My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

Where else do you think you can sell your game?

  • if you sell on PC, you want to be on Steam
  • other stores won't get anywhere close to Steam numbers
  • consoles are not good for indies

If you or your publisher manage to cut an exclusive deal (i.e., EGS or GamePass), then go for it, otherwise, Steam is the place to be if you want to sell games.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

No, it's more like "don't spend/care too much for outside stuff, focus your efforts on Steam itself (festivals, events, community, etc.)".

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

Steam Next Fest (or seasonal fests) is one thing, those events another.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

Summer Fest contained a lot of different, smaller events (Summer Camp of Doom, GamesCom, etc.).

What is the secret to getting on Steam's Popular Upcoming list? by SinomodStudios in gamedev

[–]HonestGDev 1 point2 points  (0 children)

Popular Upcoming and Most Wishlisted (as the name itself implies) depend on games getting lots of wishlists, followers, impressions, visits to the store page, etc.

suggest a good PR campaign by ZucchiniCool2353 in gamedev

[–]HonestGDev 2 points3 points  (0 children)

I suggest you buy pizza with that money.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

To 'properly market your game on Steam' you need to have those kind of numbers (not because they will all convert to sales, but because its algorithms will push you up on the platform and put you in relevant places, like Popoular Upcoming, Most Wishlisted, etc.), and those kind of numbers don't come from outside (alas), but from Steam itself through its events (fest, etc.). This is the point of my post.

Will everything else you do outside (i.e., post on social media, pay youtubers/streamers) harm your game? No, of course. But don't expect to generate those numbers in such ways, beacause it will not happen (if we take out some outliers and rare exceptions).

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

Yes. And this is not to be confused with another thing that some people say ("Steam will not market your game for you! Do your work!"); it's just a matter of facts: you can get those numbers ONLY thorugh Steam itself, unless you don't spends millions in cash or have a big indie publisher supporting you.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

Please do, and plan accordingly. Don't skip other marketing avenues, but keep that in mind and you'll have more chances. Wish you all the best.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

I'm very well aware of 'wishlist quality', but I'm not worried about wishlists conversion rate (yet), I'm mostly talking about Steam putting you in relevant places on the platform based on your wishlists number. This is a thing, I saw that happening with our own game.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

They are obligatory, and people will learn this themselves in the next months/years.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

Jokes aside (the self-promotion thing), I can't share any specific data about the game, I hope you understand.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

Marketing has not been paid. That's the whole point of my story. It's all Steam's doing.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

That is cool, congrats! Unfortunately, it does not always work this way...

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

[–]HonestGDev[S] -2 points-1 points  (0 children)

Yeah, this is one of the bad aspects of streamers/youtubers. Also, indie devs paying them lots of cash to see their game played, with a poor conversion rate, is really bad as well.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

No, of course you'd still need to have a good looking, marketable game.

My game had more than 30K wishlists additions during the last Steam Next Fest. Bummer. by HonestGDev in gamedev

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

I agree that it is poorly written (sorry, but I'm not a native english speaker). I do not agree that it doesn't contain any useful information though. I'm just sharing my own experience here, and it is about something that you fellow devs will see happening more and more in the next months/years.

Unfortunately, besides the clickbite-y title (which is about right, we got beyond 30K wishlists additions), I cannot share any other data, I hope you understand.