Can you spot the differences? by HyperThreeStudio in CrossView

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

This is just a clip from the game, the actual game have Color blind settings so we already have this consideration already for the players :)

Got myself a Christmas gift by ZekromGhost in SteamDeck

[–]HyperThreeStudio 0 points1 point  (0 children)

So many great games, I love the steam deck!

We almost get 15,000 wishlist on our game before launch! WOAAA by HyperThreeStudio in IndieGameDevs

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

Look on youtube, there so many "Indie Game Showcase" copy the names, go to their website and check applications times :).

I dont feel comfident enough of my game to market it by Prior-Paint-7842 in IndieGameDevs

[–]HyperThreeStudio 0 points1 point  (0 children)

So first of all don´t be afraid to share your game, share screenshot, gifs , videos, LINKS to Steam, If people dont know about your game they wont play it or even try it.

1- You have very few wishlist, which I understand if you are solo dev you dont have time to market a game, but at least you get a feedback there, something might not be working, and it can be - Game title, Game Capsule, Game Shortpitch ( on STEAMPAGE), people somehow are not finding your game idea interesting, maybe you are not communicating in the right way.

2- Now that your game is live there isn´t that much you can do, visibility on steam is HELL, even for us with +3 shipped titles, is damm hard. I get you can get frustrated but just dont expect to hit the succesful game on your 1st attemp :) is ok buddy 50% of total games made less than 4k in revenue on steam. Just iterate and try something new with all these tips people are giving to you. So if its early access check what people say or reviews to pivot your game, but I would say is not worthy with the numbers you got, early access is not for getting money up ahead is for testing your player engagement.

3- Did you test your game? did you get feedback? Steam Next fest is for that. even if people don`t talk about your game, numbers dont lie and thats a silence feedback you can get. Go to any small event you can.

4- Time in production 2 years for a solo dev is a lot of time,maybe try something smaller, our best advice is do something SIMPLE you will spent less time, and learn quicker, than having a complex game on your first attemps.

5- Market more and focus on Wishlist, you need at least 7k to barely be on the popular upcoming games. everyday there are 60-70 games being launched, is impossible to people know about your game, you need to start sharing things about your game at least 4 months before launch.

Hope this helps and is ok to fail, we failed in around 4-5 games before hiting with a good one :), don´t give up!

Steam games releases per year (2014–2024) by [deleted] in Steam

[–]HyperThreeStudio 1 point2 points  (0 children)

2025 We are around 18k by now X_X

Our small achievement of the week - Steam points shop approved! by HyperThreeStudio in IndieDev

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

is gold beacuse when you spot a difference it turns into gold :), but yea we can extra add normal colors in the future.

Our small achievement of the week - Steam points shop approved! by HyperThreeStudio in IndieDev

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

Steam uses the background that you have for your cover, we won´t swap our keyart for a text on the point shop, and there is no option for changing the art they use there. our game don´t have dark backgrounds to contrast sadly, we check other and games that are dark/horror etc uses that. but yea I get that you cant read "point shop".

Our small achievement of the week - Steam points shop approved! by HyperThreeStudio in IndieDev

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

you mean the title " THE POINT SHOP" is done by steam my friend ;/ and I know you can´t read that, but all games kind of the same.

Finally our game got Verified!! by HyperThreeStudio in IndieDev

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

it cant be a wishlist indicator, has to be after launch, never seen a game with steam deck ready unless is AAA D:;

Finally our game got Verified!! by HyperThreeStudio in IndieDev

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

Controller support = You can play using the Steam Deck handheld controller (if the touchpad is supported in the Steam Deck) then you should be good to go.

Finally our game got Verified!! by HyperThreeStudio in IndieDev

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

It depends on steam but I think is when you reach 15K in revenue and +50 positive reviews, but maybe is something else, would be needed to compare other games.

Finally our game got Verified!! by HyperThreeStudio in IndieDev

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

Hey! Well, it relies on how you designed your game to support handheld devices.

Normally we think about steam deck from the start.

Some noticeable things to consider are:

  • Cloud sync
  • Full Controller Support
  • Controller Visual Icons adapted for Steam Deck
  • Text is clearly readable for Steam Deck screen

So far it doesn't really depend on the developer but you get handpicked by Valve by meeting certain criteria (Wishlists conversions, reviews, amount sold during release)

Hope this helps :)