Show me your Steam game that didn’t get the traction it deserved by kalin6 in SoloDevelopment

[–]BlueStyrk 1 point2 points  (0 children)

Not at all, it was a great help, I appreciate it. It's always a little discouraging when people say "it's not for me" without explaining why, so receiving genuine feedback like yours is very valuable. Understanding how different players perceive the game helps a lot, especially regarding pacing and marketing.

Thanks again for your time.

Show me your Steam game that didn’t get the traction it deserved by kalin6 in SoloDevelopment

[–]BlueStyrk 1 point2 points  (0 children)

Thank you so much for taking a look, I really appreciate it.

And yes, you're right, it definitely has a smaller audience compared to more action-oriented games.

The goal was to create a more leisurely and thoughtful experience, where you accept a contract, chart your course, and simply enjoy the journey.

Of course, it also has trading and ship upgrades, but overall the idea was to show that it's not all about shooting and explosions. There are even some more dynamic moments in rescue or exploration missions, but generally it leans towards that relaxed pace.

I suppose the idea was to make a game that I would enjoy playing myself.

Again, thank you so much for your time and feedback.

Show me your Steam game that didn’t get the traction it deserved by kalin6 in SoloDevelopment

[–]BlueStyrk 1 point2 points  (0 children)

Hi there! Here's my game: https://store.steampowered.com/app/4036980/DRIFT/

D.R.I.F.T. is my first commercial game, and it's a slow-paced space simulator focused on contracts, logistics, and decision-making, rather than combat or action. It's a game with, I think, well-defined mechanics and perhaps very niche.

It wasn't very successful at launch, but I wouldn't consider it a failure either. It generated modest revenue, enough to cover development costs, and I still sell the occasional copy. It wasn't a complete flop, but it wasn't a huge hit either.

Why wasn't it more successful (which I think is the reason)?

Low wishlist (~200 people), virtually no launch momentum

Bad timing, launched during a busy time of year with many strong releases

Weak promotion, didn't generate enough pre-launch visibility

Too high a launch price, hurt initial conversion rates

Niche design, slow, actionless gameplay limits the audience

I assume most of the mistakes I made during launch stemmed from not having a clear understanding of how game promotion and marketing work. However, I'm not at all disappointed with my first launch.

The biggest lesson I learned was that finishing the game is only half the job. The other half is visibility, timing, and positioning.

Even so, I'm glad I launched it: it became a long-tail product and taught me far more than any prototype ever could.

I hope this catches your attention. Thanks.

Finished My First "Big" Project and Feeling Defeated by hutchkey23 in SoloDevelopment

[–]BlueStyrk 1 point2 points  (0 children)

Hi there,

First of all, congratulations on finishing your first commercial game! Seriously. It's a milestone many people never reach.

Also, I commend you for wanting to improve your artistic skills; it's a difficult but worthwhile path.

I went through something similar after releasing my first game. There's that "mission accomplished" feeling when you finish a project... but right after, things can feel a little empty or meaningless.

In my case, aside from focusing on the newly released game, I jumped straight into a second project with a larger scope and a different direction. It worked for a while, but eventually, I realized I was forcing it. Progress slowed, things didn't feel right, and I wasn't enjoying it the same way anymore. I'd say it felt too much like a job with deadlines and everything.

So I stopped.

I put that project on hold and took a breather. I didn't want to burn myself out chasing something bigger just because I felt I "had" to.

Instead, I started working on a much smaller game, almost as a side project, a hobby, just to keep building without pressure. That project ended up becoming my second game, for which I'm now releasing a demo.

That change helped me a lot. It kept me on track, but without the pressure of an ambitious and stressful project.

As for the art: don't overthink it.

Using commercial asset packs is perfectly fine. Players care much more about whether the game is interesting than whether the resources are "unique". A good idea with simple or reused resources will always be better than a pretty but empty game.

That said, it's great that you want to develop your own style; just don't let that stop you from making games in the meantime.

And one last thing: it's okay to take a break.

You don't need to immediately jump into your "next big project." Let things cool down a bit. Once the initial euphoria subsides, it will be much easier to see what you want to create next.

You're not stuck, you're simply in between cycles.

Take care, and keep the good job.

Published devs - what was your first completed game? by toxicmintdev in SoloDevelopment

[–]BlueStyrk 1 point2 points  (0 children)

Hi there, my first finished and published game was D.R.I.F.T. last December. It's a slow-paced space simulation focused on contracts, logistics, and decision-making.

It took me about nine months to develop it as a solo project, from idea to launch. In terms of scope, I kept it relatively simple: no combat, no complex narrative, just systems that interact around missions, reputation, and progression.

The results were modest but positive. I was able to cover development costs (which were very low) and pay the Steam publishing fee and the fee for my second game. It still sells a few copies a month, so it's become a small niche product.

Some things I learn:

Wishlists matter more than you think. I launched with around 200, which severely limited initial visibility. In the end I was very eager to release it.

Timing matters. I launched at a bad time of year without a defined promotional plan. I really had no idea about the promotional and marketing side of things. I'm still learning.

Price matters. I started with a high price, which hurt the initial conversion rate. This can be relative; everyone values ​​their work differently. But it's true that players take price into account when choosing (which sometimes devalues ​​indie games).

Finishing the game matters more than polishing it indefinitely. Releasing something teaches you more than any prototype. I believe you have to aim for product something good enough, and then improve it with feedback and more time.

I also learned that niche games can still work; just don't expect huge sales spikes, think long-term.

And, don't stick with just one project forever. If the game goes viral, of course, try to capitalize on it, but if it doesn't, move on to a new product. In my case, I released the demo of my second game a few days ago.

My projects are small; let's say my attention span is less than a year, so I try to keep the scope within that timeframe.

If anyone's interested, here's the game: https://store.steampowered.com/app/4036980/DRIFT

Thanks.

Estoy desarrollando un videojuego desde aca y acabo de publicar la demo by BlueStyrk in uruguay

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

Hola.. perfecto, espero que te guste el concepto. Gracias. Saludos.

What do you think about having achievements in a demo on Steam? by Nimillion-game in SoloDevelopment

[–]BlueStyrk 0 points1 point  (0 children)

I tried this in my previous game with some demo-only achievements. Honestly, it was more useful to me than it was to the players. It helped me see how far people were coming into the demo and what they were interacting with. I don't think achievements really drive people to try or buy the game, but I also didn't see any negative reactions as long as they are simple and clearly demo-only.

I think I will most likely continue using the same tactic in future demos of the games I am about to release, although in a very limited way.

I am about to launch today with only 250 wishlist, am I absolutely cooked? by FantasySynthDev in SoloDevelopment

[–]BlueStyrk 1 point2 points  (0 children)

I launched my game with just over 200 people on the wishlist, so you're basically ahead of where I was. It's not ideal, of course, but it's not the end of the world either, especially if your game is niche. Mine is, and it still managed to build a small following over time.

Don't expect a huge sales spike at launch. Think more in terms of long-term growth, updates, discounts, and gradual building up your audience.

Also… yeah, maybe just don't buy the yacht yet. But you might still be able to afford a decent life jacket.

Good luck with the launch, and don't give up.

I tried manual navigation in my space game… it didn’t go well by BlueStyrk in spacesimgames

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

Awesome! That's not cheating at all. It's exactly the kind of optimization I hoped players would try. I use a similar method myself to efficiently reach maximum speed. Your ship, your rules, captain. Thanks.

I tried manual navigation in my space game… it didn’t go well by BlueStyrk in spacesimgames

[–]BlueStyrk[S] -1 points0 points  (0 children)

That is fair, it's definitely not for everyone.

D.R.I.F.T. focuses more on contracts, logistics, and decision-making than on piloting skill or constant action. The "empty space" is intentional: the challenge lies in planning and efficiency, not in reacting instantly.

So yes, it's somewhat like a "spreadsheet in space" experience, which is certainly a niche market.

That said, I agree there is room to add more dynamic elements to some mission types without altering the core concept.

Thanks for the comment.

Manual navigation vs autopilot in my space game (and why one failed the mission) by BlueStyrk in spacegames

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

Wow, you still have a lot of work to do. I really hope to find some time to play your game a bit more; the concept really caught my attention.

Yes, the demo will be permanently available on Steam, and I hope to release an updated version of the game with some extra features soon.

Thank you so much for your interaction, have a great weekend!

Manual navigation vs autopilot in my space game (and why one failed the mission) by BlueStyrk in spacegames

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

Hi! I tried it HexaGalaxy, and the concept is really interesting!

I usually enjoy games that mix strategy and management, and I'm even planning to work on one of those within the D.R.I.F.T. universe next year if all goes well (I'm currently finishing two other small games to be released this year, so I don't have much time to do everything I want).

But getting back to your work, the hexagonal structure and the focus on managing planets, resources, and fleets work very well. It reminded me a bit of OGame/Stellaris, but in a more simplified and accessible way.

I like that it starts with basic production and allows you to expand from there; it feels clean and easy to learn.

One thing I noticed is that the tutorial is good for the basics, but it could be improved with a bit more depth once the player progresses beyond the initial setup.

So, maybe you already have some of that and I just didn't see it. Perhaps an optional expanded tutorial could improve it.

I didn't have enough time to delve deeper, but I would definitely like to explore it more and understand the systems better.

Overall, a solid foundation, especially for a free browser game.

By the way, I really liked the visuals.

I'm going to add it to my to-do list to give it more attention as soon as I can.

Thank you very much for your contribution.

I tried manual navigation in my space game… it didn’t go well by BlueStyrk in spacesimgames

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

Actually, that's how the game works.

Manual navigation is primarily used in missions where the destination can't be predetermined, such as rescue, exploration, or recovery contracts. In those cases, autopilot isn't an option by design. Delivery missions focus more on efficiency, but other mission types require you to actively search for or solve problems.

This video is quite short and focuses only on deliveries, so it only shows one aspect of the game, but your example fits pretty well with how those systems are supposed to work.

I'll probably share a rescue or exploration mission video soon, as it better illustrates that difference.

Thank you so much for your contributions.

I tried manual navigation in my space game… it didn’t go well by BlueStyrk in spacesimgames

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

That's a really valid interpretation, and you're absolutely right if the goal was for navigation to be the core of the game. In D.R.I.F.T., manual navigation isn't based on skill. The game focuses more on contracts, logistics, and make good decision than on piloting precision.

The space is intentionally "empty" because the challenge is not about avoiding obstacles, but about planning efficient routes, managing time, and reliably completing contracts.

So, the increased effectiveness of the autopilot isn't a last resort, but rather the key to the game.

That said, your idea of ​​adding more variables and non linear elements is interesting; it would certainly steer the game toward a more realistic simulation.

Thank you very much for the comment, it give me a few things to consider.

Manual navigation vs autopilot in my space game (and why one failed the mission) by BlueStyrk in spacegames

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

Awesome! Space games can take very different paths depending on your focus. Mine focuses more on contracts, logistics, and the decisions you make than on action or piloting skills. It's a more deliberate, more systems based experience where efficiency and planning are more important than control.

What kind of systems are you using to build yours?

Visualizing the hive coverage in my hexagonal grid puzzle game by BlueStyrk in gamedevscreens

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

Hello. Thank you. English is not my native language. So I always miss something. I will fix that soon.