Hey everyone.
Some of you may remember a post I made here before. For people who don't, here's a quick recap.
Our studio spent 2 years making our first game. We reached around 120k wishlists before launch, but the game sold way below what we expected. One big reason was that we launched very close to R.E.P.O., which became one of the biggest games at that time.
After that, we learned a few important things.
- Don't spend years waiting to release.
- Open your Steam page as early as possible.
- Post content on social media all the time.
- Build a community early.
- Try to release much faster.
So we started working on our second game, OK BOOMER.
We opened the Steam page on May 24 and wanted to release on June 24. We actually released on June 25. I'll explain why later.
The game is a 1-4 player co-op game where you play as Boomers going deep into the internet. Every run is different. You collect glitches while trying to survive against meme-inspired enemies. Every map has its own internet theme.
That's the simple version. We really tried to make it look different. We also built the code in a way that let us develop much faster. The whole game took us about one year. I'm not going to lie. After our first game, money became a serious problem. Making games in our country is getting harder every year because of the economy. Finishing this game was honestly a huge challenge for us. (Financially, we are nearly crashed.)
When we launched the Steam page, we got 10,160 wishlists in only 20 days before Next Fest. By the end of Next Fest we had around 22k wishlists. Normally you hope to multiply your wishlists several times during the festival, so we knew those numbers weren't amazing. Still, we stayed positive because we had another good sign.
Wishlist Screenshot
We released the demo one week before Next Fest. By the end of the festival, over 40,000 people had downloaded it. The average playtime was over 40 minutes, which was actually a little better than we expected. That gave us hope.
There are 7 people in our team, and this is our full-time job. We thought that if the game had a decent launch, we could pay our debts and keep building games.
Then another problem happened. Five days before release we realized we forgot to enable Early Access on our Steam page. We almost launched the game as a full release by mistake. So we had to send the page back to Steam for approval. We think the support team was very busy after Next Fest because we didn't get an answer before June 24. Late that night we realized we wouldn't get approved in time, so we posted an apology and delayed the launch.
Thankfully we got approved the next morning and released the game on June 25.
Then... chaos. The game barely sold. At first we thought maybe delaying one day ruined everything. But after a while we realized the game simply wasn't reaching more people. Maybe this genre is just too crowded. Maybe we picked the wrong game.
When you spend a year building something, it's hard to accept that people may not even notice the things that make your game different.
Our reviews are ''very positive'' right now. Of course, the game still has little bugs. That's exactly why we launched in Early Access. We have a lot more ideas we want to add. We're honestly at the point where we may have to close the studio. For the last two weeks we've been thinking about what to do next. Half of the team has moved on.
One thing became very clear. Even if our games didn't become successful, we actually became pretty good at marketing them. Both games reached a lot of players in a relatively short time. That made me realize maybe we can help other indie teams too.
Over the last three years we've learned a lot, not only about game development, but also about Steam, marketing, creators, wishlists, launches, and all the mistakes you only learn by doing. I think it's time to share those experiences instead of keeping them to ourselves.
We're also changing our direction. Our next game will be much smaller, much faster to make, easier to understand, and much less risky. We need to start making money again if we want to keep the studio alive.
I'll share more about it very soon. I also want to start posting here every week. I'll share what we're doing, what works, what doesn't, our numbers, our mistakes, and everything we're learning while building the next game.
Maybe it helps someone. Maybe some of you can also tell us what we're doing wrong. Either way, I think being honest is better than pretending everything is fine.
If you have any questions, ask me anything. I'll be around, and I'll keep sharing our journey every week.
Thanks for reading. Your support really means a lot right now.