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Burglin' Gnomes

GameBy Fobri

5 documents in the library are about Burglin' Gnomes, from writers such as GameDiscoverCo. Each has a summary and key insights with the page they come from.

Documents
5
newest 31 Mar 2026
Steam revenue
$4.3M
estimate, to date
Sold on Steam
578K
units

Connections

The documents about Burglin' Gnomes 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
$4.3M
Units sold
578K
Last 12 months
$4.2M
560K units
Price
$9.99
Positive reviews
84%
of 5,831 reviews
Peak players
0
at the same time
Followers
57K
Average playtime
4 h

On Steam since Jun 10, 2026 · Developer FobriSteam store page

Documents about Burglin' Gnomes

Article

How Retro Rewind's Perfect Theme Hit Nearly 200k Copies in 2 Weeks

The success of the indie title Retro Rewind: Video Store Simulator serves as a primary case study for effective game discovery and development in the current market.

  • Retro Rewind: Video Store Simulator sold nearly 200,000 copies within its first two weeks following its March 2026 release.
  • The game’s success was driven by iterating on a proven store management simulation loop while maintaining high polish and a distinct theme.
  • A playable demo was a critical tool for building community engagement, refining core mechanics, and driving wishlist growth prior to the official launch.
GameDiscoverCoMar 2026
Cover of Who 'won' February 2026's Steam Next Fest?
Article

Who 'won' February 2026's Steam Next Fest?

The February 2026 Steam Next Fest analysis evaluates the performance of over 3,500 game demos, highlighting a significant increase in event volume—up 19% from October 2025 and 51% from the previous February.

  • The February 2026 Steam Next Fest saw a 51% increase in demo volume compared to the previous February, with over 3,500 titles leading to a significant concentration of attention among top-tier games.
  • The top 5% of participating games secured approximately 350 Steam followers, while the median entrant gained only 11, highlighting a sharp decline in visibility for the average project.
  • Performance data indicates a trend of diminishing returns for median participants, as the saturation of titles makes it increasingly difficult for games without pre-existing audience momentum to achieve breakout success.
GameDiscoverCoMar 2026
Cover of How Heritage, Quality & Marketing Made Mewgenics a Million-Seller on Steam
Article

How Heritage, Quality & Marketing Made Mewgenics a Million-Seller on Steam

The rapid commercial success of the turn-based strategy roguelite Mewgenics, which achieved over one million copies sold on Steam within its first week of release in February 2026, serves as a case study in leveraging established developer reputation, product quality, and strategic influencer marketing.

  • Mewgenics achieved over one million copies sold and approximately $40 million in revenue within its first week on Steam in February 2026.
  • The developer’s legacy audience was the primary driver of success, with 70% of the player base consisting of existing fans of Edmund McMillen’s previous title, The Binding of Isaac.
  • A targeted influencer campaign by the agency Guillotine achieved a 67% conversion rate, with 470 out of 700 curated influencers providing organic coverage within 48 hours of launch.
GameDiscoverCoFeb 2026
Article

The Only Way to Discovery Success: Escape Your Filter Bubble

Modern game discovery is defined by the challenge of overcoming algorithmic filter bubbles, where personalized content curation limits the reach of new titles to niche audiences.

  • Game discovery is currently hindered by algorithmic filter bubbles, requiring developers to design high-concept hooks that can penetrate fragmented, personalized media feeds beyond niche fan bases.
  • The title 'Don’t Scream Together' achieved 400,000 Steam sales in two months by utilizing a viral, high-concept premise that successfully reached casual players outside traditional genre silos.
  • Market conditions are characterized by structural instability, with venture funding retreating and a surplus of sellers relative to buyers, forcing capital to follow proven evidence of success.
GameDiscoverCoFeb 2026
Article

How StarRupture Hit 500k Sales in <2 Weeks

The primary objective of this analysis is to examine the successful early-access launch of the video game StarRupture, which achieved 500,000 sales within its first 11 days on Steam in January 2026.

  • StarRupture achieved 500,000 sales on Steam within its first 11 days of early access in January 2026.
  • The game reached a peak of 42,000 concurrent users and maintained high engagement with an average playtime exceeding 12 hours.
  • Developer Creepy Jar utilized extensive pre-launch playtesting with over 158,000 participants to refine the product and align it with market expectations.
GameDiscoverCoJan 2026