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Post-mortem

Releasing Your First Game

by Axel Born

Original : 17/11/2022

Translated & Updated : March 2023

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| Before Starting |

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| Context & Disclaimer

These slides were initially done for a talk during in November 2022 for Toulouse Game Dev, in french.��This is a translated version of it for #notGDC 2023, in March 2023. There were some slight changes & a bit more context added to some slides, but it’s not impossible that some parts still lack a bit of context without the spoken comments.��For parts like sales & marketing data, the numbers weren’t updated and still date back from November.

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Toulouse Game Dev Meetup on November 17, 2022

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| Who am I ?

  • Programmer/CS background
  • Making games since 2017 on my free time
  • Active member of the local game dev scene in Toulouse
  • Regular game jam participant

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| What will be covered

  • Preparation phase
  • Production
  • Publishing Process
  • Numbers & Marketing

With a practical case : Skew Pong

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| What is Skew Pong

Physics-based Pong, Local Multiplayer

Released on :

  • Steam : 10 February 2022
  • Itch.io : 8 September 2022

Price : 1.99€ / 2.49$

Team size : Solo dev + 1 composer/sound designer

Dev time : 3-4 months on free time��Budget : 0€*

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| How the project started

  • Early October 2019
  • Ludum Dare 49, theme : Unstable
  • All elements of the game were done

On Itch.io

On LD's website

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| Why continue this game ?

  • To go further than a simple jam game
  • To have the experience of a first release
  • Game was rather well received in LD
  • Simple & well defined scope

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Ludum Dare results (out of 2000+ games)

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| Before Starting to Work |

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| What’s a first game ?

  • Lots of new things

=> Lots of mistakes

=> But also, lots of learning

Rarely a commercial success but more of a learning experience

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| Defining objectives & expectations

Objectives :

  • Finish a game
  • Commercial or not ? Platforms ?
  • etc…

Expectations :

  • What will you be getting out of it ?

Don’t forget to stay reasonable, ie. don’t expect to become rich or have making a AAA game as your goal.

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Skew Pong’s example :��My objectives :

  • Properly finish & polish a game
  • Release it on Steam

My expectations :

  • Learn the whole process of releasing
  • Have something better in my portfolio
  • Hopefully, make a few hundreds $ out of it

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| Define the frame

  • Length of the project ?
  • How much time (per week/day) ?
  • Solo or in team ? With who ?
  • Budget ?

Again, stay reasonable, don’t drop your job to go full time or put all your savings into it.

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Skew Pong’s example :

  • Length : 3-4 Months
  • Time : On my free time, ~10-20h/week
  • Team : Solo + a composer
  • Budget : 0€* (only the Steam fees)

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| Have everyone on the same line

  • Roles, involvement and expectations of everyone
  • Wages/Royalties, Authors’ Rights, etc…
  • All of this should be clear & well defined from the start

=> You avoid any future problems�Ideally, all of this should be put under written form

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Skew Pong’s example :��I had a composer/sound designer join up to make the audio of the Ludum Dare version of the game.�When I decided to keep on working the game, asking him if I could use his work was the first thing I did.

Here’s the rough deal we had :

  • 20% of the 1st year of sales as royalties
  • No expectations for him to do any extra work, unless he wanted to

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| Scoping properly |

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| Scoping small is important

  • We always underestimate the time it’ll take
  • There will always be unplanned stuff
  • A well polished small game is better than an unplayable big game

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| Finishing a game is long

Pareto’s Principle (80/20 rule) applied to games :

  • Core game (80%) = 20% of dev time
  • Polish (20%) = 80% of dev time

Lots of annex systems to do in a proper release

Localization, settings, success, analytics, saving, etc…

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| Development isn’t the only thing

  • Marketing
  • Managing Stores / Platforms
  • Administrative stuff
  • etc…

=> All of this takes time in addition to the dev

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| Production / Be well organized |

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| Be regular in your work

  • Put together some routine or work planning

Working on your game must become habit

  • It’ll always be harder to get back into it after a break

* It’s ok to take breaks when needed.��* The important here remains to find whatever works best for you to stay productive and keep it healthy.

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| Structure the project & split it in tasks

Short-term goals :

  • What has to be done is clear
  • Are easily reachable

Milestones / Long-term goals

Deadlines :

  • Can sometimes help with motivation*
  • Can coincide with events

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| Work in Iterative

Work with 1 or 2 weeks long cycles :

  • Cycle start : List the tasks to do

  • During the cycle : Do those tasks
  • Cycle end : Playtest, note feedback & then iterate on the next cycle

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| Use project management tools

  • Hack’n’Plan, Codecks, Notion, Trello, etc…
  • Essential to organize yourself
  • List the tasks to do, report their progress, note down ideas, etc…

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Hack’n’Plan is what I use for my projects

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| Make the most of those tools

  • Put as many info as needed

Kind of tasks, estimated time, priority, etc…

  • Make use of advanced features of those tools

  • Adapt it to your needs & preferences

The goal is to have a clear vision on the project

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Adding a trail behind the player :�-> more satisfying to move (game feel)�-> a small visual improvement

A setting to change the length/width ratio of the terrain :�-> improves ‘marketability’ as it allows for slightly more varied screenshots�-> more content�-> adds a bit of replayability value (for players that tinker with the different match settings)

Example : Custom tags in Hack’n’Plan that tell how tasks impact the game��-> Helps in prioritising tasks

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| Have your Game Tested |

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| The importance of playtesting

  • Get exterior feedback
  • Identify issues, bugs, etc…
  • Bring out new ideas

=> Helps make the game better

* That’s even more true when you’re working solo or lack in experience making games.

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| Take a step back

  • Be critical of your own game
  • Accept & welcome criticism
  • Be aware of your testers’ individual biases

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| How to find testers

  • Friends & family
  • Game dev communities
  • Releasing a public demo
  • Reddit : r/playmygame, r/destroymygame, r/gamedev’s Feedback Fridays

  • Try to have the most testers possible

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| A Few Isolated Slides |

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| Localizing your Game

  • Important to hit a broader public
  • Easy if you’ve got few text

Low-cost solutions :

  • Polyglot Gamedev Project - link
  • Bilingual or native friends
  • Google Trad / DeepL (use with caution)
  • Look at other games

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Polyglot Gamedev Project

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| Know how to Describe & Pitch your Game

  • Necessary to speak about your game, to promote your game, make a store page…

How would you describe it in a short paragraph ?

In just a few games ?�In a few key words ?

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| (Optional) Making a company & other administrative stuff

  • Inform yourself properly prior of doing anything
  • Case by case basis, it will vary a lot depending of country, your situation, your goals, etc…

  • It can take up weeks to sort these, might cost money, etc…

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| Publishing on Steam |

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| Steamworks

  • Steam’s Dev/Pro Interface
  • Complete & detailed online documentation
  • Support is usually reactive

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| Registering & Steam Direct

  • Requires a Steam account
  • Register on Steamworks’ website

Forms to fill : Identity, company, bank info, tax info, etc…

/!\ For non-US devs, make sure not to lose 30% in withholding tax if your country got a tax treaty.

=> You’ll have to put your ‘foreign’ TIN properly�=> ie. for France, it’ll be your SIRET or NIF (tax id)

  • 100$ of Steam Direct to pay (per game)

‘Refunded’ after 1000$ of sales

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| The main steps

  1. Get your store page approved and published
  2. Put a build online and have it approved
  3. Press the release button on release day

You can do steps 1 and 2 as soon as you want.�It can take a few days for things to get approved.

�/!\ Don’t do them at the last moment as there’s a chance your page or build gets refused if something is wrong.

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| Do your Steam Page

  • Long & short descriptions
  • Screenshots
  • Tags
  • Lots of capsules (promo images)
  • Video trailer (not mandatory until release)

Recommendation : How to make a Steam page from Chris Zukowsky

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| Uploading builds - Steampipe

Build = a version (1.0, 1.1, etc…)

Depots = ‘variants’ (ie. Win, Mac, Linux)

  • Upload your build to one or multiple depots
  • Assign the build to a branch within Steamworks
  • Use SteamPipeGUI if you don’t want to deal with command lines

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| Have a build approved

  • Mainly a check that it matches the store page

  • Basic QA checks

Ex : Gamepad support, Steam features support, etc…

  • No real check on content* or quality

* except for NSFW games

  • You only need to get your first build approved, next version

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| Steamworks API

  • To implement Steam’s features in your game

Achievements, Stats, Leaderboards, Cloud Saves, Enhanced Rich Presence, Remote Play Together, etc…

  • Good to add or even expected by players

  • Wrappers of it are available for all major engines & languages.

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| The Release |

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| The release

  • 10 February : Release of the game on Steam��
  • 12 February : Showcase at the ‘Salon du JV Toulousain’ at Toulouse’s Library

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| After the Release |

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| Taking a step back

After the release :

  • Lots of feedback on the game
  • A few issues were spotted

After a bit more time :

  • I felt a bit unsatisfied with some parts
  • A few new ideas came up

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| The Updates

  • 4 Updates
  • Bugs fixing & QoL improvements
  • Some minor features & additions added
  • A small visual rework

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| Release on Itch.io

  • In September 2022
  • Addition of a free WebGL demo
  • Lot simpler process than Steam to release

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| Sales & Other Numbers |

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| Sales Data on Itch.io

Numbers as of 15 November 2022

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March 2023 Update :

No change, still has only 1 sale ever

Free webgl demo plays

Note / Context :

Game was put on Itch months after the initial release, just to see if it might sell a few copies there

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| Sales Data on Steam

Numbers as of 15 November 2022

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Prior to Steam’s 30% cut

-> 128*0.7 = 90$

March 2023 Update :

The game is now at :

  • 176$ net ( ~123$ after Steam’s cut)
  • 134 units sold

Return % went down to 11.9% (16 units)

Median time played rose up a bit to 11 minutes

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| Sales (details)

Numbers as of 15 November 2022

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* This graph doesn’t always put points on 0

Release�|

Summer sales�|-----|

Visibility round

Sale�Update�|

Update

|

Visibility round�Update

|

Update

|

March 2023 Update :

Game did ok numbers in Autumn Sales & Winter Sales

+ its best numbers since release during an anniversary sale in February 2023 with an update to the game

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| Wishlists (details)

Numbers as of 15 November 2022

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Release�|

Summer sales�|---|

Visibility round

Sale�Update�|

Update

|

Visibility round�Update

|

Update

|

74 wishlists at release

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| Visits & Impressions

Numbers as of 15 November 2022

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Release�|

Summer sales�|---|

Visibility round

Sale�Update�|

Update

|

Visibility round�Update

|

Update

|

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| Other

Numbers as of 15 November 2022

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Release�|

Summer Sales�|---|

Visibility round

Sale�Update�|

Update

|

Visibility round�Update

|

Visibility Rounds

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| Game Stats

Numbers as of 15 November 2022

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* This graph doesn’t put points at 0

* Average is skewed as it includes my own game time & some of the dev time

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| Analytics/Stats & Achievements

Numbers as of 15 November 2022

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* My own stats weren’t counted there

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| Analysis of the Commercial Failure |

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| Les bases de Steam

Steam/Valve goals = $$$

=> The more a game is likely to sell, the more they’ll promote it

The main metrics :

  1. Wishlists (prior to release)
  2. Sales
  3. Reviews

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| Steam’s filters

Wishlists :

  • 5-10k minimum -> Popular Upcoming

Sales :

  • ?k$ -> Profile Features
  • ???k$ -> Pop-up & Daily Deals

Reviews :

  • 10 Reviews -> Positive & Visibility boost
  • 50 and 500 -> Very and Extremely positive

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| Analysis of the Game itself

  • It remains a Pong
  • PC Local Multiplayer = Very small market
  • No real point in playing it solo
  • Not great visually

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| The Steam Page

  • No Video Trailer until 1 week prior release
  • Description isn’t great (ie. no gifs)
  • Capsules aren’t professional at all
  • Lack of variety in screenshots

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| No participation to Steam events

Events = Major sources of internal traffic

  • Game is too small / not good enough for third party events

  • Release calendar & game not really compatible with Steam Next Fest

  • Release too close to the Remote Play Together Sale

=> Couldn’t take part in the event

=> Lost a full week of launch visibility

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Remote Play Together

Sale

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| Too few communication

  • Nearly nothing prior to release
  • Very few posts on social networks

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| Itch.io in a few words

  • Late offset release
  • No marketing at all
  • Smaller platform and less adapted to commercial games

=> No sales

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| Marketing attempts |

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| Tracking links with UTM Parameters

  • Simples parameters to put in links
  • Handled by Steam, Google Analytics, etc…
  • Conversion data into wishlists and sales
  • Allows identifying where visits come from
  • Should be used whenever possible

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| UTM Stats

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| Reddit

2 posts on r/Games’ Indie Sundays (20/02 et 27/03)

368 visits, 3 wishlists

+ Good visibility even if the posts weren’t very popular��+ Doesn’t require to build a prior following to make a hit

Quite random�� Beware of the 10:1 ratio for promotion posts and individual subreddits rules

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| Twitter

A few tweets (release, updates) on dedicated account

71 visits, 1 wishlist�+�Links in bios

28 visites

+ Putting a link in your bio is always good

Maintaining a dedicated account takes a lot of time�� You need a lot of followers for it to have a real impact

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| Discord

Link in profile

105 visits

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Partage de la release sur quelques serveurs où je suis actif (not tracked)�

+ Link in profile is always good

+ Surprisingly not that low* (though it’s also linked to my high activity on Discord)

It’ll never have a big impact

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| Ludum Dare

A small post-mortem at release + link on profile & jam version’s game page

55 visits

+ Could give a small initial boost

Very small audience outside LD jams periods

Specific to games that were made in LD

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| Twitch

Link in profile

11 visits�Few dev streams on the weeks prior to release (not trackable)�

+ Has potential if you’re regular & enjoy it

Requires a lot of time investment

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| Databases/listing websites

IndieDB

Indie Game LaunchPad

Tweets about your game, but no interactions on these

IGDB

Used as source for Twitch’s categories

+ Relatively fast to do and needs no maintenance

No visible impact

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| The End |

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| Contact & Links

Portfolio/Website��Discord : @axelvborn��e-mail : axelvborn@gmail.com

Twitter : @axelvborn

Mastodon : @axelvborn@mastodon.gamedev.place

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