Artist By Day, Game Dev By Night

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First #ScreenshotSaturday 👻 A little glimpse of what I’m building in Unreal Engine. Still early, but it is coming together! What do you think happens here? 🕯️ #indiedev #UnrealEngine
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This is going to happen more and more. Your Steam page should be one of the first things you make, not something you wait to launch after months of polishing. Especially when your game is just an idea!
It’s every indie dev's worst nightmare. I created this concept for the GMTK game jam. I held off on my Steam page to obsessively polish the mechanics... and it just got cloned and shipped. Probably mostly with a simple AI prompt. Here’s my original build vs theirs 👇
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accidentally disturbed some local wildlife, sorry early work on creatures wandering the sea
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Making and shipping a game in four months takes more than technical skill. You need serious mental stamina and the discipline of a Shaolin monk. A little second guessing can quickly cost you weeks. Anyone who pulls it off deserves massive respect🫡
We made $361,657 gross revenue in the first 24 hours after releasing our 4 month game. Please fellow indies, make smaller games faster. #gamedev #indiegames #indiedev
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Hot on the heels of today's Inside Unreal, we're back at it again tomorrow with Spending Milliseconds: Choosing Rendering Features for Your Game! Join us July 16 at 2PM ET as we're joined by Adam Kiraly of @TanglewoodGames to discuss UE 5’s major rendering features, focusing on Nanite, Lumen, VSM and their alternatives: piped.video/live/mnjIr8uS4uo
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Imagine this: - You make a game. - It sells extremely well. - You gain confidence. - You build your next game using the exact same process. - And then nobody buys it :( How is that possible? It's because the market doesn't reward past success. Every game is mostly independent (unless it's a direct sequel to a successful game) Players don't buy your new game because your old game was successful, they buy it because the new game looks interesting. This is why idea selection is so important, every game needs to earn attention on its own merits. Your previous success helps, especially if you have a way of building an audience. But it never guarantees future success. So I really hope your game finds success, but don't fall into the trap of assuming that success will carry over to your next game by default, because it won't.
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My game died because of this disease! It's the number one reason for wasting time in development, just to make something better!
Perfectionism is a disease in game dev. You chase the perfect vision in your head, but time, energy and skills can’t keep up. That gap is what kills most projects.
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Hunted Within The Metro Horror game play-through #42 Check out the game on steam: store.steampowered.com/app/4… #indiegame #horrorgaming #shorts #huntedwithinthemetro #creepy
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ゲーム制作を続けていると、 「これ本当に面白いのかな?」 と迷う日があります (というより、リリースするまで迷いは続くもの・・) 一度ゲームから少し離れて、プレイ動画を撮って見返して、客観視してみるのもおすすめです 意外と、 「ここ、漠然としてるな」 「ここ、未完成感ハンパないな」 と、自分でも気づけることがあります すぐに遊んでもらえる人がいなくても、自分に合ったやり方が見つかると、ゲーム制作は少し楽になります。 #ゲーム制作の伴走者 #ゲーム開発 #ゲーつく先生
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people keep dming me asking for social media advice for indie devs. so here are some tips for starters: general - stop acting like an AAA studio. you’re not. - no one cares about your logo, steam page, or website. - stop chasing millions of impressions. find one player who actually cares about your game. it gets easier from there. video content - your gameplay should be unique or appealing at first glance without any explanations. - do not waste your first five seconds greeting people, no one cares. - do not try the same thing over and over waiting for miracles. if a piece of content didn't work, change at least one thing about it in the next one. - try a different hook, title, and format until you get your first thousand views on short format content. - if you are not from the US or EU, do not share your english content with your local community. let people find your content organically. community building - since you are an indie dev, i think you are developing a game that you are going to love playing it. so you are already the first member of your own community. - follow and contribute to other communities that you like. you need to be interacting with other indie devs, you'll learn from them and you'll share your knowledge and passion for their projects. - try not to argue with people. you are doing social media for your game, not for your ego. - act like you do in real life. people love honest, organic interaction. be different, be authentic, be indie.
apparently, steam next fest lost its charm, and hoping creators randomly find your indie game without going viral is hopeless. why don't you start making your own content instead? i just hit 1k youtube subs sharing devlogs and tutorials about ALATURKA. i should post more often.
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K1 retweeted
"Friendslop" is a really unfortunate descriptor. The massive jackpot financial incentive for the creation of fun new games to play with your friends is one of the most unilaterally positive things happening right now, and I don't see it going away
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Indie studios within the game industry are more important than ever in today’s climate. More so than ever. Players, support them where you can. You lot have that power.
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TLDR: Don't wait for a miracle! Start marketing before Steam Fest! build your social presence!
Evet, biraz cesur bir başlık atayım, ardından detaylarıyla açıklayayım: "Steam Next Fest bitmiştir..." Niye? Teknik olarak SNF tabii ki bitmedi ama son 2 etkinlik gösteriyor ki burada varolabilmek artık tüm indie oyunlar için 'o büyük itici güç' olmaktan çıktı. Görselden fazlasını açıklayacağım, ama özetle onlardan da girişte bahsedeyim. Festival esnasında en fazla CCU gören Top 25 oyun ve onların yaklaşık budgetlarına göre tagledim; Publisherı, oyunun stüdyosu, yapımının kaç yıl sürdüğü, oyun kapsamı gibi kriterlere bakarak hesapladım, ufak tefek sapmalar olabilir. Yani görselde viral hit olabilmiş ve hali hazırda etkinliğie eli güçlü gelenler ve/veya etkinlik sırasında iyi video content çıkartacak, viral olabilecek içerik sağlayamayan hiçbir indie bu listede yok. Diğer görselde Top 50'ye giren oyunlardaki tagleri özetle derlediğim bir data. Şimdi "SNF Bitti!"nin sebeplerine geriden gelerek bakalım; Bir önceki SNF'ye katıldığımızda etkinlik başlamadan önce oyunumuz 30 bin WL barajını aşmıştı. Umudumuz iyi bir çıkışla başlayıp Top 50 içinde bitirmek, haliyle hem etkinlik süresince iyi bir görünürlük almak, hem de sonrasında Valve'ın Top 50 listesi ile hem site hem basın adına ikinci bir güçlü visibility round ile cilayı çekmekti. Sonuç: Yaklaşık 90. sıralarda bir yerde tamamladık. WL'leri tam hatırlayamıyorum ama 8K civarı faland, fakat bizim hedefimiz bunun en az 20-30 bin olması yönündeydi. Top 50 dışında kaldığımız anda o tren kaçtı. Sorun şu ki artık 30 bin değil 40 bin wishlist bile Steam Next Fest'in sizi 'hatırı sayılır' ölçüde itebilmesi adına girmeniz gereken yer olan Top 50'ye taşımayabilir. (Şansınıza o etkinlikte zayıf indieler gelir işler değişebilir vs. ama buna güvenmemek gerek). 🥲"E iyi de ne yapalım biz de illa 100 bin wishlist alalım demiyoruz zaten, 5 ile girelim 10k çıkalım olmaz mı?" Valla SNF'de yapısal bir değişiklik olmazsa (Örnek AI oyunları tamamen ayrı bir sub kategori olarak koymak, discovery esnasında daha az önünüze çıkmaları sayesinde esas aradığınız şeyleri bulabilmeniz, onları exclude edebilmeniz vb.) olmaz arkadaşlar. O tren kaçtı. Şimdi size eğlenceli co-op ve simülasyon oyunları konusunda oldukça iyi bir publisher olan Polden'in CEO'su Kirill Oreshkin'in paylaştığı rakamları atayım, oyunları SNF'de ne kadar yol kat edebilmiş birlikte bakalım: Static Dread: The Submarine Total wishlists: 24,836 → 29,859 Meowgic Total wishlists: 92,814 → 97,777 Project: Doors Total wishlists: 78,754 → 104,664 Cheat Death Total wishlists: 7,285 → 8,775 Iron Frontier Total wishlists: 11,074 → 12,414 Siz hemen "e bak Project Doors iyi gitmiş" demeden önce Kirill'in şu açıklamasını da bırakayım: "Please note that, for all of these games, Next Fest essentially didn't provide anything particularly significant. Yes, Project Doors performed reasonably well, but we deliberately planned and coordinated a separate marketing push for it in advance because a new type of door had been added. Combined with that marketing push, we were indeed able to build momentum." Yani durum şu: Eğer SNF öncesinde ve sırasında dışarıdan trafik getirmiyorsanız, hali hazırda zaten "oldu bu iş" diyecek kadar wishlist toplamış değilseniz o iş olmuyor. Steam Next Fest'te demomu koyacağım ve patlayacağız devri geçti. Zaten geçtiğinden emin gibiydim ama başka dataları gördükçe teyit ediyorum. 👀"Peki Top 50'ye girenler?" Onların da yaklaşık Wishlist kazanımları şu şekilde: Bombanana 230K+ Iron Nest: Heavy Turret Simulator yaklaşık 200K Mistfall Hunter yaklaşık 150K ReStory: Chill Electronics yaklaşık 100K Nightwater yaklaşık 75K Yani işin kaymağını büyük ölçüde Top 25/50 yiyor. Diğerleri ekstra bir görünürlük kazanmanın ötesinde game changer rakamları yakalayamıyor. TL:DR -SNF kurtarıcınız ya da rockstar olacağınız yer değil. -Etkinlik başlamadan önce zaten yol almış olmanız lazım -SNF'ye katılmak her zaman için şart, fakat burayı WL kazanımında birincil kaynak yerine feedback/test alanı olarak görmek, teknik olarak iyi bir demoyu, iyi bir oyuna çevirmeyi unutmamak lazım. -Eğer eliniz güçlü şekilde (40-50-60K Min. WL) ile geldiyseniz süreci yakından takip edin, day 1 ve day 2 patchlerini çıkın. 3. gün karma değil personalized algo'ya giriyorsunuz. Yani sizinle gerçekten ilgilenecek oyuncular gelecek. O büyük trafik gelene kadar demoda yamanacak kritik şeyler varsa uyumayın, yatmayın, yemeyin içmeyin o yamaları atın. SNF artık kuralları değişene kadar, AI slop oyunlar, mobilde batıp buraya gelen garip (Aynı günde 3 oyun çıkartan stüdyolar falan gördüm, hepsi hyper casualdan halliceydi) yeni dalga geliştiriciler, gerçeklerle yüzleşip para kazanamayınca kaçacak 'vibe dev' lerin istilası altında. Kuru kalabalık, samanlıktaki iğne ya da 'hidden gem'leri bulmayı zorlaştırıyor. Kaldı ki artık indie furyası sayesinde oransal olarak da geçtiğimiz yıllara göre daha fazla iyi kalitede indie oyun çıkyıor. SNF sadece iyi oyunların değil, görünür oyunların faydalanacağı bir etkinlik. Kuralları buna göre oynamak ve etkinlikle ilgili hedefleri buna göre koymak şart. Ve son olarak, artık çok iyi sosyal medya veya çok iyi bir publisher geçtiğimiz 3 yıla nazaran çok daha önemli hale gelmiş gibi duruyor. Yoksa bu 'visibility contest''te var olabilmek çok zor. GL & BB.
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How steam machine is almost at the same price of a pc that is almost twice as powerfull, makes no sense!
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Give it a read some good catches!
Here's some of our data on the top Steam Next Fest games by new wishlisters (@alineaanalytics estimates) Bombanana added the most new wishlists of any game at Next Fest and – more importantly – was the single most-played demo of the event. The premise is the pitch, really: three players are a bomb-disposal squad of monkeys – one blind, one mute, one deaf (see no evil, speak no evil … you get the picture) working out of a minivan-turned-bomb-workshop. You defuse against the clock with deliberately limited communication. It’s weird, instantly legible, and it’s clearly engineered to be talked about. And look at us, talking about it! The friendslop crowd has noticed. Of demo players, almost half have played R.E.P.O., 46% PEAK, and 25% this month’s friendslop hit Meccha Chameleon. That audience cycles between the genre’s hottest releases, and if Bombanana sticks the landing, it’s next in the queue for the zeitgeist, almost certainly by design. The deciding factor, really, was a concept people understood instantly, wanted to talk about, and felt compelled to share. That’s a huge part of the game, and that’s the power of these kinds of games. In an event with 4,300 demos and an algorithm rewarding engagement, the only durable edge is a hook so clear and so novel that players do your distribution for you. So, Next Fest didn’t make Bombanana at all. It was the shareable idea that did it, and the festival just amplified a fire that was already lit. The rest of the top games by new wishlists span just about every genre, which is its own small rebuttal to the “everything on Steam looks the same” complaint: Iron Nest: Heavy Turret Simulator came in at #2 with close to 200K new wishlists during the festival and 500K-plus to date. Of all its wishlisters, 36% had played the demo, rising to 48% among those who wishlisted this month, so the demo is doing its job. About 17% of this month’s wishlisters have also played War Thunder, despite the two being wildly different. Iron Nest is a slow, methodical first-person puzzler, but War Thunder is fast vehicular combat. XenoFeels, a space customs simulator that wears its Papers, Please influence on its XenoSleeve, was #3 by new wishlists. You compare aliens’ documents and photos against the things and beings in front of you to sniff out terrorists. About 20% of wishlisters played the demo. It’s the work of KotaMota, an indie dev-and-comic-artist duo from Russia, and Russia is fittingly its top market at almost 25% of wishlists. Around 12% of wishlisters (and 10% of demo players) have played Papers, Please, which surprises no one. ENTRY GRANTED. Mistfall Hunter, a third-person PvPvE extraction ARPG dripping in bleak dark fantasy, pulled around 150K new wishlists. I gave it a go, and it’s firmly one for the Elden Ring: Nightreign crowd, as combat is deliberate, positioning-led, and bloody punishing. The crossover data agrees: 16% of wishlisters have played Nightreign, 28% ARC Raiders, and 13% Remnant 2, so fans of the genres it’s blending are turning up. Empulse, a fast 6v6 movement shooter (think Titanfall, wall-running and mechs) landed at #5 and now sits above 250K wishlists. It’s from 1047, the Splitgate 2 folks, and frankly seems like last-chance saloon after that game’s rough launch last year. Where Splitgate riffed on Portal and Halo, Empulse is more Titanfall crossed with Portal 2’s ability gun (bouncing, heals, and stuff). Around 30% of wishlisters played the demo, 31% have played Titanfall 2, 23% Splitgate 2, and 16% Highguard. Empulse plays damn good, but whether it can carve out space in a crowded, zero-sum live-service market is the open question. I’m a bit worried. Catch an analysis of the full top 10 (and change) in the new Alinea Insight Substack. Link's in my bio!
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I really don't want to agree with this take, but it's kinda true!
Hot take Epic Games Exclusivity is where good games go to die
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I belive this advice works perfectly for indie devs, GO PSYCHO!
Founders need to obsess. You only get one life. Don’t screw it up by being average. Go all in. Act like a psycho. Let people call you crazy. I beg you. Obsession is the only way to win.
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That’s the recipe for indie devs who want their marketing to actually work.
As a content creator I want my games to inexpensive, weird, and likely to create some great clips.
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I know we all get hyped by success stories, like an indie dev making a game in 2 months and selling 7 million copies in a week. But that’s 1 in 1,000. Most of us will launch, fail, learn, improve, and climb the ladder step by step. That’s the real path.
How our game Reborn Arena failed at Next Fest! 🧵 A completely transparent, data-driven look into our latest Steam metrics. Here is exactly what went wrong, the marketing traps we fell into, and the hard truths we learned as an indie studio. #indiedev #gamedev #SteamNextFest
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No Lumen, No Dlss, using Nanite with distance field mesh, SSR for reflections, VSM, TAA, AO 130fps / Laptop RTX5080 / 2560 x 1440 pixels Epic Settings Whispers in the Fog — my solo psychological horror game in Unreal Engine 5.7.4 Built around mood, fear, and immersion. Wishlist on Steam 👇🏻 store.steampowered.com/app/3… Follow progress below 👇🏻 whispersinthefog.com/ nitter.siddz.com/Whispersfog  #ue5  #horror  #videogames  #solodev  #atmosphere  #tension  @UnrealEngine @quixeltools
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