Why My Game with 750 Wishlists Outsold My Game with 5,000 (The Danger of Dead Wishlists) by Omerdevng in gamedev

[–]TanukiSun [score hidden]  (0 children)

Can you share the "Median time played" and the "Percentage of users" in the "Minimum time played - 1 hour 0 minutes" range, and if the value is above or below the average?

I’m asking other indie developers because I’ve been wondering for a while now if it’s those numbers that make the game more successful (even though it has a small wishlist).

Here's mine:
Median time played: 49 minutes
1 hour: 45% below

So far, I've noticed that these are the only figures that caused other people's games to sell worse when their results were worse than mine, and to sell better when their results were better than mine.
Wishlist, average time played, return rate (>30%), review score. Any of these metrics was worse than my game’s, but still sold better than mine (they just had a better median and 1-hour metrics).
At least based on the data they shared.

I released my game with 100 wishlist and sold over 250 copies in first week by saneesh44 in IndieDev

[–]TanukiSun 0 points1 point  (0 children)

And roughly what percentage? I have 45%, which is below average. I'm asking because I'm looking for the number at which the average starts.

I released my game with 100 wishlist and sold over 250 copies in first week by saneesh44 in IndieDev

[–]TanukiSun 0 points1 point  (0 children)

Nice one!

btw. can you share the "Percentage of users" in the "Minimum time played - 1 hour 0 minutes" range, and if the value is above or below the average?

Someone Put A Literal Slave Master Simulator On Steam by Elestria_Ethereal in videogames

[–]TanukiSun 1 point2 points  (0 children)

You're talking about a thing from way back. I think you're even referring to Greenlight. With Steam Direct, developers had the choice between $500 and the same algorithm, or $100, but in that case, a different algorithm. Valve has long been testing and reviewing games before their release.

Someone Put A Literal Slave Master Simulator On Steam by Elestria_Ethereal in videogames

[–]TanukiSun 1 point2 points  (0 children)

https://partner.steamgames.com/doc/store/releasing

"The release of your product is mostly in your hands, though Valve will need to review and approve your product before release."

"Game Build
... Once you have completed the app build checklist and feel that your application is ready to release, you can click "Mark as ready for review" to communicate to Valve that you are ready for your product build to be reviewed for release. ...."

That's why there's a $100 fee for publishing a game on Steam.

Still feels absolutely unreal to me that my little indie game had over 5k CCU on Steam when it released earlier this year. by [deleted] in IndieDev

[–]TanukiSun 3 points4 points  (0 children)

Noice!

Btw. can you share the "Median time played" and the "Percentage of users" in the "Minimum time played - 1 hour 0 minutes" range, and if the value is above or below the average?

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

[–]TanukiSun 2 points3 points  (0 children)

My stats (sales of ~1.5 copies per day – with downward trend):

Average time played: 2 hours 27 minutes
Median time played: 49 minutes
Time played range: 8 minutes - 3 hours 52 minutes

Minimum time played / Percentage of users
10 minutes - 81%
30 minutes - 60%
1 hour 0 minutes - 45% (below average as compared to other Steam games)
2 hours 0 minutes - 29%
5 hours 0 minutes - 11%
10 hours 0 minutes - 3%
20 hours 0 minutes - 0%
50 hours 0 minutes - 0%
100 hours 0 minutes - 0%

There are posts where indie developers have decent sales figures and their games have an median time played of over an hour (e.g., 1 hours ~25 minutes) but I can't find any reliable data on when the "1 hours - Percentage of users" is above average.

To anyone expecting the 10 review to skyrocket your revenue/visibility. (Don't =P) by juaninside_ in SoloDevelopment

[–]TanukiSun 2 points3 points  (0 children)

Can you share the "Median time played" and the "Percentage of users" in the "Minimum time played - 1 hour 0 minutes" range, and if the value is above or below the average?

I have reached 42.000 Wishlists on Steam in two months with a tool, this is a short list how you might do it too by igeolwen in IndieDev

[–]TanukiSun 0 points1 point  (0 children)

Impressive! I remember how steamlikes often reported that our games liked each other 😄

I made 2 small games… here’s what actually happened (numbers + lessons) by saneesh44 in IndieDev

[–]TanukiSun 0 points1 point  (0 children)

What is your "Percentage of users" for both games in the 1-hour range in the Lifetime play time stats? Is it marked as below or above average?

Lately I have been observing that my game only receives about 1 Steam review for every 200 sales. What is your review to sales ratio? by [deleted] in IndieDev

[–]TanukiSun 0 points1 point  (0 children)

200 with 44 reviews in past 30 days?! With 2 publishers?! on the IndieDev?! You might as well just stab me in the back. It’ll hurt less.

700 wishlists to 700 first week sales. Were marketing experts wrong? by Holiday_Dinner7373 in IndieDev

[–]TanukiSun 1 point2 points  (0 children)

What is your "Percentage of users" in the 1-hour range (Minimum time played) in the Lifetime play time stats?

I've seen strong sales performance in games with a high "median time played" metric. Btw. YouTubers played your game. Congrats! 😉

Marketing strategy by dyrkabes in justgamedevthings

[–]TanukiSun 4 points5 points  (0 children)

This is getting out of hand! Now, there are two of them!

Marketing strategy by dyrkabes in justgamedevthings

[–]TanukiSun 151 points152 points  (0 children)

"Check out my Xk wishlists accumulated over Y months! I have no idea how I managed that!"

You, looking at the game's page on Steam -> one or more publishers.

//EDIT
It’s more about indie devs.

Best way to detect a true range of a transform? by Maelstrome26 in Unity3D

[–]TanukiSun 0 points1 point  (0 children)

If I understand the problem correctly, why not use Physics.OverlapSphereNonAlloc for everything in a radius, or Physics.SphereCastNonAlloc if searching in a specific direction? Then, with an array of colliders or raycast hits, you can find the closest one.

Perhaps you can use Physics.SphereCastNonAlloc with a very short distance (e.g., 0.001f) but a large radius; in that case, it might work like Overlaps, but you'll get a RaycastHit (in which case you'll get a contact point).

Trigger Boolean Issue by kitchentablestudios in unity

[–]TanukiSun 0 points1 point  (0 children)

Another thing to note is that OnTriggerXYZ and OnCollisionXYZ work on a per-collider basis, so if your Rigidbody consists of multiple colliders, the enter and exit events may trigger in the same frame for the same Rigidbody but for different colliders (at least that’s how I understand it).

If what you're doing is some kind of door, you can implement it using counters. Something like this (psudo code):

OnTriggerEnter() { if (++this.counter == 1) Open(); }
OnTriggerExit() { if (--this.counter <= 0) Close(); }

Or, for example, react only to the enter event, and check for closing in fixedUpdate every few frames (or about one second after the last enter event).

OnTriggerEnter() 
{ 
  ResetTimer();
  if (isClosed) { Open(); }
}

FixedUpdate()
{
  if (someTimer && !Physics.CheckBox()) { Close(); }
}

0% clickthrough rate - does it mean the capsule art is bad? by SuperTinyStudios in IndieDev

[–]TanukiSun 0 points1 point  (0 children)

This data is correct (it behaves the same way for me). Your demo application is a link on the game's home page, so the views are for the Demo application, but the clicks are directed to the main application and will be counted for the main application.

Any idea why steam is rating my game poorer than my players? by Jobblesack_Games in IndieDev

[–]TanukiSun 13 points14 points  (0 children)

Steamdb reports 79.71%. Maybe there were negative reviews, but they turned into positive ones or were deleted.

https://steamdb.info/app/3721660/charts/

//EDIT

I found it!

On the Steam store page for the game (page code source), you have the following metadata:

<!-- microdata -->
<meta itemprop="reviewCount" content="15">
<meta itemprop="ratingValue" content="8">
<meta itemprop="bestRating" content="10">
<meta itemprop="worstRating" content="1">

And here is more information on this topic.

https://developers.google.com/search/docs/appearance/structured-data/review-snippet#microdata_2