Rockfish on Everspace 2’s marketing and launch: “We saw very little of the expected sales drop off due to PC Game Pass subscribers”
Everspace 2 has been a huge success for Rockfish Games, with over 300,000 units sold already. We reached out to the studio’s CEO and co-founder Michael Schade to discuss the game’s marketing, Early Access, the importance of demos, and the impact of Game Pass on sales.
How roguelite hockey game Tape to Tape generated $600k by finding right niche and marketing strategy
Indie sports titles rarely find success in the market, but this roguelite hockey game Tape to Tape is a welcome exception. Marketing expert Chris Zukowski has broken down how small studio Excellent Rectangle managed to find a perfect niche.
Discovery issues, or why make indie games at all: Florent Maurin reflects on The Wreck’s commercial failure
We usually hear stories of success, but cases where indie games don’t live up to their devs’ expectations are unfortunately much more common. The Wreck co-creator Florent Maurin has opened up about the game’s commercial failure, also reflecting on the point of making indie games in today’s market.
Nexters on why mobile devs resort to Non-core GamePlay Ads and is it worth it
Non-core gameplay advertising, which doesn’t show users the core gameplay, is a term that carries a lot of negative weight. Nexters head of marketing Anton Yakovlev has explained why the “misleading” trait might be outdated, also detailing what developers should pay attention to when working with such ads.
Any Order funnels vs. Closed funnels: key differences explained by mobile game analytics platform ByteBrew
User funnels are a powerful marketing benchmark. Cameron Hozouri, CEO and co-founder of mobile game analytics platform ByteBrew, has broken down the significant differences between Any Order and Closed funnels.
Why game demos are key to opening two main marketing doors and boosting visibility, explained by Chris Zukowski
Many indie developers are still hesitant to release demos before launching their games. But the reality is that they are the essential tool for increasing visibility on Steam, so it is simply unwise to neglect it.
Why devs should treat Early Access game launch almost like full 1.0 release
Developers sometimes think of Early Access as an opportunity to warm up the audience and complete the game before the release of the 1.0 version. As discoverability expert Simon Carless points out, this mindset usually doesn’t work in practice.
Inside Wild Hearts’ troubled launch: high stakes, poor performance, and EA’s push for $70 AAA price point
Wild Hearts has just launched globally. Although Omega Force’s new game is appealing gameplay-wise, its technical state could ruin the studio’s plans to build a new monster hunting franchise. Let’s take a look at the title’s market potential and what made Electronic Arts bet big on it.
No More Robots plans to add every game to Game Pass to “relieve immense pressure for the devs”
No More Robots founder Mike Rose has shared his thoughts on Game Pass and its positive impact on the game’s commercial performance. He also explained why his publishing company would try to add every title to Microsoft’s subscription service.
Key success factors for ZERO Sievert, top-down extraction shooter that generated over $1 million in its first week
Extraction shooters like Escape from Tarkov are very hardcore and multiplayer-only titles. But what if you cut the online aspect and use the core gameplay formula to make a pixel art top-down game? This is exactly what solo developer Luca Carbonera did with his debut project ZERO Sievert, which eventually became a new hit on Steam.
Solo dev Matt Sharp says “We need to stop glamorizing indie development” after making just $4,000 in 5 months
People are used to stories of great success, but it is equally important to learn from others’ mistakes. Matt Sharp, solo developer at Momiji Studios, has reflected on the not-so-successful launch of his largely unique RPG Video Game Fables.
Steam competition: old games received 50% more reviews in October than top new releases in their first 30 days
Developers have to fight old games for the attention of Steam players. So it is better not to underestimate the impact of existing hit titles, which continue to receive thousands of reviews per month, even years after their launch.