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Article

Success After a Slow EA Launch: The Terminus Story

The analysis examines the unconventional success of the indie title Terminus: Zombie Survivors, which achieved significant growth after a poor Early Access (EA) launch.

  • Terminus: Zombie Survivors achieved a successful 1.0 launch with 800 reviews in 10 days after a slow start that saw only 15 reviews in its first month of Early Access.
  • The game's long-term success was driven by consistent updates and recurring coverage from streamers like Splattercat, who featured the game four times between 2022 and 2024.
  • The developer prioritized product quality over early marketing, waiting until 2023 to focus on promotion and using only the minimum 20% discount to trigger Steam email notifications.
How To Market A GameSep 2024
Cover of Introducing Aldora: A Few Thoughts on Games as a Platform
Article

Introducing Aldora: A Few Thoughts on Games as a Platform

The gaming industry is undergoing a fundamental structural transformation, moving away from traditional product-based sales and service-oriented engagement toward a model defined as games-as-a-platform.

  • The gaming industry is shifting from product-based sales to a 'games-as-a-platform' model, where gameplay acts as a foundation for broader social and economic activities.
  • The market has become polarized between massive multi-billion-dollar platforms and small indie developers, creating significant financial pressure for mid-sized studios as platform holders adopt rent-seeking roles.
  • Non-endemic brands including the New York Times, LEGO, and Disney are aggressively entering interactive environments to replace declining engagement in traditional media channels.
AldoraSep 2024
Article

The EA Success of Nova Drift

The success of the roguelite shooter Nova Drift serves as a case study for effective Early Access (EA) management and long-term indie game development.

  • Nova Drift achieved 396,218 lifetime unit sales by August 2024 through a long-term Early Access strategy that prioritized constant iteration based on community feedback over seven years.
  • The game successfully combined a classic arcade SHMUP foundation with a deep, complex roguelike upgrade system, aligning with Steam's 'arcade roguelike' meta-preference.
  • Streamer-friendly design—specifically high replayability that allows for hundreds of hours of content—was a primary driver of visibility, with individual streamers like Ultra C generating 5,000 views per stream.
How To Market A GameSep 2024
Cover of The Gaming Industry's Rollercoaster: Record-Breaking Wins and Shocking Losses—What You Need to Know!
Article

The Gaming Industry's Rollercoaster: Record-Breaking Wins and Shocking Losses—What You Need to Know!

The article examines the gaming industry’s recent volatility, highlighting record-breaking successes alongside notable setbacks.

  • Steam reached nearly 40 million concurrent players, bolstered by Black Myth: Wukong, which sold over 10 million units in its first ten days.
  • Sony increased the price of the PS5 in Japan by 19% to approximately $550, citing financial strain and a weakening yen.
  • Sony’s hero shooter Concord failed commercially, highlighting the significant financial risks major publishers face with new IP.
SparkersSep 2024
Article

Valve Just Took Away a Valuable Visibility Tool

Valve recently implemented new store page guidelines that prohibit excessive cross-promotion and visual clutter, specifically banning external links, embedded imagery mimicking Steam’s user interface, and iFrame widgets that link to other games.

  • Valve has banned excessive cross-promotion and visual noise on Steam store pages, specifically prohibiting animated wishlist buttons, Discord banners, and IFrame widgets that link to other games.
  • The removal of IFrame widgets significantly impacts indie developers, as these tools were highly effective at driving traffic from released titles to upcoming games, which often receive less organic visibility from Steam.
  • For some developers, IFrame cross-linking accounted for up to 40% of all UTM-tracked traffic and 75% of UTM-tracked wishlists, providing a marketing value equivalent to tens of thousands of dollars in advertising spend.
How To Market A GameAug 2024
Article

Big in Japan

The Japanese gaming market represents a high-impact, underutilized opportunity for independent game developers seeking to increase visibility and wishlist counts.

  • Japanese gaming blogs and Twitter are highly effective marketing channels, with coverage from outlets like denfaminicogamer.jp and Automaton generating thousands of wishlists for indie titles.
  • Securing coverage in Japan can act as a catalyst for Western media attention; developers should use this 'big in Japan' status to pitch larger outlets like IGN or Kotaku by demonstrating proven market interest.
  • Translating Steam pages into Japanese is a critical prerequisite for coverage, as Japanese outlets often monitor new releases and prioritize games that are accessible to their local audience.
How To Market A GameAug 2024
Cover of Ask George: August 2024
Article

Ask George: August 2024

The August 2024 edition of the industry analysis column addresses the current state of the independent video game sector, focusing on survival strategies amidst a challenging financial climate.

  • Early-stage funding for independent games reached a one-year high of $492 million in Q2 2024, signaling a potential recovery in specific market segments.
  • Investment capital is currently prioritizing experienced talent pools created by recent industry-wide layoffs.
  • Independent studios are maintaining liquidity by diversifying revenue through outsourcing, co-development contracts, and corporate projects outside the gaming sector.
Video Games Industry MemoAug 2024
Cover of Buying Games as Downloads Is More Popular Than Ever in Germany
Article

Buying Games as Downloads Is More Popular Than Ever in Germany

The German video game market reached a significant milestone in 2023, with digital downloads accounting for 60 percent of all PC and console game sales.

  • In 2023, 60% of all PC and console games sold in Germany were purchased as digital downloads, matching the peak levels observed during the 2020 pandemic.
  • PC gaming is almost entirely digital, with 98% of all PC titles purchased as downloads in 2023.
  • Console players continue to favor physical media, with 60% of console games purchased in physical format, though this represents a 3 percentage point decline from the previous year.
game – Verband der deutschen Games-Branche e. V.Aug 2024
Article

What Steam’s Big Demo Update Means for Your Marketing Strategy

Valve’s recent update to Steam’s demo functionality introduces a significant new marketing lever for independent developers, centered on a one-time notification system that alerts wishlisters, followers, and publisher-followers when a demo launches.

  • Steam now allows developers to trigger a one-time notification to all wishlisters, studio followers, and publisher followers when a demo is launched, creating a significant new opportunity for visibility.
  • Launching a demo can propel a game onto the 'New & Trending' list, as evidenced by 'CleanFall,' which gained 4,200 wishlists and 65,000 page visits within three days of its demo launch.
  • Developers should avoid launching a demo simultaneously with their initial 'Coming Soon' page, as the one-time notification is more effective when sent to a larger, accumulated wishlist base.
How To Market A GameJul 2024
Cover of CD Projekt Named Most Valuable Public Game Company in Poland
Article

CD Projekt Named Most Valuable Public Game Company in Poland

CD Projekt currently stands as the most valuable public game company in Poland, maintaining a dominant position on the Warsaw Stock Exchange (WSE).

  • CD Projekt is the dominant force on the Warsaw Stock Exchange, holding a $2.76 billion market capitalization that accounts for 73% of the total WIG-gry index value.
  • The combined market capitalization of the 23 other game developers on the WSE main market is equal to the valuation of CD Projekt alone.
  • The total Polish gaming sector on the WSE main market consists of 24 companies with a combined market capitalization exceeding $6 billion.
Game World ObserverJul 2024
Cover of Manor Lords Already Grossed Over $60 Million, or Why Players Shouldn’t Judge Games’ Success by CCU Alone
Article

Manor Lords Already Grossed Over $60 Million, or Why Players Shouldn’t Judge Games’ Success by CCU Alone

The primary purpose of this analysis is to challenge the industry’s over-reliance on concurrent user (CCU) counts as a definitive metric for a game's commercial success.

  • Manor Lords has generated over $60 million in gross revenue on Steam since its Early Access launch on April 26, 2024.
  • The game sold over 2 million units within its first three weeks and added another 250,000 copies in the following month.
  • Hooded Horse CEO Tim Bender cautions against using concurrent user (CCU) counts as a primary success metric, noting that high launch-day CCU often masks strong ongoing sales in premium single-player titles.
Game World ObserverJul 2024
Cover of Gamecity Hamburg and Hamburg Game Studios at Gamescom 2024
Article

Gamecity Hamburg and Hamburg Game Studios at Gamescom 2024

Gamecity Hamburg facilitates the participation of five local indie studios at Gamescom 2024, held in Cologne from August 21 to 25.

  • Gamecity Hamburg supported five local indie studios at Gamescom 2024, held in Cologne from August 21 to 25, by providing exhibition space at the Indie Arena Booth.
  • The initiative is part of a 'Road to' program that provides delegation packages and professional workshops to help Hamburg-based developers secure networking and business opportunities.
  • The five featured indie projects include Godcomplex Games (Stack 'Em Up), Markus Koepke (Journey Beyond the Edge of the World), Pipapo Games (Map Map - A Game About Maps), Slime King Games (Under the Island), and Sven Ahlgrimm and Mathilde Hoffmann (ODDADA).
Gamecity HamburgJul 2024