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Data Deep Dive: Meteorfall: Krumit's Tale on Steam

This analysis examines the Steam performance of the deckbuilding roguelike Meteorfall: Krumit’s Tale, covering the period from its Early Access launch in November 2019 through its full release in July 2020.

  • Early Access proved highly effective for initial conversion, achieving 0.83 sales per wishlist during the first week of the November 2019 launch.
  • The game grew from 1,400 initial wishlists to 30,000 over the nine-month Early Access period, maintaining a 93% Very Positive rating.
  • The 1.0 full release in July 2020 generated a revenue spike, but sales tapered off quickly due to the difficulty of securing media and influencer coverage after the initial Early Access debut.
GameDiscoverCoOct 2020
Article

Friday Plus Newsletter: Baldur's Gate 3 Gets 1.0 Huge, Assaults Steam Servers

This analysis examines the commercial performance and market trends of the global video game industry during the first week of August 2023.

  • Baldur’s Gate 3 achieved over 570,000 concurrent users on Steam at launch, triggering one of the largest bandwidth spikes in the platform's history due to a 122GB download size.
  • The video game market is experiencing a 'hollowing out' of the middle, where consumer interest is concentrated in either massive, high-quality blockbusters or focused, systems-driven indie titles.
  • Minimalist indie games priced under $10, such as Thronefall and Pseudoregalia, are successfully capturing market share by prioritizing tight mechanics and 'game feel'.
GameDiscoverCoOct 2020
Cover of Xbox Goes for Lock-in with All Access
Article

Xbox Goes for Lock-in with All Access

Microsoft’s Xbox All Access program represents a strategic shift toward a subscription-based model, prioritizing long-term customer retention over traditional hardware-focused sales cycles.

  • Microsoft is shifting Xbox from hardware-focused sales to a subscription-based model via Xbox All Access, which bundles console hardware with a two-year Game Pass Ultimate subscription.
  • The All Access program prioritizes long-term customer retention and recurring revenue over the volatility of traditional single-unit console sales.
  • By decoupling the gaming experience from generational hardware exclusivity, Microsoft aims to reduce user-base fragmentation and promote cross-platform compatibility.
GameDiscoverCoSep 2020
Article

Example of a Great Email Signup Form: Wishlist Counts and Early Access

This analysis explores effective game marketing strategies, emphasizing the necessity of proactive outreach, community engagement, and data-driven list building.

  • Successful game marketing requires proactive outreach to platform partners and gatekeepers to secure visibility, rather than relying solely on organic Steam store discovery.
  • Publicly disclosed data from publisher Playway reveals high-performing titles like 'House Flipper' with 783,718 wishlists and 'Thief Simulator' with 417,335 wishlists.
  • A benchmark analysis of Playway’s 'Builders of Egypt' shows a ratio of approximately 7.12 wishlists per Steam follower.
How To Market A GameSep 2020
Cover of Embracer Group Acquires Pow Wow Entertainment
Presentation5 pages

Embracer Group Acquires Pow Wow Entertainment

Embracer Group has finalized the acquisition of Vienna-based Pow Wow Entertainment, integrating the studio into its THQ Nordic subsidiary.

  • Embracer Group has acquired Vienna-based Pow Wow Entertainment, integrating the 20-person studio into its THQ Nordic subsidiary.
  • Pow Wow Entertainment will retain operational independence and creative autonomy while continuing to self-publish its titles.
  • The studio’s current development pipeline includes an original roguelike multiplayer platformer and a project utilizing an existing THQ Nordic intellectual property.
Embracer GroupAug 2020
Cover of Steam: The New 'Wishlists to First Week Sales' Expectations
Article

Steam: The New 'Wishlists to First Week Sales' Expectations

This analysis examines the relationship between Steam wishlists and first-week sales performance to provide developers with realistic expectations for game launches.

  • Steam games achieve a median conversion rate of 0.2 sales per wishlist during their first week, with an average of 0.36 sales per wishlist.
  • Full release titles convert wishlists at a higher median rate of 0.22 compared to Early Access titles, which see a median of 0.16.
  • For games with over 10,000 wishlists, the top 50% of performers convert at 12.3%, while the bottom 50% convert at only 4.5%.
GameDiscoverCoJun 2020
Article

Showcasing on Steam's Game Festival: The Real Numbers

The Steam Game Festival: Spring Edition, held in March 2020, served as a vital virtual alternative for developers following the cancellation of GDC.

  • The March 2020 Steam Game Festival generated nearly 3 million unique attendees, 559,000 demo activations, and over 385,000 wishlist additions.
  • Participation in the festival provides high-impact discoverability, as evidenced by the title HyperParasite receiving 482,946 impressions and 72,185 visits from non-owners.
  • A playable demo is a critical component for success, with HyperParasite recording 7,434 demo downloads and a 15.01% click-through rate during the event.
GameDiscoverCoMar 2020
Cover of How the Best Mobile Games Access, Analyze, and Use Mobile Game Data
Article

How the Best Mobile Games Access, Analyze, and Use Mobile Game Data

The mobile gaming industry has evolved into the largest revenue-generating segment of the broader gaming market, necessitating a sophisticated approach to data utilization for developers seeking to maintain a competitive edge.

  • Mobile gaming has become the largest revenue segment in the gaming industry, surpassing both console and PC gaming as of 2018.
  • Developers of top-performing mobile games utilize built-in store analytics from platforms like Apple App Store, Google Play Console, and Microsoft Partner Center to track key performance indicators.
  • Successful studios supplement native platform data with paid third-party analytics suites to gain deeper insights into app usage and market performance.
AppticaMar 2020
Article

Steam Sales Case Study: Academia: School Simulator

This analysis examines the financial performance and marketing trajectory of the management simulation game Academia: School Simulator, developed by the Philippines-based studio Squeaky Wheel.

  • Academia: School Simulator generated over $1 million in gross sales between its late 2017 Early Access launch and December 2019, though net earnings were reduced by platform fees, taxes, and investor obligations.
  • Wishlist conversion rates for the title ranged from 20% to 25%, demonstrating that while wishlists are a critical metric, a substantial portion of total revenue is driven by organic discovery and direct purchases.
  • Initial sales success was achieved despite a modest pre-launch wishlist count of approximately 1,500, largely due to proactive community management and targeted outreach to fans of similar simulation titles.
GameDiscoverCoFeb 2020
Cover of GDC Plays IGF Nominee Slay the Spire with Casey Yano
54 min
Game Developers Conference54 min

GDC Plays IGF Nominee Slay the Spire with Casey Yano

The success of Slay the Spire stems from a community-driven development philosophy that prioritizes player experience over rigid mathematical balance.

  • Slay the Spire utilized Steam Early Access to gauge market interest, releasing with two of three planned characters to determine if the project warranted completion or should be scaled back.
  • The developers leveraged gameplay data uploaded by the community to inform balance changes and identify which card mechanics were underperforming or confusing for players.
  • The game's map system was inspired by FTL: Faster Than Light, shifting from a blind sequence of encounters to a visible, branching path that allows for strategic, long-term risk-reward decision-making.
Game Developers ConferenceFeb 2020
Cover of Game Discoverability Day: Paid Acquisition for Smartphone Games: A Scrappy, Practical Guide
33 min
Game Developers Conference33 min

Game Discoverability Day: Paid Acquisition for Smartphone Games: A Scrappy, Practical Guide

Smartphone game developers can achieve sustainable growth by prioritizing Google Play as the primary platform for early-stage user acquisition.

  • Prioritize Google Play for early-stage user acquisition to leverage organic reach, which can yield an organic-to-paid install ratio as high as 4:1.
  • Execute aggressive paid acquisition during the first 30 days of release to capitalize on initial momentum and navigate platform-specific performance cycles.
  • Use the open beta phase to optimize keyword density and marketing assets to secure Early Access featuring and improve conversion rates.
Game Developers ConferenceDec 2019
Article

Microsoft Xbox: All Technology Ultimately Becomes a Toaster

The video game industry is undergoing a fundamental transition from hardware-centric business models to service-oriented ecosystems.

  • The gaming industry is shifting from hardware-centric sales to service-oriented ecosystems, where dedicated consoles are increasingly treated as commoditized 'toasters' rather than primary drivers of value.
  • Microsoft is transitioning the Xbox business model toward recurring revenue and subscription-based access, utilizing lease-style programs like Xbox All Access to lower entry barriers and ensure long-term consumer commitment.
  • Microsoft is pivoting its exclusivity strategy away from software titles toward human talent, specifically recruiting high-profile streamers to anchor its platform and drive user engagement.
SuperJoostOct 2019