There were some problems the previous days (and the same day) with some people releasing games on Steam and the Buy button not appearing, which royally screwed them over. Their visibility on Steam tanks. Meaning that you show off all the game has to show for itself in terms of gameplay, hooks, features. Thanks for sharing. It is a deciding factor for some people and we decided to use this in our favour. Don't believe me? Check out this article and this talk by Chris Zukowski (bonus talk about copywriting for your Steam page) to see how and why this is important. Both episode 1 and 2 ofDevs start the show off in an intriguing way. And a silly question: this doesn't apply for early access games right? And now for some takeaways from this period. You have made money, but now you're at risk of a negative review. Release party, I drink too much, throw up, find out that there's a critical bug (or 5) in the game, fix it the next day with a massive hangover. Generally, giving players a taste is good, but it will heavily depens. Neat to see all the background data of a launch this. We wanted to use the possibility of a demo to make the best game we could within our constraints. The game’s newest agent, Skye, will join the game on October 27th. Demo traffic is still significant. No problem! Home ¡Llamando a todos los desarrolladores! I'll not include this day in the analysis, because it pretty much ruins a lot of the data that we have if it's in reference. February 11th, 2020 - February 29th, 2020. So now, you might be wondering, what about the wishlists, then? Spoilers for FX's Devs Episodes 1 and 2 below. "Maybe ask yourself, did you ever deserve those sales in the first place?" On the messy-personal-life front there’s Cody ( One Life to Live ‘s Billy, Ryan Phillippe), who is estranged from wife Jenny and having an affair with her friend Cassie, with whom he runs a detective agency. The performance from these types of videos was super helpful. And if they do really like it - they will buy it. We tracked it down to some curators but it didn't really make sense. Awesome post, I really like how in-depth you went with the screenshots and data. Ask yourself what you want to achieve by making a demo. >:|. DEV is a community of 526,785 amazing developers ... Share to Twitter Share to LinkedIn Share to Reddit Share to Hacker News Share to Facebook Share Post Report Abuse. I don't even really understand how gold works :D. Thank you for this comment. Here you go: Demo players from January 21st - February 10th, 2020. That actually drove our visitorship up a fair bit within Steam as well, so, thank you, reddit! I hope this is an interesting and entertaining read and that the data and analysis I have provided is useful to you. A preview of this week's episode of DevDicsuss, plus some easy listening links. Book of Demons does this wonderfully. I will have to elaborate this a bit more. Might have to give this demo thing a shot for my next game.. First, congratulations on the exceeding-expectations success you had. devs episode 2 reddit, Devs reply on Reddit with respect to my question above: Creating multiple branches is something that is very difficult to do. That's some good information you got there sir, thanks! This is where you want to be with your game at least 2-3 months before release. Episode 2: Lily enlists ex-boyfriend Jamie’s help to investigate Sergei’s disappearance. If you see that making a demo for your game would be as much work as maintaining the full game, it might not be worth it depending on your scope. In tonight's episode of Kaun Banega Crorepati 12, Amitabh Bachchan hosted two contestants. A demo should always be a teaser in a sense; enough to give an idea what the game is, but not enough to wear out or bore the player so that they feel like they've seen everything they needed to see in that game and just move on. In a recent postmortem it was mentioned that the traffic to their game was 79% from inside Steam while 12% were from Youtubers and Twitch and only 6% saw it somewhere else. We were doing a combination of sending e-mails with Steam keys to the press, to influencers and using Keymailer to distribute keys to influencers as well. Devs fourth episode doesn't begin with a bang, but a tremor. Chet Haase. The demo does exactly that. This is supposed to be annoying, to halt multiplayer sessions mostly, but the good thing is that we allow the player see all content. How long did the average player play your demo? Our goal was to get 10k wishlists before launch (the golden number right now for indies, more or less). Demo impressions from November 7th, 2019 - January 20th, 2020. I elected to develop the game in a way that I could extract a demo version from the full version with the flick of a button in the Unity Editor. That wish has already been realized in the second episode—we’re getting answers much more quickly than I anticipated, simply because the story doesn’t need to be dragged out unnecessarily. We see the same correlations as in the previous datasets. That's an actual thing, explained by Valve and reported on by PCGamesN. Unfortunately I lack the experience with that. Why did this happen? With Sonoya Mizuno, Nick Offerman, Jin Ha, Cailee Spaeny. This drove up our visitorship immensely, and of course, Steam gave us a shoulder by also increasing traffic on their end, which was a nice surprise. The Division 2 fans, if you ever wanted to influence the game and you think you have a lot of good ideas that can be implemented, you might want to check out The Division 2 Elite Task Force. Oh, and you wanna know the best part? Around 80% of people marked that they liked the demo, We got around 2 e-mails per 100 people playing the demo as feedback, We got around 25% of the people that played the demo to wishlist the game. The full game would not be the same without it. This paragraph is gold and unfortunately is one of the things that started the whole "demos are bad for your game" on this subreddit a number of years ago; don't put it because you lose impulse buys. If you see something once, you might not think much about it. Having a demo that exhausts the full game, may in fact end up not working well for you. This seems to be a much common trend nowadays than demos. Midway through its first episode, Alex Garland's Devs launched a mystery that was so intense, it made coder Sergei literally lose his lunch. Check Chris Zukowski's finding's as well about this. Cue elevator music. During this time period, we went from 300 wishlists to 1400. 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