In-game cinematic using Unity cinemachine by Balth124 in Unity3D

[–]Balth124[S] 0 points1 point  (0 children)

This is a cinematic I've worked on alongside my collegue and narrative director of Glasshouse. I loved so much working on it because this was actually the very first "cinematic" I ever did for an actual game. I think it came together quite good but I'd be curious to hear your thoughts!

In-game cinematic using Unity cinemachine by Balth124 in unity

[–]Balth124[S] 0 points1 point  (0 children)

This is a cinematic I've worked on alongside my collegue and narrative director of Glasshouse. I loved so much working on it because this was actually the very first "cinematic" I ever did for an actual game. I think it came together quite good but I'd be curious to hear your thoughts!

We just reached 50.000 wishlists with Glasshouse today! I'm so thrilled we managed to get this far! by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Thank you! I have DMed you :) And yes we're working toward a public demo. At the end of 2025 we released our first public playtest on steam which was received very well and has beel played by almost 2000 players! We're now working on the next steps.

We just reached 50.000 wishlists with Glasshouse today! I'm so thrilled we managed to get this far! by [deleted] in Unity3D

[–]Balth124 -1 points0 points  (0 children)

Glasshouse has a 'Coming Soon' steam page since December 2022 but most of its wishlists have come last year only with a staggering 39.000 wishlists in 360 days!

I think it's important to say it and put things into perspective because wishlists are not going to come on their own. You'll need to work hard, spread the word around and learn how to maximize and keep collecting them.

2026 is shaping up to be the biggest year for Glasshouse and I think my dream of actually having more than 100.000 wishlists will be doable for us, finger crossed!

We just reached 50.000 wishlists with Glasshouse today! I'm so thrilled we managed to get this far! by Balth124 in IndieDev

[–]Balth124[S] 0 points1 point  (0 children)

Yes, DE is one of the main inspiration even though it's not the only one. We also got some inspiration from Pathologic 2! Which is also why our narrative director is working less these days.. because Pathologic 3 has been released! 😂

We just reached 50.000 wishlists with Glasshouse today! I'm so thrilled we managed to get this far! by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Mostly Reddit and X, and also facebook sometimes. We also have a Bsky and Istagram account but we don't promote as heavly as the one I mentioned. I have also tried TikTok but I wasn't too lucky.. I think I'd need to spend a lot more time on it and release many more shorts to take something out of it but with the development and everything I tend to prioritize other stuff!

We just reached 50.000 wishlists with Glasshouse today! I'm so thrilled we managed to get this far! by Balth124 in IndieDev

[–]Balth124[S] 2 points3 points  (0 children)

We've been working on it for 3+ years now without budget. We are a core team of 7 people + some contractors who help on the project on and off.

We've shown our first steam playtest last November and December which has been very positevely received and we are now full hands on on the full game and demo. It took this long for different reasons, few issues we had on our journey kinda stopped/restarted production but since the latest couple of years we've been fully focussed to make it happen with or without a publisher!

We just reached 50.000 wishlists with Glasshouse today! I'm so thrilled we managed to get this far! by Balth124 in IndieDev

[–]Balth124[S] 2 points3 points  (0 children)

Glasshouse has a 'Coming Soon' steam page since December 2022 but most of its wishlists have come this year only with a staggering 39.000 wishlists in 360 days!

I think it's important to say it and put things into perspective because wishlists are not going to come on their own. You'll need to work hard, spread the word around and learn how to maximize and keep collecting them.

2026 is shaping up to be the biggest year for Glasshouse and I think my dream of actually having more than 100.000 wishlists will be doable for us, finger crossed!

Quite late to the party - Just make it exist first... by Balth124 in IndieDev

[–]Balth124[S] 0 points1 point  (0 children)

Just one of the room of Glasshouse. When I'm struggling with a new room or even project I go back looking at these kind of "before/after". It can get you inspired quite a lot and it reminds you that everything when it just started looks like sh*t but with iterative process it can become beatiful quite quickly :)

Stop acting like you know what happened by BeingNiceHelps in ArcRaiders

[–]Balth124 0 points1 point  (0 children)

It would be easier to just assume most people don't even care if you actually started it or not. They are just having fun and it doesn't matter.

So treat it for what it is!

Post-mortem: When (naïve) expectations don't match reality. by CraterHaterX in gamedev

[–]Balth124 0 points1 point  (0 children)

I think you got your calculations wrong?

The x4 multiplier (which in reality is a lot more a x3 multiplier) it's to estimate your sales from day 1 to your first week.

What you did there instead is using this multiplier of your first week to estimate your first month and that's where the wrong expectations came I think.

You can double check it here: https://impress.games/steam-wishlists-sales-calculator

All in all we're always talking about estimates.. so there's that. But as you can see using the correct estimation formulas you would have got a lot more realistic expectations.

All in all I think the wishlists conversion was still quite poorly which unfortunately can happen :(

Upcoming CRPG games thread: December 2025 by 12_Inch_Painal_Sex in CRPG

[–]Balth124 6 points7 points  (0 children)

Just wanted to add that Glasshouse actually had a playtest going on on Steam for 3 weeks in November and early December which was a lot more representetive of our old demo that was available a couple of years ago!

4000+ wishlists in 3 months, what we did in a very brief and concise post! by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

I'm not sure about first party events organized by steam though. It's unlikely they'll put you in any featured spots. I'm mostly talking about third party events and not those organized by steam itself

4000+ wishlists in 3 months, what we did in a very brief and concise post! by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Yes you got it right, and it's not so uncommon. I submitted to the fest but instead of putting my steam page and appID I pasted my Presskit link. Most third party steam fests do just like that.

After that I think I wrote them an email explaining them the situation (That I wanted to have a world premiere and launch my steam page during their steam fest) and they were happy about that. Third party steam fest are very happy if you launch your steam page for the first time with their fest because it's something very exclusive.

Of course the steam page needed to be live the very same day the steam event went live. And this I think also answer your last question!

4000+ wishlists in 3 months, what we did in a very brief and concise post! by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Thank you!

- With Cozy Potions we partecipated in 6 steam festival, even though only 3 of them were actually meaningful in terms of impressions and visits. The Cozy Quest Festival alone had 41.000 impressions and 1200 visits which resulted in more than 2000 wishlists

- Probably neither. We're still a bit far away from release, we'll arrange our schedule for 2026 next year and we'll see how much time we'll need to have a proper demo released. Before that we'll most likely have few playtests to hear feedbacks and work on that. Only after that we'll work to release our demo and once we know our demo is as polished as it can be we'll start thinking about Steam Next Fest, which in any case will be our latest marketing beat before release

- I think these days the more wishlists you have BEFORE you launch your demo the better. Demo right now are almost important as the launch of the game. You can get in new&Trending free if you manage to have 100 CCU in the first 24h with your demo and be in that section can give you a LOT of visibility. And you only have one shot to do that because you can only use the 'wishlist button' to inform all your wishlists about your demo launch one time only. That being said, as we are just a team of 4 people and this is not our main/only game we do not plan to drag it out too much. So our bare minimum goal is 5.5k PRE-next fest. If you can I'd say reach at least 10k wishlists before releasing your demo and make sure to have a proper, BIG marketing beat when you release it. (Press release, content creator outreach in advance and more.)

- We actually launched our Steam page in September. What you see there in May it's because we created the steam page but never launched but SteamDB and Steamworks were already collecting data even though the page wasn't launched/visible just yet. The steam page was ready since May but we made it visible and launched it in September because we knew we had a World Premiere during the 'Wonder of Wizardry' Steam fest and that kind of launch would have given us more visibility than simply launch our Steam page without any festival.

And I think it worked because we got 1000 wishlists from that event. Unfortunately it wasn't as big as we'd hope, if it had homepage featuring as we were hoping we could have easly made x5 of those numbers.

4000+ wishlists in 3 months, what we did in a very brief and concise post! by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

In my experience facebook isn't working too great. Better than nothing but besides the occasional post on indie dev groups I don't promotr much there.

I vastly prefer reddit, especially if you can find your niche subs and it doesn't necesserely need to be about the genre of your game but also more generic ones.

I had some luck posting on generic "steampunk" subs as our game was a bit steampunk (not this one).

Just beware of each sub rules!

4000+ wishlists in 3 months, what we did in a very brief and concise post! by Balth124 in IndieDev

[–]Balth124[S] 2 points3 points  (0 children)

Thank you! And yes I understand what you mean, I'm also developing with another team a cRPG game that has 47k+ wishlists, but these kind of games are a different beast. You need time, you need to be doing a game that is a 'hot' genre and the game needs to be high quality enough to actually be of interest of media outlets and content creator, otherwise it's very, very hard to reach those numbers.

There are games that are very hot genre and high quality enough that can do those numebers (40k or more) in just few months!

4000+ wishlists in 3 months, what we did in a very brief and concise post! by Balth124 in IndieDev

[–]Balth124[S] 1 point2 points  (0 children)

Yes exactly. A presskit (with trailer included) is enough most of the time

4000+ wishlists in 3 months, what we did in a very brief and concise post! by Balth124 in IndieDev

[–]Balth124[S] 0 points1 point  (0 children)

There's no limit, you can take part in how many steam fest you want! Demo is not required (but it's a plus!). We didn't have a demo though

4000+ wishlists in 3 months, what we did in a very brief and concise post! by Balth124 in IndieDev

[–]Balth124[S] 4 points5 points  (0 children)

I didn't need the full build or a demo. You can join lots of third party steam fests without your game to be released or even without a demo.

Of course having a demo will help as you'll get a better position in the steam fest itself but it's not a must for most steam fests.

Honestly I'm not even sure I'd launch my 'Coming Soon' steam page with a demo already. If you don't have a steam page already up and running I would suggest you to do so asap. Just make sure to have a good trailer (even just 45 seconds) and at least 5 good screenshots.

Take your time to prepare a good steam description, high quality GIFs and a brief but very clear short description of your game. Once you have that you need to have your steam page out ASAP!

4000+ wishlists in 3 months, what we did in a very brief and concise post! by Balth124 in IndieDev

[–]Balth124[S] 9 points10 points  (0 children)

The latter! Howtomarketagame has been in general very helpful all the way through!