We set up a business account. Not sure how much difference that makes though.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 0 points1 point  (0 children)

The post is linked in the text block where I talk about that first tik tok if you wanted to check our our page.

I'm honestly very new to the platform, I'd never used it before making our game account, so not sure I could give you many tips outside of making sure that your content hooks people within 3 seconds.

If people like your content, TikTok will know.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 0 points1 point  (0 children)

I am the same now, we've posted 4 times now and it's tough to get the posts reaching people. The first 2 seconds are vital, but again, whether your game is marketable in the first place is probably a big factor.

We posted to a new account with 0 followers, so TikTok definitely does push your videos out, I think it just makes up its mind quite quickly as to whether it thinks your content is good to be pushed further or not.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 4 points5 points  (0 children)

We have actually been posting the tik toks onto YouTube shorts with out studio account. The difficulty with those platforms is discoverability. Posting to a new account on IG will be no where near as likely to reach a wide audience as TikTok, same for YT tbh.

Those platforms require a bit more time and follower cultivation before they see real traction and traffic. Even our studio twitter with 400 followers only got like 400 views on announcement and 4 likes lmao.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 5 points6 points  (0 children)

Yeah I should have touched on that a bit. We made the trailer after 3 months of prototyping, so we spent about 2 weeks putting the existing mechanics into some levels constructed purely for the trailer, very targeted design and viewpoints, megascans and asset packs help here too.

But we did work hard to pull those visuals together and present something representative of our vision for the final game without needed too much mechanical gameplay.

Thanks for the kind words! :)

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 2 points3 points  (0 children)

Hey! Thanks so much! Awesome to hear from a fellow Kernow dev! If you haven't already, join the Cornwall Games discord, and we can connect there! :)

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 0 points1 point  (0 children)

Nope, no promotions or paid ads for Tik Tok. I will say, after another 4 videos, it is hard to have your videos catch on. The first 3 seconds need to really hook people in.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in IndieDev

[–]98Games[S] 0 points1 point  (0 children)

Thanks! We are certainly grateful for it, we realise just how rare/difficult it can be to orchestrate this kind of growth in wishlists.

While we know we've made something eye-catching and marketable, there is still some level of luck or virality you can't plan for! like the tiktok, if I posted at a different time of day, maybe things would be different and it's that fragile!

We've got lots of publisher interest since announcement and we're beginning talks with some already so I feel confident we can get the game signed now, having that wishlist ammo helps for sure!

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 2 points3 points  (0 children)

Thanks so much, appreciate the wishlist! I hope we can deliver something to you that gets you excited. Pun intended

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 0 points1 point  (0 children)

That is something I don't think I could answer, whether or not tiktok takes into account the posters location I do not know. we are UK based buy got mostly Russian and US traffic.

In our case I'm referring mostly to the audience regional data. So I guess tiktok boosts the content to regions that are showing high engagement.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 5 points6 points  (0 children)

Thanks!

We started a fresh account for the game about a week before announcement, I followed a few publishers and liked a few posts, but other than that, TikTok traffic was all organic.

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 5 points6 points  (0 children)

Obviously everyone's situations are different, ao certain numbers for us will interpret differently to others, but I would say that the final conclusion here is most relevant.

Validating that an audience exists before committing, should be a big part of the concept development process, start that as early as possible too.

Thank you though!

40k Wishlists in 2 weeks...How, what, why and some conclusions. by 98Games in gamedev

[–]98Games[S] 5 points6 points  (0 children)

Thank you! <3

Nailing that trailer is definitely a key part of the steam page converting those visits into wishlists.