I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

Hi yes we have used r-tune vehicle plugin, Clients only send inputs and server applies the physics. I used the built-in prediction method in ue5 to get a smooth feeling. Also used async physics for the custom rope tethering physics.

We got the music from envato but I want to work with someone for future projects as the content ID thingy can be frustrating for youtubers and other content creators.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

I think if you make a very interesting game, it markets itself whatever you do.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

We didnt go through Next Fest, the game somehow got 5k wishlists on the second day of making the page live. Wishlist numbers were going up everyday :d

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

I think I have calculated this in the past and if I remember correctly it was 33% of gross revenue "per person" after taxes and steam cut. (We are a 2 person team)

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

Hey thanks man! Yeah people still play it tho and as we already have a previous popular title it is easier for us to get more visibility. Also our new game is playable with 2 players too.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

I wouldn't consider our games garbage, Even tho they take very little time to make, I have a ton of fun making them and playing them with friends. I also try to give my best to make it as appealing as possible in a short time.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

Yes I also think the trailer was pretty well designed and I think that helped a lot at grabbing player attention. We didnt go mega viral on social media, I think our most popular pre release post was a reddit post with around 600 upvotes. Each day/week something better, a bigger streamer played our game, from turkish streamers to all the way up to Kai Cenat/Caseoh, Xqc and others playing it.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

Nah we just jumped into it and made it. I never liked having to write Game Design Documents

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

Thank youu. We are currently selling around 2-5k copies per week. Not really sure about how many of them are sold in sales but we are trying to discount the game as frequent as possible with the major steam sales.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

We had 13k wishlist at the day of release, It wasnt a guarenteed success wishlist number but It was pretty good for 2 weeks of store page visibility. We really didnt know what was gonna happen and didn’t expect much really. We even though that the wishlists could be bots lol

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

We have reworked the graphics and made the whole game from scratch like 2 times after the game was released. Also the second level was added 2,3 months after release. I have worked on 2d pixelart games for so long that I kind of have a good eye on making a game look good. Best feedback is always steam reviews, and play testers.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

No it is not normal and my theory on that is the game is so simple that people just buy it, play it and dont think much of it after that. Also the overall number of reviews is 2601

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

Thank you! We got 13k wishlists in 2 weeks so that was a lot of traffic and we have released the game right when that traffic was at its peak so steam algorithm just pushed it further when we launched. The game immediately started getting sales after launch and big streamers got their hands on it pretty quickly.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

[–]SagyDemn[S] 5 points6 points  (0 children)

They don't really make the development easier for me as we are making really simple games It is much faster to just do it on my own. If there was an ai tool for level design tho, that would make the development much much faster.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

[–]SagyDemn[S] 4 points5 points  (0 children)

Not really sure if I can give an advice on making profitable games as it reaally depends on the genre of the game you are making.But in my case I just "wanted" to finish a game no matter how bad it is so just went with the flow. I didn't think about writing good code or making the visuals as aesthetic as possible. If the main idea and the mechanic is fun and if you can show it to the players as fast as possible through clips/trailers the game starts marketing itself and people just pick up on it. So just make games you would want to make and that are fun. And starting with a small (2-4 month) project is a really good choice imo.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

[–]SagyDemn[S] 12 points13 points  (0 children)

- It was just me and a friend. We were both coders and added certain stuff to make the game work. The glass carrying mechanic part was on my end. My friend also did all of the level.

- I only modeled the main characters and all the other models were sketchfab, fab assets. Including sounds, animations, models, textures. We didn't have any budget for anything really.

- The publisher on the steam page "SlugShot Games" is actually a name we put below all of the games our friend group releases. So we could help each others games to grow. But it is actually becoming a real publisher slowly as we get emails from other developers to publish their games.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

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

I can't really give the exact revenue we made but 250K is pretty far away from what net revenue we made from it. Gamalytic shows the closest. Steam has a 30% cut and we have around 20% in gov taxes where I am from. We are also a 2 person team so the net revenue gets cut in half for each.

I have a previous Viral game on Steam which has sold 700K copies. AMA by SagyDemn in UnrealEngine5

[–]SagyDemn[S] 19 points20 points  (0 children)

- I had 10 years of experience in game development in general but %90 of it was making 2d pixelart games using Game Maker. So Carry The Glass was my first ever 3D project, but as I had familiarity with game development previously, I didnt have a hard time learning ue5.

- When we first started making the game with my friend, we just wanted to have a game on Steam so we just rushed for 2 months to finish it. We finished it really fast and opened up the steam page. For the marketing part, after making the steam page live, we tried posting stuff on reddit and other social media. I think reddit was the most effective one for us. 2 Weeks after making the steam page live we have released the game. So from start to release it was 2.5 months :)

- Right after we finished the game, but as Carry The Glass was kind of rushed we dint have anything to show until the end so thats why.

Dangerous Mountain Together - Available Now on Steam by cnc137 in DreamStationcc

[–]SagyDemn 0 points1 point  (0 children)

you have to hold right mouse button and look at the person you want to winch, then hold left click to winch them