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Studied in the Moscow Conservatory (cello). I came here to play my cello and develop Polynomial 2... and I'm all out of music right now.

Comment History
inwerp
inwerp - - 4 comments @ Why is selling good games so hard? Book of Demons Early Access launch postmortem

yep, but Sergey Galyonkin's datamining shows that there's still only one launch on Steam. We work full-time 7 days a week to prepare for a release but still there's no guarantee we wont be slipped out from frontpage in the first day because sometimes there are 50-80 games released in one day.

Good karma+1 vote
inwerp
inwerp - - 4 comments @ Why is selling good games so hard? Book of Demons Early Access launch postmortem

Hi.
We released VR update ~month after EA release, and it actually helps a little bit.
I do not know how to release discount coupons for our P1 audience, would be grateful if you'll explain it in dm.
Steam self-regulation policy is something i can't understand because they already losing VR market to Oculus Home. Yep to get to Oculus Home you have to pass tech review, but there's literally no shovelware around.

Good karma+1 vote
inwerp
inwerp - - 4 comments @ Why is selling good games so hard? Book of Demons Early Access launch postmortem

Can you name few games "saved" by Greenlight?
Maybe i'm missing something but i see 2-5 card proxies/asset flippers released every day.
You can check Jim Sterling YT channel to get the idea how average greenlight game looks like.
let me introduce scheme we developers have to compete with:
1. bake asset flipper or buy it for 50 bucks.
2. post it on trading card-collectors forum
3. arrange greenlight voting by promising 2-10 game keys for vote+review
4. get to the Steam release(not even early access)
5. get to the "Popular new releases" with "mostly positive" review score. People activate your keys and put the game on background to get cards. To get extra codes they review your game. Thanks god last Steam update removed code reviews from game page score but it's hard to tell if it will really fix something.
6. get money from fooled people who bought your fake game because of "mostly positive"+sale+featuring on Steam frontpage.
By competing i mean sharing the same audience views, charts, market.

do you think having Lemurzin(they even released it twice!), Vindictive drive, omnibus, snow horse, etc on Steam is acceptable?
Game development is a really hard job and Greenlight makes it humiliating job, because you see how years of hard work being pushed from getting even minimum wage-comparable revenue by asset flippers.

Uh and i forgot to say. All this fake developers spam gaming media every day, so you can't pitch your game. Yup, you can google "Snow Horse" positive review on Kotaku right now. You can see "omnibus" on GiantBomb. Some reviewers recommend me to write something "special" in pitch mail.
Yep, getting on Steam was pretty hard before GL. Gamedev is a pretty hard job, you know. Well, unless you're doing card proxies, because you bake one in one day.
I'll repeat my question: can you name even one GL game good enough to compensate things i described above?

Good karma+2 votes
inwerp
inwerp - - 4 comments @ Why is selling good games so hard? Book of Demons Early Access launch postmortem

The problem is there's so many shovelware titles, trading-card proxies and false advertisement. Passing a game through greenlight is easy if you have some experience in social media. There's no such thing as indie apocalypse, there is just too much noise on Steam.
We had 150k+ sales for our first title and our Early Access launch for the second one gave us literally nothing. Summer/VR Sales, NMS failure (people refunded the game and bought other titles of the genre) gave us 3-5x more sales than whole "launch impressions round".
Greenlight and trading cards - this two inventions literally killing the market. Yep, there are some great titles here, but hey, they could make it on steam 5 years ago without greenlight because there were nice reviewers who manually approved games for release.

Good karma+1 vote