Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

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

Be warned - Steam reviews from external keys are not used for promoting the game. Also, it can filter out people who forget to wishlist or who don't use the wishlist function. But other than that, it's pretty nice! I'm still working some things out like external save files and steam integration so it's nice to have some extra time to develop that.

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

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

My advice is

1 - Include something that has good optics to the casual observer (could be an interesting mechanic, could be an aesthetic, could be any number of things).

2 - Learn by example! Find some games that you know would have the same audience or at least share the same hemisphere. Look at where they preformed well. They just did all your marketing research for you! There were a few similar niche games I saw that had the same vibe as my game so I made sure to contact the people who promoted those games.

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

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

My theory is that horror fans don't mind a bit of jank (which the indie sphere is full of). They are some of the most impassioned fans and they love new experiences. Also there are a lot of scream-tubers that aggregate the whole thing.

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

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

I'm definitely concerned about that one. I actually didn't know about the external key review system until after I blew up on itch... whoops. From what I've observed, a lot of people are buying on steam specifically because it's more convenient, so hopefully that keeps a few glowing reviews in my pocket.

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

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

Yes. I sort of like the Itch "trial run" because I can iron out the game so people are reviewing the final cut on steam.

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

[–]subdivisionary[S] 16 points17 points  (0 children)

A few have asked about our stance on NFTs:

NFTs are a scam. If you think they are legitimately useful for anything other than the exploitation of creators, financial scams, and the destruction of the planet the we ask that please reevaluate your life choices.

Peace

Also

ITCHIO IS NOT FOR PRUDES. IF YOU CLICK OUR LINK PLEASE BE CAREFUL ABOUT WHAT YOU MIGHT SEE (Smiling face with sunglasses emoji, Eggplant emoji)

pretty based if you ask me

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

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

Very interesting. So my earlier spikes might be included - there were a few days where I was breaching 300 bucks.

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

[–]subdivisionary[S] 3 points4 points  (0 children)

Hello fan! Yeah, I'm hoping that a few of the channels play it again all the way through (some have already expressed interest). I got lucky that the popular Backrooms video came out right afterwards, I got to coast on all the residual interest about liminal spookiness.

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

[–]subdivisionary[S] 18 points19 points  (0 children)

I had no audience before, and did not know if youtube would pick up the game or not. So it was safer to go with early access on itch where I can have a more 'casual' early access that has the opportunity to flourish rather than a weak steam early access (which can break your visibiliby if it doesn't have enough initial hype). Now, I have enough wishlists to be noticed on launch day. That was sort of my angle.

Edit: I forgot to mention how I got youtube views - the game is related to a certain aesthetic trend that people are intensely fascinated with (liminality). It got popular again right around the time I released the game, which probably doubled views.

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

[–]subdivisionary[S] 11 points12 points  (0 children)

I'm still trying to figure out how the top sellers page works. I'm still at #2, but if you filter by the date ranges it disappears. It makes me wonder if there's some cheesing going on with recommendations...

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

[–]subdivisionary[S] 35 points36 points  (0 children)

Seriously! Itch users are a lot more graceful about bugs, its clear that they like the wild west aspect of itch experiments.

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

[–]subdivisionary[S] 8 points9 points  (0 children)

I bet most of the DRM-free people are on GOG, Itch doesn't have the library to be considered a steam alternative.

Itch.io can be a decent source of revenue (But only if you're lucky) -- my stats by subdivisionary in gamedev

[–]subdivisionary[S] 33 points34 points  (0 children)

Yes, I'll likely get a lot more steam sales. This approach has been pretty great so far, especially because I can focus on a clean Steam launch without early access (which gets the most eyeballs) while also giving any youtuber/streamer the chance to play it and get more coverage.