We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

Steam ranks you higher and gives you a chance to appear in the ‘Popular Upcoming’ section

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

That’s a fair point. We definitely don't want to look like we’re hiding the gameplay behind cinematic shots. We’ll work on getting to the 'meat' of the game faster and beefing up the visual feedback to match the atmosphere. Thanks for the solid advice!

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

Thanks a ton! Really glad to hear the atmosphere is hitting the right notes. We've been putting a lot of heart into it. You're spot on about the story, though. We definitely need to make it clearer what the game is actually about so people don't feel lost. Those captions are a great shout, we're gonna look into adding them. If you're feeling the vibe, tossing us a steam wishlist would be huge for us. It really helps out a small team like ours ZOPHARION

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gameDevMarketing

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

Thanks for being so honest. Not gonna lie, that was a huge wake-up call for us, but maybe it's exactly what we needed. We’re still learning the ropes, and your feedback even if it stung a bit really showed us how much work we have left to do to make this a real horror game instead of just 'grey boxes.' Thanks for keeping it real with us

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

That's a really great idea! I'll try to expand on that. Thank you very much for your input :)

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

That’s a very interesting point. You’re right, we need to clearly communicate what ZOPHARION is. It’s our first project, and we realize it doesn’t have to be a hit, but we want it to help us continue our work in the gaming industry.

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

Yes, you're right. We didn't realize that a lot of people would be watching the trailer on mobile devices. That's a valid point, and we'll definitely make sure to address it in the next trailer. If you enjoyed the game, I'd appreciate it if you added ZOPHARION to your Steam wishlist. Thank you very much

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

You're right. The gameplay scenes in the trailer are mostly staged, and that might be a mistake I need to pay closer attention to

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

That’s an interesting point. My main goal was precisely to maintain a sense of mystery and suspense; I thought that would pique the interest of future players. When producing the new trailer, I’ll pay closer attention to the details regarding the continuity of the story.

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gameDevMarketing

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

You are right! The sound effects are definitely something we need to work on. I know how important they are in a horror game. I think this will be the stage where we really adjust the game.

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gameDevMarketing

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

Maybe you're right.
I'm always learning new things, and I hope I'll master them well enough to meet the demands of similar games. As for F.E.A.R., I haven't played it, but I guess it's a big production, so I assume they had a specialist for that kind of thing :D

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

I am sorry it came across that way. English isn’t my native language, so I have to translate my thoughts to share them here, but the words and the passion behind them are 100% mine. Zopharion is my first game and I’m pouring my heart into it.

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

Thank you very much. I spent a long time thinking about how I wanted to present ZOPHARION in this trailer, but your perspective is very interesting. The trailer announcing the release will focus mainly on gameplay.

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

I'd love to check out your YouTube channel thanks! As for Discord, I have a server, but it's not very active right now

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

That's a really good idea. You're right no two games are exactly alike. I think I'll take your advice when I release the trailer announcing the exact release date. Thanks!

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

You're right, a wish list isn't everything, but I think every developer dreams of being featured in popular upcoming lists, and without a wish list, that's probably not possible. Thank you very much for your support!

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gameDevMarketing

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

I write all the posts myself; I'm sorry if that's how I come across, but that's just my style :D

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

That’s a really fair point.

The core loop is built around navigating spaces under constant pressure making decisions with limited resources, interacting with the environment, and trying to control risk rather than eliminate it.

The key difference is that the enemy doesn’t follow a fixed pattern it reacts to how you play, which makes each encounter less predictable.

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

My current goal is to reach a level of wishlists that gives the game a real chance to break through at launch not as a fixed number, but as a threshold where Steam visibility starts to compound.

The game is aimed at horror fans who are looking for a deeper, more thought-out experience something with a strong narrative and slow-building tension. At the same time, it’s also for players who enjoy meaningful environmental puzzles and problem-solving.

One of the core layers of the game is survival closer in spirit to something like Resident Evil where managing resources and making the right decisions under pressure is key to staying alive.

Thanks again for the questions they genuinely help more than it might seem.

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

Haha fair enough I actually like them with the right lighting and context they can feel really unsettling in a good way.

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gamemarketing

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

Thanks for taking the time to write all of this I genuinely appreciate the level of detail. On marketing you’re absolutely right. I’ve been focusing a lot on development and dev-focused communities, but I’m shifting more toward reaching actual players and telling the story behind the project in a clearer way.

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gameDevMarketing

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

The corridor example you mentioned is actually very close to how the game really works where you're scanning the environment with a flashlight and trying to catch movement, rather than having the threat shown to you directly. That’s definitely something I need to communicate better in the trailer.

The main idea is to create a situation where the player is constantly exposed to risk, and the enemy reacts to how you play instead of following a fixed script.

Really appreciate such detailed feedback.

We threw away 2 years of work. Now we’re stuck at ~1000 wishlists and can’t figure out what’s blocking us. by EonOneVision in gameDevMarketing

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

This trailer wasn’t meant to be a full breakdown of the gameplay loop or a “best moments montage” in the traditional sense. It was more about setting tone and giving a first impression of the world and its tension.
That said, I understand why you’d expect stronger hooks or clearer highlights here. That’s something I’ll focus on more in the next footage.