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.
Steam reviews/sales ratio approaching 60x for new hit games, so how do we estimate sales in 2022?
Probably the most popular way to estimate game sales on Steam is to add a certain multiplier to their review count. The problem is that the median ratio for big new releases has gone way up over time, so it is time to make some adjustments.
Top 5 alternative traffic sources to boost your profit on mobile: their pros and cons
Facebook and Google are cool, but there are many other traffic sources that can make very good profits. Konstantin Bocharov, a mobile UA lead at performance marketing agency Äppska, has told us about some of the most effective alternative sources, detailing their features and sharing some tips.
No More Robots on how region-swapping and cheaper sales from ‘Argentina’ turned Let’s Build a Zoo into global hit
Mike Rose, head of indie publisher No More Robots, has opened up about the region-swap issue where people change regions in digital storefronts in search of cheaper game prices. Here is how it affected the company’s already successful zoo sim Let’s Build a Zoo.
Common mistakes devs make when creating game trailers, or why gameplay should always come first
A great trailer is essential for marketing a game and getting people hooked, especially when it is the first thing the player sees on platforms like Steam. However, a lot of indie developers make common mistakes that can negatively impact wishlists and other metrics.
Taking 50% of revenue for ‘nothing’? Indie devs and publishers debate on predatory deals and other pitfalls
Some say a game can’t become a commercial hit without a good publisher, while others claim that developers can survive and break through without signing “predatory contracts.” Here is what different industry professionals think about this age-old problem.
Why eye-catching capsule art is essential for game’s marketing and its YouTube coverage
It is obvious that games must have great gameplay to attract players. However, eye-catching capsule art is equally or sometimes even more important than other elements in terms of marketing. It is also one of the key things that streamers look at when they decide to cover a game.