All publications by tag «Simon Carless»
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 PC game genres on Steam: Simulation and Strategy tags still generate buzz
Game discoverability expert Simon Carless has shared some data on top Steam tags. The chart is dominated by different simulation and strategy subgenres, with platform and puzzle titles generating much less interest among PC players.
Casual players tend to write shorter reviews and own less games on Steam on average
Is there any correlation between the type of audience that plays a certain game and the word length of Steam reviews? GameDiscoverCo founder Simon Carless has highlighted this connection by comparing four games of different categories.
Simon Carless on how you can count game sales based on number of user reviews on Steam
Discoverability expert Simon Carless has shared his thoughts on how developers can quantify their game’s success on Steam based on the number of user reviews. According to his calculations, only 1.5% of new titles released in October 2021 sold at least 40k units in week one.
Why Apple moved from producing risky exclusives to bringing time-tested iOS hits to Apple Arcade
Earlier this year, Apple made a few changes to Apple Arcade, bringing more successful iOS titles to its subscription service. Discoverability expert Simon Carless tried to break down the reasons behind the company’s new strategy.
Devs praise Motive’s Dead Space stream for showing “how making games of this size actually works,” call for more transparency from AAA studios
On August 31, Motive Studio held the first Dead Space dev stream and showed early preproduction build footage featuring assets that might not even make it into the final game. Which is perfectly logical, given that the production is just starting: Motive only began working on the title less than a year ago.
How Shapez.io, Zen version of Factorio, became hit on Steam with $1 million in revenue
Indie developer Tobias Springer, who created Shapez.io as a more approachable and less stressful version of Factorio, has discussed his title’s viral success. So what helped it skyrocket from a simple web game to a $1-million hit?
Case study: mystery of Steam wishlists that don’t always convert into actual players
Indie developers know that the more wishlists a game has, the better. However, sometimes launch sales leave creators disappointed — especially so, if prior to release, Steam festivals have boosted their titles. So here are a few insights on this issue.
Simon Carless on game pricing on Steam and why devs should sometimes act more aggressively
In his latest newsletter, games industry expert Simon Carless wrote about the different pricing strategies that developers could use on Steam. He also explained how dollar-to-euro conversion might impact a game’s revenue.
Simon Carless on long demos and how they increase games’ discoverability on Steam
Developers usually make demos and prologues relatively short. However, titles like Loop Hero and The Riftbreaker prove that letting people play your game for hours before release can increase its discoverability and number of wishlists.
How Steam Week 1 revenue compares to Month 1, Year 1-5.
Simon Carless posted the results of the Steam revenue survey, which around 100 developers took part in. The survey asked about the gross revenue generated on Steam in Week 1, and then asked ‘what multiple of that revenue did you have at the end of Month 1? How about Year 1?’