Animal Well
GameBy Billy Basso
9 documents in the library are about Animal Well, from writers such as GameDiscoverCo, a16z Games and Extra Credits. Each has a summary and key insights with the page they come from.
Connections
The documents about Animal Well on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
On Steam
Steam estimates as of 9 Oct 2026. Revenue is premium revenue on Steam only: game sales, without DLC.
- Revenue to date
- $14.4M
- Units sold
- 802K
- Last 12 months
- $2.0M
- 121K units
- Price
- $24.99
- Positive reviews
- 96%
- of 25K reviews
- Peak players
- 8,104
- at the same time
- Followers
- 59K
- Average playtime
- 9 h
| Year | Share of the best year | Revenue | Units |
|---|---|---|---|
| 2024 | $8.9M | 489K | |
| 2025 | $4.1M | 232K | |
| 2026 so far | $1.3M | 82K |
On Steam since May 9, 2024 · Developer Billy Basso · Publisher BigmodeSteam store page
Documents about Animal Well
Games For Breakfast Feat. TierZoo | Ep.73 | Gaming News
The modern gaming landscape is defined by a tension between player-driven innovation and the volatility of platform-level control.
- Old School RuneScape is introducing a 'BronzeMan' mode, an official implementation of a previously unofficial community challenge similar to the 'Iron Man' mode.
- The game 'Aliens: Fireteam Elite' on Nintendo Switch has become inaccessible to users because it relied on cloud streaming, and the servers hosting the game have been shut down.
- Hello Games is using the development of 'No Man's Sky' as a technical testing ground for mechanics that will be implemented in their upcoming title, 'Light No Fire'.
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.
Game Marketing Ideas Worth Stealing
This analysis explores tactical marketing strategies for video games, emphasizing the value of adapting successful, unconventional methods from other titles.
- Use performance-based advertising, such as Google Ads, to A/B test genre descriptors and validate which terminology resonates most effectively with target audiences.
- The developers of Omega Strikers successfully identified high-performing, player-inspired terminology like 'footbrawler' by comparing click-through rates against traditional industry labels like 'MOBA'.
- Foster pre-release excitement by creating exclusive, curated spaces for influencers and critics to collaboratively uncover game secrets, as demonstrated by the Animal Well Discord strategy.
Meet the Content Creators Coming for Games Publishers
A new wave of content creators is fundamentally reshaping the games publishing landscape by transitioning from traditional promotional roles to active strategic partners.
- Content creators are increasingly entering the games publishing market to challenge traditional models, leveraging their massive built-in audiences to solve the industry's primary challenge of game discoverability.
- New creator-led publishing labels like Mad Mushroom (OTK Media) and offbrand games are positioning themselves as developer-friendly alternatives by offering more equitable revenue splits and allowing developers to retain full IP rights.
- Creator-publishers argue that traditional publishers often utilize outdated, predatory contract terms, such as taking more than 70% of revenue after recoupment or demanding rights in perpetuity.
Plus: Hellblade II – More Niche on Steam Than We Thought?
Analysis of recent market performance reveals that Senua’s Saga: Hellblade II has seen a more niche reception on Steam than initial projections suggested.
- Senua’s Saga: Hellblade II underperformed on Steam with a peak of only 3,900 concurrent users, leading to estimated first-week sales of 100,000 units and under one million Game Pass downloads.
- The limited commercial reach of Hellblade II is attributed to its linear, arthouse design, which failed to capture the mainstream audience expected of a major first-party Xbox title.
- Steam wishlists are proving to be an unreliable predictor of success, as evidenced by titles like Crown Wars: The Black Prince and Synergy failing to convert high follower counts into active player bases.
Here Comes Hellblade II: How Will It Do?
Market analysis of mid-May 2024 game releases indicates a period of high-performing PC ports and mixed results for established strategy franchises.
- Ghost of Tsushima's PC launch exceeded expectations, peaking at over 60,000 concurrent users and establishing itself as a top-performing PlayStation-to-PC conversion.
- Senua’s Saga: Hellblade II is projected to have a moderate Steam debut with an estimated peak of 5,000 to 15,000 concurrent users, hindered by a relatively low follower count of 22,000.
- Homeworld 3 and Men of War II faced mixed user reception due to technical issues and high fan expectations, which may negatively impact their long-term sales performance.
Our Industry News (06/05/24 - 12/05/24)
The publication serves as a concise industry briefing covering key financial results, market movements, and new releases in the gaming sector for the period between early May and mid-June 2024.
- Nintendo reported a strong fiscal 2024 year-end performance with a 4.4% revenue increase to ¥11 billion and a 13% rise in ordinary profit to ¥4.4 billion.
- Roblox shares dropped 25% following the company's announcement of a projected booking decline to ¥4 billion for the fiscal year ending December 2024.
- Microsoft initiated a significant restructuring of its Bethesda division, resulting in the closure of Arkane Austin, Tango Gameworks, and Alpha Dog Studios, alongside the merger of Roundhouse Studios.
Plus: A Spectacular Week for Indie Debuts on Steam!
The analysis provides a comprehensive overview of the global video game market during a high-performing week for independent debuts in May 2024.
- Hades II dominated the May 2024 indie market with over 103,500 peak concurrent users (CCU) and nearly 20,000 positive reviews on Steam.
- Ten independent titles achieved over 1,000 CCU on Steam during their debut week, demonstrating the strong commercial viability of high-quality indie projects.
- Animal Well successfully utilized viral marketing and influencer support to reach 6,400 CCU, while Rabbit and Steel found success by blending bullet-hell mechanics with MMO-style raiding.
Plus: Which of April 2024's Steam Debuts Have Staying Power?
Analysis of Steam debut performance for April 2024 reveals that concurrent player (CCU) retention serves as a primary indicator of a title's long-term commercial viability.
- Concurrent player (CCU) retention is a primary indicator of long-term commercial viability, with most games dropping to under 10% of peak CCU within two to four weeks of launch.
- High-performing April releases defied standard retention trends, notably Bellwright, which maintained 85% of its peak CCU ten days post-launch, and Another Crab’s Treasure, which held 85% after nine days.
- Tactical shooter Gray Zone Warfare emerged as a significant late-April success, achieving a peak of 67,000 CCU despite experiencing technical performance issues.