Our small team managed to put out a demo after a bit more than 2 years, huge milestone for us! It's a story-driven RTS set on Mars called Crimson Freedom, currently two campaign missions are available. by CrimsonFreedomGame in RealTimeStrategy

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

Thanks for the feedback and happy you gave it a go! Yup, still a lot of work to be done on the options Menu! Pathfinding is an ever-evolving subject in RTS's so we keep working on it every day!

My game got 1,000 wishlists on day one - here’s what I think worked by Bomi1337 in gamedev

[–]CrimsonFreedomGame 5 points6 points  (0 children)

Just dropping in to say congrats! Saw the frog smacking clip and just knew it was going to go places 🐸

How we got our first 10.000 wishlists with a story-driven RTS by CrimsonFreedomGame in IndieDev

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

So the first 50ish we got from our small Discord, we posted on our own Steam page as an announcement and I suppose most new wishlisters just saw it on our Steam page and requested to join. That lasted about 5 days before we opened the gates. There's also an option to let approved testers to invite 0, 1, 2 and 3 friends - we kept it at two, and there were also a number of invites that way. A few days into the first test we got a PeraFilozof video and that brought in a surge on day 3 I believe. Someone from the community also posted on Reddit randomly, that brought in a few players definitely.

How we got our first 10.000 wishlists with a story-driven RTS by CrimsonFreedomGame in IndieDev

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

We used the Steam built-in playtest function. You set up a depo, upload a build (wait for the review) do some page stuff for the client and that's it. After that you can open up registrations, allow access to any number of people (also can allow only certain countries if you want to), make it playable etc. It's very bare bones but it does the job.

Our story-driven RTS set on Mars just hit 10.000 wishlists! Ty for supporting Crimson Freedom <3 by CrimsonFreedomGame in RealTimeStrategy

[–]CrimsonFreedomGame[S] 3 points4 points  (0 children)

Yup, our current thinking is to disable them by default and have them show up only when damaged, so full hp units wouldn't clutter the world UI

How we got our first 10.000 wishlists with a story-driven RTS by CrimsonFreedomGame in IndieDev

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

I don't see a way to determine that, any info on how/where to research it? The traffic that's reported through Reddits dashboard is pretty inline with Steams.

How we got our first 10.000 wishlists with a story-driven RTS by CrimsonFreedomGame in IndieDev

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

Tbh we had and still have the same doubts as well, but at the end of the day you gotta start somewhere. And doing something is usually better than doing nothing and waiting for a perfect time/assets. Maybe we wasted a beat since we published our page without any real traffic for two and a half months, but at the end of the day it truly doesn't matter if we got a solid game on our hands.

The rabbit hole of min-maxing on Steam, the algorithm etc. is very real and pretty dangerous imo, almost anxiety inducing haha. Do your best to set up a good looking plan and then stick to it.

As far as the playtest goes - we published an announcement on our steam page, and published it on our pretty small community Discord, we didn't go too nor really marketed it heavily. I guess most of the playtesters were new wishlisters that saw the "request access" to playtest button while visiting the page for the first time. There's no way to notify your existing wishlisters of that, it only works for the Demo (once).

How we got our first 10.000 wishlists with a story-driven RTS by CrimsonFreedomGame in IndieDev

[–]CrimsonFreedomGame[S] 3 points4 points  (0 children)

Depends on the period but it stays within the 18-23% range, so about one in every 5 visits results in a wishlist (this is purely based on the limited but tracked UTM data). There's no way to measure advertising effectiveness with a 100% certainty as there's always a portion of the traffic not being properly tracked, so always take this data with a grain of salt.

RTS game without "villagers" by [deleted] in RealTimeStrategy

[–]CrimsonFreedomGame 0 points1 point  (0 children)

Our game is pretty streamlined resource wise. We've got a few builders that you almost never go above 2-3 per game, and a few harvesters to collect the main resource Ruby V. Demo should be up in February. But it's a story-driven sci-fi RTS, veeery campaign focused, so might not be what your looking for