Long term financials of an indie "failure"

Sdílet
Vložit
  • čas přidán 4. 06. 2024
  • It's been a while since we covered the launch of our game Forge Industry, and there have been some positive developments. In this video, we cover the updated stats, and talk about some of the boosts we got through in-person events & Steam sales.
    Wishlist our next game, Songs of Everjade, now!
    store.steampowered.com/app/25...
    Thank you to our Patreons:
    Lucas H. da Silva
    Jacob Rutter
    Bart Mamzer
    Lolicide
    Kyle Gilliam
    panD3MONium Games
    Jonathan E.S.P.
    Dj S
    Team 5 Steps
    Game Dev With Michael
    Florian Alushaj
    gageperrygames
    NeatWare Grzegorz Kiernozek
    Do you want even more content regarding making your own studio and getting an in-depth look at how we run BiteMe Games? Or maybe even get some dedicated coaching? Check out our Patreon:
    / bitemegames
    Timestamps:
    00:00 The numbers
    00:42 But wait, there's more
    01:09 Previous video impact
    04:24 Forge Industry updates
    08:23 Events
    10:47 Impact of sales
    10:30 Patreon
    14:59 Refunds
    16:07 Wishlists
    17:13 Future plans
    18:10 Conclusion
    ---
    Get our game now on Steam: store.steampowered.com/app/21...
    Join our Discord: / discord
    In need of some Unity Assets? Use our affiliate link to support us, it's free, and we get a small kickback: prf.hn/l/wzGa15G
    Want to reach out to us? Send us an email at hello@bitemegames.com
  • Jak na to + styl

Komentáře • 69

  • @bitemegames
    @bitemegames  Před 6 měsíci +13

    Here we are again with some things I realized when editing that were missing:
    Since the launch until mid October, we've €3.244,97 net (Steam has withholds a part for refunds, and takes 2 months to pay out, we have another €600 ish net from November coming)
    From our 2 Gameforce Weekends, we made €1.794,78 net, which was just above break-even (€1750 for the booths)
    The graph is a bit skewed because it didn't include our launch day, which was our best performing day at $500 gross, the first day of our weeklong sale was our #2 day at $320 gross.
    Some other things we did that increased our sales apart from updates, is reworking our (bad) regional pricing, we now have a pretty good blend of purchases from all over the world.
    Also, since the launch of our previous sales video, we've gained 10.6K subscribers, and €1,124.85 in AdSense, a big chunk of this (~20%) can be attributed to that launch video.
    I think that's all, if you have any other comments/questions, feel free to let me know here or in our Discord: discord.gg/WSus22f8aM
    -M

  • @lokosstratos7192
    @lokosstratos7192 Před 6 měsíci +29

    Love how you guys are always transparent about your journey.

  • @Zok
    @Zok Před 6 měsíci +9

    Hello from Greece!
    Your level of transparency and honesty is always refreshing, and since starting this channel you seem more comfortable with the camera so you can be more straightforward!
    Great stuff all around!
    For the video trailer, I would would be happy to offer my assistance, if you haven't got the time or funds! Least I can do as I m making a game too and your experience has helped me a bunch!

  • @OscarRobbing
    @OscarRobbing Před 6 měsíci +7

    Sucks that the game isn't doing better but appreciate just how extremely honest and upfront you guys are being - it's hard enough to discuss failure/lack of success alone but it can be even more difficult to acknowledge it with others. Kudos.

  • @ZeroTraceOperative
    @ZeroTraceOperative Před 6 měsíci +27

    Sale price is the new base price. Thats why there's never a need for an indie dev to put their game on sale for any more than the 20% email trigger.

    • @gamedevgaming
      @gamedevgaming Před 6 měsíci +6

      Not true, players can actually look for "all time low" and if they see you've had lower or the same sale in the past they won't buy.
      Steam trained them to except gradual discounts over time

  • @cheesymcnuggets
    @cheesymcnuggets Před 6 měsíci +3

    Above all else, you guys actually created a full game and released it, that's more than so many of us indie devs have achieved, what's even better is that you stuck with it and kept improving the game despite the sales being grim and managed to turn them around. This seems like a good learning experience, your next game will be all the more impressive.
    Thanks for sharing all this, not many people do so these kinds of videos are very insightful.

  • @PokingWaterGames
    @PokingWaterGames Před 6 měsíci +4

    As a developer for 8 years I can relate to those refund stats! My first two games were at 10-15% refund rate. Then I decided to take a break from publishing games but kept experimenting with prototypes. 5 years later I released a third game and the refund rate hovers at 6-7%. A lower refund rate naturally comes with experience from making mistakes in your first few games!

  • @Viper1Zero
    @Viper1Zero Před 6 měsíci +8

    Congrats on the successes, gents. Truly hoping you guys blast off and become a huge player in the game dev realm!

  • @BLMBRG
    @BLMBRG Před 6 měsíci +1

    Great Video! I also noticed that you guys aren't actively using the Option to answer some of the Reviews on Steam. For me personally, it's always a good sign if Devs are reacting to Feedback and I'm therefore more willing to buy.
    It's a free way to show off that you're listening.

  • @Antantic_
    @Antantic_ Před 6 měsíci +3

    Great content, guys! I started watching you even before the release of THAT video, and you are, in general, an example for me of how to run a channel and talk about your games. Respect for the work done, and best of luck to you in the future!

  • @B4NTO
    @B4NTO Před 6 měsíci +2

    Thanks for all of the insights as always. Enjoy the videos. My feedback for the visuals of the game is that i don't really like the colors, especially of the grass and such things its like too green. I don't know exactly how to describe it but that kind of green I have seen many times for grass and it looks a bit odd. So I would recommend adjusting the colors of the game for an easier visual overhaul, perhaps look into some post-processing etc :) best of luck with this project and upcoming 😊

  • @Voyageonyt
    @Voyageonyt Před 6 měsíci +1

    Thanks for sharing all the data! Interesting to see how it all works on the back end. Looking forward to what games you come up next!

  • @Ironroc
    @Ironroc Před 6 měsíci

    Hey this is awesome! Love these kind of videos. It's super cool to see how things changed for you game due to the youtube community helping set off those review thresholds.

  • @hamzahgamedev
    @hamzahgamedev Před 6 měsíci +2

    WOW! Grabbed some popcorn and watching it right now. This is going to be really informative and inspiring! Thanks!

  • @Mudtek
    @Mudtek Před 6 měsíci

    You guys are doing great! I know how much work it is to make a game and then do CZcams at the same time - you both are are just going to get better and better. Look forward to your content.

  • @IdealIdleIncremental
    @IdealIdleIncremental Před 6 měsíci +2

    Thank you for sharing. For me, it's always interesting to watch this kind of videos with detailed breakdown of games financial preformance. Looking forward for more videos like this.

  • @Ferenc-Racz
    @Ferenc-Racz Před 6 měsíci

    Guys.. I think you are the perfect example for the case-study why it good to create devlogs (and other indiegamedev videos). With this videos and honest you managed to build a community who really likes you, and regardless of the start/launch on our way we also tried to help you guys. (as you showed on the graphs) some of us bought the game to support you, some of others just dropped a review or played the demo by the reason of feedback / testing bugs / suggest improvements. SO who cares you are nor a regular indiegame dev team? Who told you need to be? ;) That is the wonder of the indeie teams. :You need to be creative (and you are) and make games for players you likes you AND/OR your games. respect for all of the team. You learnt alot from the first lunch, and we waiting for your next game which will be even better and hopefully a bigger playerbase will find your games from games to games.. :)

  • @sealsharp
    @sealsharp Před 6 měsíci +1

    Appreciate the openness.

  • @DustinDustin00
    @DustinDustin00 Před 5 měsíci

    I bought your game a while ago and finally started playing it today. I'm just looking for casual fun, so I'm thrilled I can bounce it over to Snow world on Easy. Thank you for a delightful winter holiday season vacation game!

  • @GlidingStarGames
    @GlidingStarGames Před 6 měsíci +1

    Thanks for being so transparent about your Story

  • @bruceburnett5372
    @bruceburnett5372 Před 6 měsíci

    Missed the trial game but I wish-listed you.Happy to support you guys.
    ATB

  • @markguyton2868
    @markguyton2868 Před 6 měsíci

    As someone who wants to get into game dev more, coding alone I struggle with, but marketing and sales are definitely a field that is extremely hard for me to comprehend.
    Thanks for showing some info about the marketing and postmortem of your game.

  • @SuperDutchrutter
    @SuperDutchrutter Před 6 měsíci +1

    Glad to see that the steam sales gave you such a nice little bump. Thanks for sharing these insights.

  • @studioprimitive
    @studioprimitive Před 4 měsíci

    Awesome insight. Have you ever combined a weekly discount with a visibility round?

  • @Definesleepalt
    @Definesleepalt Před 5 měsíci

    i love u guys , the take you have on indie dev is super important for new people coming in the space , failure is expected but some of us are scared to fail initially

  • @trollyasociadosllc
    @trollyasociadosllc Před 6 měsíci +1

    is there a video of how to start an indie studio? Like ... if we must do a LLC and setup a business bank and request a business credit/debit/prepaid card, legal advice, finance handling, do you equally share profit with the teammates or if you are the funder of the business you get yourself paid higher. Sorry my english is not perfect but I guess you know what am I referring to. Those "invisible" but yet things needed to be done before or while having an indie gamedev studio

    • @bitemegames
      @bitemegames  Před 6 měsíci +1

      Not really, because these things are highly dependent on your country. What we did for us here in Belgium, is something that doesn't have a good analogy for all the different countries. Regarding the business setup, you can usually go by an accountant, their first visit is free where they explain all that would need to happen, and what they would do for you.
      Go by a few accountants and you should have a much better idea of what to do for your specific use case. -M

  • @gameworkerty
    @gameworkerty Před 4 měsíci +1

    Speaking as as a game artist, I think you could make your game look dramatically better with a stronger color palette and some mild postprocessing and lighting changes without actually changing any assets. Similarly, your next game has pretty abysmal color theory and its worth spending a few weeks on Adobe Color and studying color just a bit.

  • @CyborgPrime
    @CyborgPrime Před 6 měsíci +1

    Thanks for sharing!

  • @corrindon245
    @corrindon245 Před 6 měsíci

    I'm no expert, but the next time you do a video like this where you expect a lot of traffic, you could use your next game as a comparative. For example: "Here we did that for X, but for Y, we plan to do this instead."
    That way, you seed interest for it. You briefly mentioned your new game at the end of the video, but I think it would have been coherent to see it mentioned way earlier.
    Maybe frame it like: here is how it turned out in the long run for Forge, and here is everything we're gonna do differently for Songs.
    Anyway, love your content👏. Keep it up, I'm really interested in how your studio is going to perform in the next few years🙌.

  • @haruruben
    @haruruben Před 5 měsíci

    Great work, I would bet your next game will build on this momentum.

  • @DestinedDotCom
    @DestinedDotCom Před 6 měsíci

    what did you use for crash analytics

    • @bitemegames
      @bitemegames  Před 6 měsíci

      We used Unity Cloud diagnostics, it was just 3 lines of code to get it working, and had a pretty decent free tier. -M

  • @Draekdude
    @Draekdude Před 6 měsíci +1

    I bought the game to help out but haven’t made time to check it out yet. I will, I promise!

  • @fancyline6734
    @fancyline6734 Před 6 měsíci

    Your video topic made me laugh, cheers and gl on your next project🤙

  • @Azzavhar
    @Azzavhar Před 4 měsíci

    Thank you 👍🎉

  • @kipparok40
    @kipparok40 Před 6 měsíci

    Game dev can be very rocky sometimes and you have to fight through it. Concrats for the sale bumbs.

  • @KaitheArtGuy
    @KaitheArtGuy Před 6 měsíci

    Got a lot of value from this video, thanks for the long term tips!

  • @grindalfgames
    @grindalfgames Před měsícem

    After releasing a game on steam and doing some sales I now feel that you should sell your game a little higher than what you want, then when the game goes on sale it will come down closer to the price you actually wanted. My game pretty much only sells when its on sale

  • @ConnorDeMeyer
    @ConnorDeMeyer Před 4 měsíci

    Would it be possible to make a playthrough of the game by one of the developers? It would be fun to see someone who has a lot of knowledge about the game, create the perfect town and delve into mechanics that a lot of people haven't seen or explored themselves.

  • @Ducaluk
    @Ducaluk Před 6 měsíci

    In a previous video you mentioned that early access is not that good idea for like a short period of < 6 months. However everyone seems to like the the post launch updates and it made a better game with these early playtesters. Next game EA?

    • @bitemegames
      @bitemegames  Před 6 měsíci +1

      Probably not the next game, as EA is really a good fit for more mechanically heavy games, or games with a long (1+ year) dev cycle. We want to have shorter dev cycles (6-9 months) for our next games, and have scoped them like that. If we ever go back to larger scope games, we will probably consider EA though. -M

  • @mattc9598
    @mattc9598 Před 6 měsíci +2

    Looking back now, would you have considered paying streamers that focused on RTS resource games to showcase Forge Industry?
    Something as simple as that can do a lot. Just look at Among Us. Streamers (whether they were paid or not to play the game) took Among Us from being a 2 year old unheard-of game, into an award-winning franchise with multiple games and even a tv show on the way.
    I don't know any streamers who exclusively play strategy/resource games, but surely some exist. It's not too late to consider

    • @AramoniumGames
      @AramoniumGames Před 6 měsíci +1

      Except views on a video don't always translate to game sales.
      One Gamedev says he got 200 sales as a result of a video with over a million views, imagine if he had paid for that.
      At some point you have to calculate how much you 'discounted' the game by giving part of the sales income to the streamer.
      Entirely possible to get 100% or worse loose money this way, so would have been better to just give that copies away ?

    • @mattc9598
      @mattc9598 Před 6 měsíci

      Videos are different, but if a streamer consistently plays games live for an audience that enjoys that genre of games, it stands to reason that having them play your game will lead to more exposure. As for sales from that exposure... well, that depends on how fun the game is. Streamers have definitely been paid to showcase poor games that didn't do well sales-wise (see Battlefield 2042)@@AramoniumGames

    • @bitemegames
      @bitemegames  Před 6 měsíci +2

      No, I think streamers are one of the worst ROI things to do, especially for games you play alone like this. Among us was so great because streamers could farm content with it, as it was heavily based on emotions, which is what also brings in the views.
      I would have taken that money that goes to streamers, and probably invested it into reddit ads or some other kind of ad service, as they generally have a better ROI (around $1/wishlist). A small streamer already often asks for $500-2000 for a single stream, so getting that ROI is much harder there. -M

    • @mattc9598
      @mattc9598 Před 6 měsíci

      makes sense, especially for a genre that isn't exactly popular in streaming. I'm not surprised reddit ads are the first pick either, but i'd love to hear what you think about ads on X, Facebook, and/or CZcams in comparison.@@bitemegames

  • @That_Guy_You_Know
    @That_Guy_You_Know Před 4 měsíci

    How much do you estimate that pirating impacted sales?

    • @bitemegames
      @bitemegames  Před 4 měsíci +1

      Not at all really, because the audience who pirates, 95% of them would never buy your game to begin with, so it's not really "lost sales" -M

    • @That_Guy_You_Know
      @That_Guy_You_Know Před 4 měsíci

      @@bitemegames Got it. Well that's good.

  • @Ouvii
    @Ouvii Před 6 měsíci

    Yeah, conventional marketing wisdom is that it's all about how it's all about the customer, but some customers want to be the cool game developer or CZcamsr or whatever and so making it about yourself feeds their fantasy of "what would it be like"
    Kinda interesting.

  • @GonziHere
    @GonziHere Před 6 měsíci +2

    IMHO, you have it wrong with the updates. You've clearly shown to us, and to yourself, that the launch state isn't everything. To me, it feels like it can go from 2 buys a day to 3, 4...10... just by making it better. Also, from a business perspective, anyone can make a "crappy game in a month" kind of thing. So the more time you spend on it, the better and more exclusive the game actually gets.
    Now I didn't play it, IDK where it's potential is, etc., I'm just reacting to how you've laid the argument.
    Anyways, I'd try at least one "big" update before abandonment, if only to see how impactful it is or isn't. Something simple, yet game changing (think Factorio and solar power - basically two items and it fully changed how energy can work while also changing the pollution levels)

  • @LouisDoesGames
    @LouisDoesGames Před 3 měsíci

    "Sales will make you a lot of money"
    kind had to chuckle here :')

    • @bitemegames
      @bitemegames  Před 3 měsíci

      65% of our total revenue for Forge Industry has come from people buying the game at 25-40% discount -M

  • @LukasOsouch
    @LukasOsouch Před 6 měsíci +1

    Looking forward to Waifu Industries!

  • @Lynqoid
    @Lynqoid Před 6 měsíci

    Congrats, nice to hear you got the support from everyone, but it was because you created content and a community rallied around the content! :)

  • @Mel-mu8ox
    @Mel-mu8ox Před 6 měsíci

    Yer, sales vids are not as common...
    Just gotta see that data :D

  • @peaceling9826
    @peaceling9826 Před 18 dny

  • @RedTaurus11
    @RedTaurus11 Před 4 měsíci

    "engagement" 💌

  • @Mightydoggo
    @Mightydoggo Před 5 měsíci +1

    Damn, 7k? Seems like that ain´t a really worthwhile business to get into for the amount of work you have to put in.

    • @bitemegames
      @bitemegames  Před 5 měsíci +3

      I should just do OnlyFans at this point... -M

  • @Ferenc-Racz
    @Ferenc-Racz Před 6 měsíci

    Oh, and one more suggestion: ... As I see on Martin, He should sleep more. :D

  • @richardbloemenkamp8532

    I never do tutorials. I just go on YT an watch someone play. Why don't gamedevs just stick a little video to their game? It seem easier and less work.

  • @trollyasociadosllc
    @trollyasociadosllc Před 6 měsíci

    hi Marnix, are you single? Because you are very handsome and well... you know the drill

  • @pdrozdowski
    @pdrozdowski Před 5 měsíci

    Well, and this the moment you become a corpo, as suddenly you infere form the chart the decisions. You say you have just 2 sales so no worth investing in a game so switchingo to new one... but what the hell? For last 18mths of development you had 0 sales and you were investing into it and now suddenly you abadon it because of the chart. That doesn't make sense. I think the market is much bigger and broader than you can imagine and your game just sits uder a rock, if it was made good and polished enough you could laverage your you tube chanel potential to go viral and captialize on a good game... but you decide to leve the ship after 2 yrs to sink, and build the next one. And by looking on the start of it, it lacks good selling points, so maybe in a year of 0 sells of it you will make some cool vid about what you've learned. For the Forge i tried demo but is sooo much clunky is scares people off and go uninstall. Have you just fixed the game and forgot on patching the demo?

  • @georgebratu
    @georgebratu Před 6 měsíci

    working 18 months and 4 people on that game I am wondering what were you doing in that period because the game looks bad, poor quality in all areas. I guess that most of sales/wishlist come from people from youtube channel that are game developers as well, so no real fans actually.

    • @bitemegames
      @bitemegames  Před 6 měsíci +1

      We were working at our main jobs :)
      We did not go into this fulltime, and we still aren't all fulltime gamedevs. This is the result of 4 programmer friends starting indie development as a hobby project, and turning it into a commercial game. We had no CZcams audience when we launched our game, that only grew after we had originally released our game. -M

    • @georgebratu
      @georgebratu Před 6 měsíci

      @@bitemegames A, ok then, it makes more sense now :) I thought you all 4 were working full time on it. And also being the first project, it is understandable that was not polished.