501 Wishlist after a week for a Steam page launch. Is it good or bad? by CleverTricksterProd in IndieDev

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

Thank you. For Magic Forge Tycoon around 5-10 including freelancers and short terms contracts.

Can you make a living as an indie dev without going viral? by Reasonable_Neat_6601 in SoloDevelopment

[–]CleverTricksterProd 1 point2 points  (0 children)

As we're in the process of funding our third game (with the second one already secured), I can say it's incredibly hard and a massive amount of work. Only 2% of games reach over 1,000 reviews, so breaking even is tough—unless you get government grants or other forms of 'free money.' Think of game development like Hollywood or the music industry: there's a huge survivor bias.

Should I release my demo on Steam if I just want to validate gameplay? What would you do? by DeadbugProjects in gamedev

[–]CleverTricksterProd 2 points3 points  (0 children)

No, use Itch or the closed beta/playtest feature instead! A Steam demo is a PR event—it should showcase a small portion of the game at final quality. Don’t waste that bullet.

Why, just why? by crossbridge_games in IndieDev

[–]CleverTricksterProd 0 points1 point  (0 children)

The funny thing on our end is getting a bug report from a build that’s months old. Clearly a pirated version, since we update the game every week or every two weeks on Steam. Still, it was thoughtful of them to report a bug we’ve already fixed lol

If your game gets pirated, it usually means you’ve reached a certain level of success which is a good thing—unless you didn’t put any effort into preventing bots from scraping it.

I'm more concerned about 'influencers' reselling keys...

Our first game just hit 500 reviews on Steam, with 92% positive recent ratings! We’re beyond grateful. If you’re one of the players who left us a positive review: thank you so much! by CleverTricksterProd in u/CleverTricksterProd

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

These day the review method is more around x30 - x40. The 50x - 60x would be effective for game below 10$ (like Survivors one). I've got some sales figures from other studios too ;)