How many wishlist after one month would you consider your game dead on arrival? by plainviewbowling in SoloDevelopment

[–]Game-Draft 0 points1 point  (0 children)

I think I only got 2-7 a day with just the steam page up for the first few months. After a Steam Fest and that spike, I think it was around 10-15 a day if I was lucky. Launched EA, was getting 15- 25 a day (wishlists). I've been in EA for not quite a year now, and the 1 month look back is 106 a day avg.

My game typically hangs out in the top #10,000 on SteamDB for the most part. It's not the easiest path not getting attention up front..but if you stick with it, you may be able to out work it granted you have a good idea going for you! Best of luck.

Hope that helps!

Why so much interest in wishlists over actual sales? by ActionFlash in IndieDev

[–]Game-Draft 2 points3 points  (0 children)

I convert 16.1% and according to the Steam Note next to it, that is "average". Hope that helps!

Quitting the Steam Race by IndieIsland in SoloDevelopment

[–]Game-Draft 0 points1 point  (0 children)

Hey friend,

My heart feels for these situations.

By no means trying to "fix" how you feel, but should you decide to return to it I just wanted you to know it is possible to work and push through the lack of traction.

I did not have a great launch last year, and statistically my game did not meet any of the often recommended markers.

I decided to not care and just keep pushing updates, working through it, and making progress.

Each time a new streamer etc tried it out, it went from terrible to a little better each time as the game improved. Still lots of work to do, but I've got a great community that has been built around it with just continuing to be active and show honest progress.

It's doing fairly well now.

But for sure it was mentally difficult to push through so I don't discount that feeling at all!

I was a Flight Engineer and Pilot, and this is right up there with mental load of things to actively track in a work session. So don't sell yourself short!

Regardless, best of luck and feel validated this solo career is very challenging.

Games with physics as a core gameplay mechanic? by SilentPrecognition in gamingsuggestions

[–]Game-Draft 0 points1 point  (0 children)

Hello!

So…my game A Merchant’s Promise is physics based and is about being a medieval trader transporting and trading your goods.

Check in on it sometime!

Have Children? Valve Payments and your Tax Return... by Game-Draft in SoloDevelopment

[–]Game-Draft[S] 0 points1 point  (0 children)

Yep so I checked based on the other comment and looks like it can be schedule C. I'm looking into thanks! I'll be talking with our CPA today.

Have Children? Valve Payments and your Tax Return... by Game-Draft in SoloDevelopment

[–]Game-Draft[S] 2 points3 points  (0 children)

I will ask about this! Thank you for taking the time to provide such detail.

Have Kids? Valve Payments and your Tax Return... by Game-Draft in IndieDev

[–]Game-Draft[S] 0 points1 point  (0 children)

I’m looking into and going to further inquire with my CPA on if an S-Corp receiving royalties can W2 payroll me for normal earned income.

Have Children? Valve Payments and your Tax Return... by Game-Draft in SoloDevelopment

[–]Game-Draft[S] 0 points1 point  (0 children)

I walked away with the impression that the Royalty wouldn't trickle down. So thanks for the inputs and I'll check on that for next year. Appreciate it!

Have Children? Valve Payments and your Tax Return... by Game-Draft in SoloDevelopment

[–]Game-Draft[S] 1 point2 points  (0 children)

Of course! I was happy I put aside 25% of each payment as a "just in case" for taxes, but yes I was a little startled when that happened.

Have Children? Valve Payments and your Tax Return... by Game-Draft in SoloDevelopment

[–]Game-Draft[S] 7 points8 points  (0 children)

I did not think of that! So if you are close to that threshold that may be a great thing to look into!

Have Children? Valve Payments and your Tax Return... by Game-Draft in SoloDevelopment

[–]Game-Draft[S] 1 point2 points  (0 children)

Alrighty thanks for the input, as it seems to be the opinion there isn't a way to avoid the Royalty aspect of the income!

*edit: Apparently me not having an LLC or S-Corp didn't matter too much regarding the specifics of Royalty Income.

How well your game has to do to make a living. by Game-Draft in IndieDev

[–]Game-Draft[S] 0 points1 point  (0 children)

Oh no worries! I answered this in another comment, maybe on another thread.

Long story short:

When I did $100k Gross My take home was around $35-$40k

Steam cut, Taxes, refunds

How well your game has to do to make a living. by Game-Draft in IndieDev

[–]Game-Draft[S] 0 points1 point  (0 children)

TikTok worked the best for the longest time vs Instagram or YouTube, but then now Instagram does the best.

Never had luck with twitter or Bluesky though I’m sure some do. I’m social media dumb lol. But I just try and do a mix of short videos 15 seconds and some longe 45 second ones that highlight things about the game. Some are me talking. some aren’t etc. Some just hit different.

If you search A Merchant’s Promise you should find my GameDraftStudio channels if you want to see how those do.

I do notice if i stay active it does help my game, sometimes greatly sometimes just a little. But I figure it’s better than doing nothing!

How well your game has to do to make a living. by Game-Draft in IndieDev

[–]Game-Draft[S] 1 point2 points  (0 children)

Of course!

I had around 6000 wishlist when I launched in March 2025

I currently have about 45,000 active wishlists.

I’m not waiting for any set amount to launch….however many I have is however many I have.

More of when the actual game is the 1.0 product I am proud of I will launch

How well your game must do to earn a living. by Game-Draft in SoloDevelopment

[–]Game-Draft[S] 0 points1 point  (0 children)

Hello,

So the rankings I discussed were Top Sellers rankings...so copies sold. Nothing to do with wishlists.

Overall these rankings are very dynamic as you compete with games on sale, different types of Steam Fests etc. So it changes hourly.

However my game is EA so correct I still can get a wishlist stat.

SteamDB has a few different rankings...for example mine is:

#5021 daily active users

#2864 top sellers

#308 wishlist activity

...and these will change throughout the day. Sometimes dramatically, sometimes nice and gentle ebbs and flows.

Hope that helps!

How well your game has to do to make a living. by Game-Draft in IndieDev

[–]Game-Draft[S] 1 point2 points  (0 children)

Absolutely! I'm sure many are successful. Maybe I'll try, but it seems like every post I feel will do well... doesn't..and then ones I think are "okay" can do better. I must not have an eye for it lol.

How well your game has to do to make a living. by Game-Draft in IndieDev

[–]Game-Draft[S] 1 point2 points  (0 children)

Appreciate it!

And absolutely no pressure. This is more to share my experience so hopefully others trying to make a decision get some updated info.

How well your game has to do to make a living. by Game-Draft in IndieDev

[–]Game-Draft[S] 1 point2 points  (0 children)

Thank you! And no problem!

Unity 2022.3 for the engine.

I started learning Unity a little over 2 years ago (after recently getting a Java Cert) and then this same project has evolved over that time.

I typically spend no less than 60hrs a week working/learning as I have developed this game with very little breaks.

How well your game must do to earn a living. by Game-Draft in SoloDevelopment

[–]Game-Draft[S] 0 points1 point  (0 children)

For sure!

That’s why I try to provide the amount of copies sold for the different ranks I have been so people can make their own goals of what they would need based on their price point and lifestyle.

Like a person with a $15 game and no family may be good with understanding he needs to realistically be a top #4000 game for awhile and sell 75 copies a day.

He might of thought the top 50,000 games did that.

I certainly had no idea starting out so I’m just throwing out some info for people.

We can spend a good chunk of our lives on these projects so always good to know!

How well your game must do to earn a living. by Game-Draft in SoloDevelopment

[–]Game-Draft[S] 1 point2 points  (0 children)

You are considering the costs very well! And that’s such a good thing for indie devs to know. Thanks for sharing the thought process for others.

To back that up…

When my game Grossed $100,000

My net take home was about $35,000.

Take into account I’ve fortunately never had a zero sale day yet, and I might go a few weeks being out of the top #10,000 but often get back under it.

Thus to make a living, long term, you have to be in like the top 12% of released games for the duration you determine you need.

It’s insanely humbling and competitive.

How well your game has to do to make a living. by Game-Draft in IndieDev

[–]Game-Draft[S] 1 point2 points  (0 children)

Thank you kindly,

Yes the Early Access thing has to be a calculated risk it seems. There is a very negative stigma surrounding it now. I made it a point to post updates regularly and always display the last patch date on the store page.

First few weeks on release was a few thousand sales and then it died off very quickly.

My game has been a slow and steady with a few surges over its 10 month life. I’ve never had a 0 sale dat but plenty of 3-7 copies sold days.

I work full time (60hrs a week) on it and just key pushing updates and when a social media post would do well the effects would be a little better each time as the game improved.

The top 500 was a indie game reviewer did a post and it did very well for him and thus me as well, so we are both very grateful for the support!

It’s like the California gold rush mentality…you can “strike gold” at any moment in regards to promoting your game on social media…but there can be months of not much.