[HN Gopher] My Steam Game Revenue Stats
       ___________________________________________________________________
        
       My Steam Game Revenue Stats
        
       Author : donislawdev
       Score  : 250 points
       Date   : 2021-07-23 19:51 UTC (1 days ago)
        
 (HTM) web link (donislawdev.com)
 (TXT) w3m dump (donislawdev.com)
        
       | gcampos wrote:
       | I don't think the problem is that the game is a niche game, there
       | are ways to break even with niche games and just copying what
       | everyone else is doing is not exactly a receipt for success.
       | 
       | In my opinion these is what OP could have done differently:
       | 
       | - The game lacks (an obvious) unique hook. Just replacing coffee
       | with mate is not enough of a hook for me, and I was raised in a
       | family that drinks Chimarrao.
       | 
       | - $5 is too cheap for a niche game.
       | 
       | I think would help a lot if you check the Jeff Vogel advices on
       | creating and marketing niche games. He has a lot insight on
       | creating games that only a tiny amount of people want
        
       | kimopertonau wrote:
       | Coincidentally, just three months ago I began drinking yerba
       | mate[0] which is the tea or infusion in this game Yerba Mate
       | Tycoon. I found it better than coffee in the afternoon, since it
       | provides a slower onset and more sustained energizing effect with
       | essentially no crash. I believe it's due to it containing other
       | compounds such as _L_ -theanine apart from caffeine. Popular
       | brands are Taragui[1] and Canarias, and can be prepared in a
       | standard French press almost like tea. Some even drink it in
       | teabags[2].
       | 
       | [0] https://en.wikipedia.org/wiki/Mate_(drink)
       | 
       | [1] https://pampadirect.com/taragui-yerba-mate-classic-flavor-
       | co...
       | 
       | [2] https://pampadirect.com/taragui-mate-cocido-ready-to-brew-
       | ye...
        
       | nazrulmum10 wrote:
       | You can buy Yerba Mate Tycoon
        
       | pengaru wrote:
       | The market is far too crowded to rely entirely on the steam store
       | for your exposure.
       | 
       | I'd like to know what the numbers are like for indie devs with
       | their own twitch channel who constantly stream the development
       | process, establishing a fan base throughout the year(s) of
       | development before releasing on steam.
        
         | pjmlp wrote:
         | The market has always been too crowded, unless we are talking
         | about the early Atari 2600 days.
         | 
         | Being a game dev is akin to music, acting, whatever arts
         | related.
         | 
         | It will cost blood, sweets and tears, full of ups and downs,
         | and only an handful will manage to keep going at it their whole
         | life.
         | 
         | Just like other arts, it doesn't mean people just give up,
         | rather be aware it isn't just because they like playing on
         | their games console every single day, that they will make it on
         | the industry.
        
         | jmd42 wrote:
         | Getting visibility within Steam itself is still probably the
         | most effective way of increasing sales numbers - generally
         | being featured/recommended within the platform is profoundly
         | more effective than more organic marketing efforts (unless you
         | really go viral on social media, for example).
         | 
         | Discoverability and viewership numbers for game dev streamers
         | on Twitch are really poor. Of course it can have value as a
         | marketing initiative, but you can also grind that for months /
         | years without seeing a significant effect on sales - the return
         | on time investment is probably not great. Whereas getting onto
         | the front page of Steam (as part of some seasonal event, for
         | example) can do more for you in a single day than months/years
         | of streaming or social media.
        
           | pengaru wrote:
           | I wasn't clear enough in my comment; it's to crowded to just
           | toss your game on the Steam store and expect it to magically
           | generate worthwhile sales.
           | 
           | You're entirely correct about being featured/recommended, and
           | there are ways to game the platform at your release to
           | amplify these effects.
           | 
           | But my basic point stands; you can't just toss a game on
           | Steam and expect good results.
           | 
           | Between the low barrier to entry on the store ($100) and
           | engines like unity/gamemaker enabling basically anyone to
           | have something to toss on the store, it's overflowing with
           | shovelware. How many reskinned game engine tutorials alone
           | are out there for sale as games? It's a complete mess.
        
       | [deleted]
        
       | bschwindHN wrote:
       | 400 sales is quite a lot actually! Going in with low expectations
       | and achieving that number, honestly I would be proud.
        
       | dzonga wrote:
       | one thing, to applaud the author is they have the right attitude.
       | when launching internet products, don't expect them to make
       | money. that liberates you from all sort of problems and stress.
        
       | JoeDaDude wrote:
       | Dumb but honest question: If most sales were expected to be in
       | Latin America, why wasn't the game localized in the Spanish
       | language?
        
       | nix23 wrote:
       | It's an early access game, like many...i never buy a EA game, too
       | many disappointment's.
        
         | donislawdev wrote:
         | Yep, agree
        
       | WhompingWindows wrote:
       | You might be able to go to those users who do like it, add
       | features they want in DLCs and such. Could be a fun endeavor for
       | a side-gig over time.
        
       | Tarsul wrote:
       | As far as I know we users cannot see how many sales a game has
       | from steam, so I very much appreciate the creator telling us. I
       | often try to judge from the number of reviews if a game has made
       | at least a few thousand bucks. This game here has 19 reviews with
       | 420 sales, which means that 4,5% of all people have reviewed the
       | game, which is more than I expected (I expected a ratio of about
       | 1%). But this means that probably other games that have only a
       | few dozen reviews have sold comparably (poorly).
       | 
       | As an aside, me personally, I don't like early access games; I'd
       | rather wait till the game is finished. I'm probably not the only
       | one thinking like that. So I find it difficult to guess how
       | different the sales projectory would be if it didn't have the
       | "early access" status, but with any luck the creator will tell us
       | once he has released V1.0 :)
        
         | chills wrote:
         | Steamdb[1] gives some info on concurrent players, but only
         | estimates for owners. Looks like they estimate number of
         | reviewers between 5-15%.
         | 
         | [1]: https://steamdb.info/app/1404560/graphs/
        
           | Karliss wrote:
           | Steamdb uses 1.5-5% not 5-15%.
        
           | codetrotter wrote:
           | 5-15% is in line with for example anecdotally observed view
           | count vs votes on videos on YouTube.
           | 
           | So based on that I am not surprised that video games on Steam
           | can be expected to have a similar number of reviews relative
           | to number of owners.
           | 
           | Typically I expect a video on YouTube to have about 10% votes
           | and about 1% comments.
           | 
           | Do all reviews on Steam need to include text or can simple
           | thumbs up/down be given without any text? Haven't used Steam
           | in a while so I don't remember.
        
             | aroman wrote:
             | > Typically I expect a video on YouTube to have about 10%
             | votes and about 1% comments.
             | 
             | this is known as the 90-9-1 rule:
             | https://en.wikipedia.org/wiki/1%25_rule_(Internet_culture)
        
             | Tarsul wrote:
             | yes, you have to write a text for the review to count. I
             | just looked into the reviews for this game and there are
             | actually 30 reviews, but apparently not every review counts
             | towards the statline on the main page (not exactly sure
             | which).
        
               | tpxl wrote:
               | You have to write text, but you can hide your review
               | (friends only I think).
        
         | hesdeadjim wrote:
         | I forget where I read it, but you usually won't be too far off
         | the mark if you multiply review count by 100. This won't tell
         | you revenue of course, but it gives you an idea.
         | 
         | My game sold about 20k units on Steam and has 165 reviews, so
         | there's one anecdotal point of data.
        
           | Nition wrote:
           | My game has sold 7,210 units and has 99 reviews as another
           | data point. So 72 units per review.
        
           | phnofive wrote:
           | I think you're probably right past a certain threshold of
           | time or sales, but this one has thirty reviews.
        
         | jonshariat wrote:
         | When I wrote my book, they did an early access thing at it was
         | terrible. I was still understanding where to take my book and
         | iterate and I was getting people telling me it sucked. Uh ya,
         | its not finished at all yet, just v1!
         | 
         | Not a fan. I mean I get Betas and access to things say a month
         | or so before launch. But not during active development.
        
           | Hammershaft wrote:
           | I mean, a book is a predefined narrative that you experience
           | once sequentially! Much less suited to open iterative
           | development than a game.
        
             | Godel_unicode wrote:
             | There are other kinds of book than fiction.
        
           | bavell wrote:
           | Why did you agree to try early access with a book? It only
           | really makes sense for games... and sometimes not even
           | then...
        
             | dave84 wrote:
             | A lot of the big tech book publishers seem to have early
             | access as a feature now. I'd be surprised if the author has
             | that much control over it.
        
         | DrJokepu wrote:
         | If it's a game I'm excited about, I sometimes buy the early
         | access to support the developers pre-release and only play it
         | once it's done.
        
           | paulryanrogers wrote:
           | I'm afraid of doing this since so many games never leave
           | early access, or even improve significantly after first
           | appearing
        
       | flaque wrote:
       | There's an interesting GDC talk about this for folks who are
       | curious: https://www.youtube.com/watch?v=WycVOCbeKqQ
        
         | donislawdev wrote:
         | GDC talks are great, tons of interesting information.
        
       | Ostrogodsky wrote:
       | Congrats! You are doing fantastic. Thousands of debbie downers
       | here, pay absolutely no attention to them. Keep doing what you
       | like, strengthen yourself physically and mentally and if you need
       | to have a second job while you get your first break-away success
       | so be it.
       | 
       | Just a small correction, "Yerba mate" is not the "coffee of
       | south-america" Coffee is the coffee of south america,i.e. by far
       | is a more popular drink. Mate is huge in Argentina/Uruguay and
       | perhaps Paraguay , only regionally in Brazil and very niche
       | everywhere else in the region. Coffee is as popular as it can be
       | everywhere else in the world where the drink is liked.
        
         | raverbashing wrote:
         | Your advice is on point
         | 
         | Yerba matte is also popular in Germany (as in, "Club-Mate") so
         | maybe OP can try some advertising there ;)
        
       | sillysaurusx wrote:
       | I threw $5 your way because I wanted to support you. That said,
       | some feedback:
       | 
       | 1. The price is too high. I'm sorry, I know this sounds cheap at
       | $5. But you're competing with the entire world of iOS games. For
       | free, I can get endless kinds of games like this, but with in
       | game purchases. Some of those, like Cardinal Quest 2, are
       | actually amazing and the ingame purchases don't get in the way at
       | all.
       | 
       | I think if you priced it at $2 you might get more revenue in the
       | long run.
       | 
       | 2. I don't know what the hell a Yerba Mate is. It does say in the
       | description that it's some kind of coffee, but I honestly had to
       | force myself to buy this. I'd rather buy a coffee than a game
       | about coffee.
       | 
       | I feel guilty saying these things, because I don't know if my
       | feelings here are representative or not. Maybe a lot of people
       | feel that $5 is the right price point and that a game about
       | coffee management is compelling. Either way, I want to support
       | gamedevs, so I might try playing this just for kicks.
        
         | donislawdev wrote:
         | My game is PC game, when I will release on IOS/Android the
         | price will be lower on that markets.
         | 
         | On PC $5 is good price, not too low (like $1 or $2), not too
         | high like $20-$30. Feedback from players mostly say, that the
         | game price should be higher.
        
         | Strom wrote:
         | > _But you 're competing with the entire world of iOS games._
         | 
         | I am not convinced these are overlapping markets. The Venn
         | diagram probably looks pretty close to two independent circles.
         | I play games on Steam and also own an iPhone. I never play
         | anything on my phone, because it's a completely different
         | experience. I think PC games and iOS games are both games in
         | the same way as PC games and hide&seek are both games. That is
         | to say we use the same term for them, but they're not at all
         | the same in regards to what I'm looking for.
         | 
         | It's not just me either. This line of separation exists in my
         | whole social circle as far as I can tell. None of my PC gaming
         | buddies play mobile games and everyone I know that plays mobile
         | games don't play PC games.
        
           | oefrha wrote:
           | As someone who has made a fair bit more in donations than OP
           | just from building community tools for a reasonably popular
           | mobile game (still peanuts compared to the time poured in
           | though), I probably have a bit more anecdata to draw from.
           | 
           | In my experience, a not insignificant percentage of avid
           | players of said mobile game active on Discord are also
           | players of PC/console titles. These players may not represent
           | the mobile game market at large, but they are overwhelmingly
           | moderate to big spenders compared to the F2P crowd out there,
           | so I'd say they are a good representation of a slice of the
           | more valuable market segment. So, yes, there's an overlap,
           | and I imagine "Yerba Mate Tycoon"'s addressable PC market
           | would be even more likely to play a comparable mobile game
           | than the average AAA action/shooter/etc. market.
        
       | z3t4 wrote:
       | In this day and age having over 400 actually paying customers is
       | a lot! Even having 400 free users would be a lot. Now the
       | question is - do they play the game ? Any number above 1% is
       | good, so if there are 4 players spending a lot of time - it's a
       | good sign. If possible ask them what they think is good about it,
       | then update the marketing material to showcase what is good about
       | the game.
        
         | deepfriedbits wrote:
         | I appreciate your positive reply. We could all honestly use
         | more of that.
        
         | georgeecollins wrote:
         | I agree. And actually shipping a game that anyone will pay for
         | puts you in very rare territory. The world is full of game
         | designer wannabes.
        
           | Karsteski wrote:
           | Why are they wannabes? I don't understand why you would
           | insult people who are trying to put out a product but
           | failing.
        
             | Aeolun wrote:
             | It's when the product is so bad that any objective observer
             | would skip it.
             | 
             | Like, I get that those people believe they're delivering
             | the next divine gift, but...
        
             | georgeecollins wrote:
             | I don't think of "wannabe" as a particularly savage insult.
             | I wannabe a beautiful singer, but I am not.
             | 
             | How about dreamers?
        
               | cenophor wrote:
               | The fact that you avoided using "wannabe" as a noun to
               | describe yourself in that contrived example says a lot.
        
             | judge2020 wrote:
             | There's a lot of low-quality Unity games on Steam, largely
             | because they automated the new game system so that all it
             | takes to publish a game is paying $100. There are some
             | legitimate game designers putting in effort, but some
             | 'publishers' have hundreds of these games and are often
             | just copies of each other but with different assets.
        
               | squeaky-clean wrote:
               | For anyone doubting how simple this is, you can buy
               | entirely pre-made games and template games in the Unity
               | Asset Store for anywhere from $25-$500 depending on how
               | polished the asset is.
        
               | moepstar wrote:
               | ...and then, something like this [0] happens:
               | 
               | 1) create overpromising marketing campaign/kickstarter
               | for a MMO
               | 
               | 2) slap together some random assets
               | 
               | 3) ???
               | 
               | 4) receive VC
               | 
               | 5) profit..
               | 
               | [0] https://www.pcgamer.com/dreamworld-infinite-world-
               | mmo-kickst...
        
               | ethbr0 wrote:
               | Isn't this just the game version of (1) start a new
               | fashion "label", (2) buy Facebook ads, (3) drop ship from
               | China when / if you get actual oorders?
        
             | cenophor wrote:
             | They are wannabes because it makes the author of the parent
             | comment feels better.
             | 
             | Anyone who isn't objectively the best at something is
             | probably automatically a wannabe. So at the end of the day
             | it's just a wannabe calling everyone else wannabe. Don't
             | waste time on understanding people like that.
        
               | ehnto wrote:
               | That's a mentality that broods on the internet and it's
               | so counter-productive, you see it in all kinds of groups.
               | Your car only producing 400hp not 1000hp? Lame. Not
               | deadlifting 300kg? Not good enough. Not making 6 figures?
               | Why even work!
               | 
               | I think it's because what tends to get 'promoted' on the
               | internet is exceptional situations, I think people can
               | get caught up in the thought that exceptionalism is all
               | that's good enough. Spend enough time in real communities
               | though and you realise that the world is full of people
               | having a blast just doing their best, and that there are
               | a million different ways to enjoy and be successful at
               | different hobbies/careers.
        
               | simonjgreen wrote:
               | It's called elitism, and by far one of the most toxic
               | elements of the tech community imho
        
               | ethbr0 wrote:
               | Elitism is a problem, but so is egalitarianism.
               | 
               | Just because we all tried, doesn't mean we should all be
               | rewarded and congratulated for trying. Results matter.
               | 
               | So, balance somewhere between the two is best.
        
               | pbhjpbhj wrote:
               | I don't think that's a reasonable analysis. Wannabes want
               | to achieve notoriety but aren't prepared to, or can't, do
               | what it takes to get there. A subjective analysis clearly
               | shows they're not going to "make it" - and if they did
               | some introspection they would realise it too. That's a
               | wannabe, and the World does seem to be chock-full of
               | wannabes.
               | 
               | Some people just want to make great games, don't care
               | about getting famous, etc.; they're not wannabes.
               | 
               | Some people want to do a job, get paid; they're not
               | wannabes.
               | 
               | Some want to be famous and rich, and have the chops to go
               | with it; they're not wannabes.
               | 
               | @Karsteki, I don't think it's intended as an insult, it's
               | more "being realistic, most people making games won't
               | succeed because 'everyone' wants to succeed and most
               | don't really have what it takes".
        
         | donislawdev wrote:
         | Thanks :-} A lot more than 1% is playing :-}
        
       | evo_9 wrote:
       | "In terms of cash, it was not worth it, if we count costs
       | (without time) + taxes, then the "earnings" from those $632 will
       | be lower than 0. I had lost the cash, the first month is mostly
       | the "best" month of sales, so my next month's sales will be worse
       | and worse, maybe a few % of my first month. Someone might be
       | curious why I'm still keeping early access, working on the game,
       | to be honest, I don't believe in some magic "boom" and millions
       | of players, I'm just fixing bugs, adding new things because...
       | People have paid for the game :-} I could drop it because Yerba
       | Mate Tycoon generated cash loss (working more on it, generate
       | bigger losses). But people paid for it, it got some players, so I
       | will work on it :-} I know that some developers drop in that
       | situations game, it's a logical step from a business side, but
       | it's against my work ethic. I never promised huge things, but I
       | have to finish what I started."
        
         | jay_kyburz wrote:
         | You can't really make a super niche game and expect it to sell
         | well. Nobody knows what Yerba Mate is. Nobody is searching for
         | Yerba Mate.
         | 
         | Also, the video is funny, but it really doesn't tell us
         | anything about what you do. It doesn't show us the consequences
         | of any of your decisions.
         | 
         | Anyhow, I wish the developer all the best. I hope sales to pick
         | up and that they enjoyed making the game.
        
           | leipert wrote:
           | Mate is ridiculously popular in IT and hacker circles in
           | Germany. Drinks (like a sparkling lemonade) based on it have
           | been around since the 1920s.
        
           | ehnto wrote:
           | He mentions knowing about regional popularity of Yerba Mate,
           | I think he was fully content with making a niche game for
           | specific areas.
        
           | hn_throwaway_99 wrote:
           | > Nobody knows what Yerba Mate is.
           | 
           | I think it may depend on your region. Obviously it is very
           | well known in South America (I first became acquainted with
           | it about 25 years ago after being friends with someone from
           | South America who drank terere,
           | https://en.wikipedia.org/wiki/Terer%C3%A9, all the time), but
           | now I see these, https://guayaki.com/our-product-family/, all
           | over Whole Foods in Texas, so somebody must be drinking them
           | here.
        
           | animal531 wrote:
           | I agree with the poster. If he'd for example renamed it to
           | Tea Tycoon and made it about tea blends then I'd imagine that
           | he'd be doing at least 10x better.
        
           | vincentpants wrote:
           | I know what Yerba Mate is, I'm even drinking some now! I even
           | managed to start a Yerba Mate scene at my old work. And
           | considering how many dev stations have gourds among their
           | vinyl toy collection makes me think there were a bunch of
           | Canadian video game developers googling Yerba Mate at some
           | point. I imagine this game can do well with a little bit of
           | niche online community spelunking. We're out there!
        
             | jay_kyburz wrote:
             | Perhaps the developer is just a but too ahead of the curve.
             | In a few years time the game could huge.
             | 
             | Also, I wonder how many people knew what spelunking was
             | before Spelunky!
        
             | Krasnol wrote:
             | > Yerba Mate scene
             | 
             | How did such a scene work? Did you have get togethers to
             | talk about your Yerba Mate experiences? Are there Yearba
             | Mate VIPs you worship together? Did you have Yerba Mate
             | merchandise?
        
               | krustyburger wrote:
               | His scene seems to have attracted a sardonic detractor,
               | so I'm inclined to believe it actually is real.
        
           | pbhjpbhj wrote:
           | Isn't this the effect that the web does make work, super-
           | niche things work globally that won't work locally. I've
           | heard of it, Yerba mate, but I've never seen it mentioned
           | anywhere offline (UK).
           | 
           | Tea Tycoon, I'd have to presume has been done? Otherwise, it
           | sounds like something people would go for.
        
         | bemmu wrote:
         | This type of niche game might actually be the exception where
         | long-term sales are more than the initial sales. I would rather
         | own this game than yet another clone of some overdone theme
         | with similar sales up to this point.
         | 
         | Some reasons:
         | 
         | * If anyone were to search for such a game, this will be the
         | top result by default, so there might be a trickle of sales
         | over time that just doesn't stop.
         | 
         | * This game may trend on some relevant subreddit/twitter
         | clique/forum and get later sales boosts from that.
         | 
         | * If you have a Yerba Mate blog or podcast, this is basically
         | the only game you can even feature if you wanted to talk about
         | something new.
         | 
         | My next step would be to make a spreadsheet of anything Yerba
         | Mate -related that could possibly feature the game and contact
         | them all.
        
       | minimize wrote:
       | Not sure if it has been mentioned yet, but I think the main
       | reason why this title failed is the title. Most people probably
       | never heard of "yerba mate", so to them, the title sounds like
       | some kind of weird mating simulator.
       | 
       | You can verify this by comparing the sales by country to the
       | number of searches for the term "yerba mate" by country:
       | https://trends.google.com/trends/explore?q=yerba%20mate The
       | distributions are very similar.
        
         | donislawdev wrote:
         | Niche genre :-} I know that the game will fail (before
         | release), it's not problem for me :-}
        
       | hnarn wrote:
       | I believe pricing is one of the most important decisions any
       | business can make, and $5 does not make any sense to me.
       | 
       | You're probably betting that this is a niche game that likely
       | will take you more time than its worth in sales: in that case,
       | you need to increase the price as much as you can without it
       | looking absurd in comparison to triple A titles, so maybe $30 or
       | so.
       | 
       | If not much happens, you accept that there is no way any
       | meaningful number of people will be interested in this game for
       | the price of a steak dinner, so you go for the "penny crowd"
       | instead: sell the game for $1 during a steam sale and get free
       | attention from a >95% discount.
       | 
       | Ideally you can spend this in-between time fixing some bugs and
       | just keeping the game "alive" so it doesn't look like a complete
       | cash grab, but on the other hand you should never feel obligated
       | to put your time into something that isn't, and likely never
       | will, be paying you back.
        
       | WastingMyTime89 wrote:
       | The game sounds interesting and you seem to have great work
       | ethics. You seem to have a marketing issue however. For a game,
       | marketing is really important.
       | 
       | I'm not extremely knowledgeable in the indie game business but as
       | you seem to have a positive track record, getting a publisher
       | might help you.
        
       | 10x-dev wrote:
       | My sincere congratulations to you on actually publishing your
       | game and having players.
        
         | donislawdev wrote:
         | Thank you a lot :-}
        
       | arnaudsm wrote:
       | I fell bad for all the awesome indie devs out there now that the
       | market is saturated. I remember the early days of Steam and
       | Android when low quality asset flips would make $10k easily.
       | 
       | New niches appear every year though, like the VR market that's
       | desperate for content.
        
         | donislawdev wrote:
         | Adapt or Die :-} That's how it works, I just accept it.
        
       | cinntaile wrote:
       | Why do you want to make an iOS/Android version when the game
       | isn't very popular right now? You mention the competition will be
       | a lot higher so why do you think it will be worth it?
        
         | donislawdev wrote:
         | Just interested in it, I can gain this way experiences in
         | releasing paid game on Android/IOS. From other side t's a lot
         | harder (crowd market), for other there are not many paid
         | tycoons, real tycoons games + a lot of players asked about
         | mobile version.
        
       | willcipriano wrote:
       | > Features:
       | 
       | > New update = new bugs
       | 
       | > Poor graphic and sounds
       | 
       | I have to say the first two "features" aren't doing you any
       | favors.
       | 
       | https://store.steampowered.com/app/1404560/Yerba_Mate_Tycoon...
        
         | donislawdev wrote:
         | I'm honest person :-} Irony/Joke is a strong weapon in
         | marketing.
        
         | cdmoyer wrote:
         | Honestly, those make me want to buy it. Refreshing honest. I
         | don't think the market here is people that'll be put off by
         | that.
        
         | istorical wrote:
         | It's a joke. Not sure if that's immediately obvious to you
         | (it's Hacker News).
        
           | throwuxiytayq wrote:
           | Still, as a potential customer, I don't find it very
           | encouraging. You don't see jokes like these for products that
           | _don 't_ have bugs or _do_ have decent graphics. Not a very
           | good idea to draw attention to your shortcomings, even if
           | they 're expected.
        
       | DeathMetal3000 wrote:
       | Having a Polish developer create a game around a South American
       | drink really shows the power of cross-cultural spread of the
       | internet. Love it!
        
       | fouc wrote:
       | Incredible progress he's making. Ten "failures" that he's learned
       | tons from. He's going to be hugely successful if he keeps this
       | up!
        
         | donislawdev wrote:
         | Thanks :-}
        
         | AussieWog93 wrote:
         | Sarcasm?
        
           | squeaky-clean wrote:
           | I think the only sarcasm is around the world "failures". No
           | one creates a super successful creative-work their first
           | time, or usually even their first dozen times. You have to
           | keep at it until you master it, and then also get a bit
           | lucky.
        
             | username90 wrote:
             | Nobody creates a good product they first time they try, but
             | lots of people don't commercialize those failures and
             | instead iterates until they have something they don't feel
             | is shit so their first commercial release becomes a
             | success. I don't see what you'd learn by putting things you
             | know will fail in front of paying customers just so they
             | can point out the obvious shortcomings, all you do is waste
             | time and energy.
        
           | Quarrelsome wrote:
           | no way, this dev sounds AMAZING. Even if they don't work out
           | what works at this rate they're bound to stumble upon it
           | because they just keep going. It's really impressive.
        
             | ZephyrBlu wrote:
             | > _Even if they don 't work out what works at this rate
             | they're bound to stumble upon it because they just keep
             | going_
             | 
             | Is _this_ sarcasm? Because that 's generally now how things
             | work.
        
               | Quarrelsome wrote:
               | no, it can be how things work. Diligence with a bit of
               | talent are reasons for success in today's economy.
        
           | adenozine wrote:
           | Can't speak for parent commenter, but there is a nugget of
           | supreme wisdom in the remark nonetheless. Gamedev is
           | notoriously punishing and mentally grueling. Pushing through
           | these roadblock moments CAN lead to huge runaway successes if
           | the market timing is right.
           | 
           | I'm in a field in no way orthogonal to gaming, but I can
           | attest myself that pushing though the moments I -wanted- to
           | quit the most, were the moments that yielded the most amount
           | of advantage to me. I knew I could go further, work harder,
           | learn to be smarter, because I knew that I had persevered
           | where most others would've called it quits.
           | 
           | Hopefully that's what they mean.
        
             | AussieWog93 wrote:
             | I've heard this before, mainly from "hustle culture" folks,
             | but have never witnessed it in real life. I've followed
             | quite a few people, both online and IRL, who have
             | persevered through repeated failure, motivated by "passion"
             | and convinced that success was around the corner.
             | 
             | Almost none of them achieved success. Instead, they ended
             | up burned, jaded and in a few cases even genuinely
             | suicidal.
             | 
             | As someone else mentioned in the thread, the kid is clearly
             | talented. He has released 10 games on five different
             | platforms at age 22 with no assistance whatsoever. That is
             | genuinely exceptional, and he is without doubt in the top
             | 10% of game dev grads.
             | 
             | I'm not arguing that you should quit after one attempt
             | either (even successful designers fail maybe 50% of the
             | time) but it seems irresponsible to suggest 10 failures in
             | a row are a sign of success to come and he just needs to
             | eat shit for the next 5 years.
             | 
             | Far more likely than not, the repeated failures suggest
             | that his talents would be better applied elsewhere.
        
               | ehnto wrote:
               | I understand you're coming from a compassionate place,
               | you don't want to see them burn out, I've burnt out and
               | it sucks.
               | 
               | You can make good money selling your time, but maybe it's
               | not about money for them? By all other measures this game
               | was a great personal success. At this point the dev is
               | competent and successfully releasing games, they just
               | haven't been commercially successful. Now would be a
               | terrible time to give up.
               | 
               | My advice would be to run out of options first, then go
               | work at that "elsewhere". Once you get settled into a
               | career it can be really hard to step back out into solo
               | dev.
        
               | AussieWog93 wrote:
               | I'm not going to refute the rest of your comment, as it's
               | a valid opinion and I'd just be repeating myself, but in
               | regards to this:
               | 
               | >Once you get settled into a career it can be really hard
               | to step back out into solo dev.
               | 
               | I don't think that's true in and of itself. A lot of
               | people struggle to adapt to the financial uncertainty of
               | flying solo later in life, but that's only because they
               | have a high-cost lifestyle and minimal savings.
               | 
               | I quit my day job last year, a few months before my first
               | daughter was born, to run my online businesses full-time.
               | The fact that my wife and I had saved huge chunks of our
               | pay (100k+ in the bank), in addition to the fact that the
               | businesses were already running at half-steam meant that
               | the transition was stress-free and seamless.
        
               | username90 wrote:
               | The biggest problem with "hustle culture" is that they
               | praise each others effort rather than results. Like in
               | this case, 10 failed games is a lot of effort but aren't
               | good results. And if you look at the reviews and where he
               | got traffic on this game they mostly come from other
               | gamedev communities, meaning he sold to other developer
               | hustlers interested in his journey rather than to real
               | users.
               | 
               | At this stage what he needs to do is take a step back,
               | stop seeking praise from other developers and instead
               | focus on making a quality game he thinks users actually
               | would want to play. Releasing games you know will fail
               | doesn't teach you much, especially if it is your tenth
               | one. Or he can pivot to becoming a gamedev influencer
               | selling tutorials or monetizing views, if that is what he
               | wants he is on the right track.
        
               | donislawdev wrote:
               | "meaning he sold to other developer" No, I was marketing
               | the game on yerba mate groups etc + Argentina gaming and
               | many other places. I don't market my games to game devs
               | because they are not my target :-} I'm not posting info
               | about my games on dev groups or anything, just from time
               | to time, I'm back with my stats, but those stats are
               | before posting about the game to dev groups, so sales
               | comes from players interested in the game :-}
        
           | zomglings wrote:
           | He's 22, has a great attitude and work ethic, and has shown
           | remarkable resourcefulness in releasing this game as a
           | commercial offering (presumably running the operation by
           | himself).
           | 
           | Doesn't sound like sarcasm to me. This kid is going places.
        
       | atum47 wrote:
       | Congratulations on commercializing the game. Are you a one person
       | operation? I know how hard can it be to develop, publish, deal
       | with game stores... This is a great deal that you were able to
       | launch and sell. Kudos
        
         | donislawdev wrote:
         | 22-year-old solo developer from Poland :-} One-man team.
        
       | DaveSapien wrote:
       | These numbers are actually promising. 400 sales in early access
       | for a 'niche' game would open the door for a few publishers out
       | there. And as it stands this game has momentum behind it, NOT an
       | easy thing to accomplish.
       | 
       | And further more, the steam page has quite a few problems that
       | are easily fixed and would drives sales in a positive direction.
       | Add some streamer outreach to the mix and this could do well
       | enough to fund their next game. Just perhaps not well enough to
       | satisfy the developers ambitions. Yet.
       | 
       | I would love to have this momentum on my own (very) niche game.
       | Its is also on early access, interesting premise, zero marketing
       | budget, and so on. Its numbers are nowhere near as promising as
       | Yerba Mate Tycoon. Its a rare thing to click with an audience and
       | YMT has done so.
       | 
       | To the Developer, keep going. Keep that mindset of honouring your
       | customers its rare in games and of value to the gamers. Spend
       | more time on you store page and promoting, and release it. It
       | will be worth it.
        
         | zone411 wrote:
         | Use the opportunity and link us to your game. I don't think
         | anybody will mind.
        
           | DaveSapien wrote:
           | Thanks, I don't want to seem like I'm shilling with any of my
           | comments. This is Kanso, a relaxing game that invites the
           | player to slowdown and find a moment of Zen:
           | 
           | https://store.steampowered.com/app/1454650/Kanso/
        
             | hendi_ wrote:
             | This looks great, will buy once I'm back at my PC :-)
        
               | DaveSapien wrote:
               | Oh wow, thank you very much. If you have any feedback,
               | I'd very much like to hear it.
        
             | zone411 wrote:
             | Looks nice, ordered.
        
         | donislawdev wrote:
         | Thanks :-}
        
       | hsbauauvhabzb wrote:
       | Don't downplay the value to you in fixing bugs, customer support
       | etc. you'll be better equipped when you release a title that is
       | successful.
        
         | donislawdev wrote:
         | I got a respect to players cash :-} I know
        
         | imtringued wrote:
         | It's also easy to burn bridges by canceling early access games.
         | The vast majority of people should stay away from early access
         | games by default because of the risk that the game remains
         | unfinished.
        
           | shagie wrote:
           | I've got a few "early access" games where the developer lost
           | interest or disappeared. Most infamously Starbase DF-9, but
           | I've got a handful of other games in my library.
           | 
           | Now, I'll wishlist them rather than impulse buy them and then
           | reconsider it when it comes out of early access.
        
           | paulryanrogers wrote:
           | Perhaps there is a better name for what these projects are:
           | "experimental" or "exploratory" access. Something that
           | doesn't so strongly imply their will be a later or finished
           | state.
        
       | flak48 wrote:
       | The synthesized speech in the video seems pretty realistic - does
       | anyone know which software was used?
        
         | donislawdev wrote:
         | It's human speech, not software :-}
        
       | thrdbndndn wrote:
       | >the first month of Steam early access (15.06 to 15.07 June/July)
       | 
       | This is very confusing
        
         | donislawdev wrote:
         | Sorry, it's standard in Europe, that's why I used it: 15th of
         | June to 15th of July.
        
           | thrdbndndn wrote:
           | I meant the part to have the month twice.
        
         | yreg wrote:
         | How is it confusing? 15th of June to 15th of July.
        
           | Andrew_nenakhov wrote:
           | People in _some countries_ are accustomed to using a very
           | weird mm /dd date format, probably that's the case here?
        
             | Quarrelsome wrote:
             | yyyy/mm/dd is the true format because its alphabetically
             | sortable. dd/mm/yyyy is another sensible format because the
             | units grow in size. mm/dd/yyyy is the insane one. Idk why
             | the US persists with it tbh.
        
               | MattRix wrote:
               | It has flaws but it's not "insane" or entirely illogical,
               | it's very clearly based on the way dates are spoken and
               | written in English, ex. "Today is July 23rd, 2021".
        
               | speedgoose wrote:
               | It's not insane, but it's not very logical. As a non
               | native speaker, I prefer to say "Today is the 23rd of
               | July in 2021" which is perhaps not valid English.
        
               | Quarrelsome wrote:
               | imagine if 202 meant two hundred and twenty. Its insane.
        
               | Andrew_nenakhov wrote:
               | The reasoning is clear as day. However, even the English
               | themselves do not use this broken format:
               | https://en.m.wikipedia.org/wiki/Date_format_by_country
               | 
               | The US always seem to resist sensible things when it
               | comes to units and formats: it is a mystery to me why
               | they are so attached to imperial units, when the rest of
               | the world sans Liberia and Myanmar are using metric units
               | (and Myanmar planned to leave this shameful club before
               | the recent coup).
        
               | MattRix wrote:
               | I should have clarified that it is how dates are
               | pronounced in _American_ English. British people will say
               | "it's the 21st of July, 2021".
               | 
               | I don't think the US resisting things is so mysterious.
               | The US is a large country that largely defines its own
               | culture (and exports that culture to the world). The
               | average american isn't going to switch systems unless
               | they have a VERY good reason to. For the fields where it
               | matters (ex. the sciences) they've largely already
               | switched.
        
               | Andrew_nenakhov wrote:
               | The true format is, of course, YYYY-MM-DD, not
               | YYYY/MM/DD.
        
               | Quarrelsome wrote:
               | ye sorry.
        
             | Dylan16807 wrote:
             | Month day is not weird.
             | 
             | You should have mentioned something actually bad like month
             | day year.
        
         | smolder wrote:
         | It's the euro DD before MM style of date writing.
        
           | donislawdev wrote:
           | It's Day/Month Day/Month I'm from Poland (Europe)
        
           | thrdbndndn wrote:
           | Oh, if the author just wrote DD.MM it's fine. I just don't
           | understand why he wrote "June/July" afterwards.
        
           | lacksconfidence wrote:
           | Sure, but I think it's more that it seems incredibly rare to
           | write month/day without year in strictly numbers. In almost
           | all cases i would write 15 Jun/15 Jul. I can't think of
           | anytime i would intentionally write 15.06/15.07. We all know
           | this is a global world. We all know conventions vary. We
           | should aim to make things intuitive, not make people guess
           | which convention 06.07 is using.
        
             | Clewza313 wrote:
             | Day.month _is_ the standard throughout most of Europe.
        
               | kinduff wrote:
               | And Latinoamerica.
        
             | bialpio wrote:
             | "rare" is subjective - I'd have written it the same way
             | (DD.MM) if I were going to write those dates without
             | thinking. The author is from Poland, and so am I. Old
             | habits die hard.
        
       | techrat wrote:
       | The game is far, far too much of a niche style game for it to
       | even be all that popular, IMHO. I'm not quite sure what the Dev
       | here expected to happen. It's also Early Access and it's fair to
       | say that unless a game has broad appeal (which shop simulators
       | don't) and hype (definitely not in this case), people tend to
       | stay away from Early Access games from unknown developers with
       | insubstantial catalogs. I know I do, been burned enough times.
       | 
       | I'm not saying 'feel bad', here... more along the lines of 'lower
       | your expectations'. Unless you have a big publishing house
       | backing you, marketing money being spent, your first title isn't
       | going to be profitable... and that's before you consider the type
       | of game it is.
        
         | wly_cdgr wrote:
         | Where do you get the idea that they had high expectations? The
         | whole article is like "I knew this game wouldn't sell, but hey,
         | at least it did better than my first ten games". This person is
         | a grinder and may very possibly achieve moderate success or
         | better if they keep it up. Their trajectory is def normal for
         | successful indie game devs, anyway. You just never hear about
         | the dozen plus games Soderstrom made/released before Hotline
         | Miami or Thorson made/released before Celeste, etc.
         | Because...well, because they failed
         | 
         | This article does serve as yet another good reminder though
         | that platforms are where the money is and that making content
         | is no way to make a living. Make your fuck you money first,
         | THEN make content using the skills you developed along the way.
         | You'll have something to make content about, too, having been
         | out and about in the world to make your nut
        
           | blueblimp wrote:
           | > You just never hear about the dozen plus games Soderstrom
           | made/released before Hotline Miami or Thorson made/released
           | before Celeste, etc.
           | 
           | Thorson isn't a good example here, because Celeste was only
           | their 2nd commercial game, and their 1st was Towerfall, which
           | was successful.
        
         | ManBlanket wrote:
         | He could yet get another bump in sales from a 1.0 release, but
         | you're right the stars are just not aligned to make Yerba Mate
         | Tycoon an indie smash. This was not necessarily a story of loss
         | though. Taking a project all the way to release is a feat, and
         | his attitude toward finishing the game, not to mention
         | supporting it after release is commendable. All this seems like
         | it helps position the developer to solicit publishers for
         | future projects, convince others to work with him, and even
         | help sway potential buyers of future projects. Not to mention
         | it's a critical learning experience, feedback like yours is
         | very helpful. All things considered pretty successful for a
         | first game. This dude definitely has the potential to turn a
         | profit in the future.
        
           | tekromancr wrote:
           | Tenth game, according to the post
        
             | cmeacham98 wrote:
             | I believe it is his 10th _attempt_ at a game but 1st
             | finished/published game. The author at least has no other
             | games published on steam.
        
               | boomboomsubban wrote:
               | The other games seem to be mobile.
        
               | donislawdev wrote:
               | First Steam game, others were mobile + Web Games.
               | 
               | I got even post about my other game stats:
               | https://donislawdev.com/earnings-and-statistics-from-
               | my-8-ga...
               | 
               | All released.
        
               | fouc wrote:
               | 1st published on steam. He published the other ones on
               | google play it seems.
        
             | lommelun wrote:
             | For a 22 year old that's very impressive if true.
        
         | robertlagrant wrote:
         | Annoyingly, the dev time travelled back and incorporated all
         | that into their original article. I think they did it just to
         | make your advice look pointless.
        
         | brundolf wrote:
         | > Before the game launch, I knew that game will be a failure. I
         | was expecting most sales from Latin America (low price), my all
         | previous mobile games were a failure, wishlist number was low +
         | in the first month of early access (outside of Steam) I sold 0
         | games copies. So, there were no success indicators. I got no
         | problem with it, everything is running according to my plan, If
         | my whole life is a failure, then a "failure" is something
         | normal, it won't affect me :-}
         | 
         | I'd say their expectations were pretty low, and despite that
         | they've got a wonderfully positive attitude about the whole
         | thing. Maybe don't be so quick to rain on that.
        
           | ehnto wrote:
           | This is a massive personal success for any indie-dev, and the
           | fact that he keeps pushing makes me fairly certain he'll
           | eventually make it to a profitability with a title
           | eventually.
        
         | donislawdev wrote:
         | My all previous games (mobile + web+ were failure.
         | 
         | From the blog
         | 
         | "Before the game launch, I knew that game will be a failure. I
         | was expecting most sales from Latin America (low price), my all
         | previous mobile games were a failure, wishlist number was low +
         | in the first month of early access (outside of Steam) I sold 0
         | games copies. So, there were no success indicators. I got no
         | problem with it, everything is running according to my plan, If
         | my whole life is a failure, then a "failure" is something
         | normal, it won't affect me :-}"
        
       | bogwog wrote:
       | > At launch, I was selling my game for $3.5 (10% discount), then
       | the price went back to the full price of $4.
       | 
       | Why would you launch with a discount?
        
         | donislawdev wrote:
         | Special price for first EA (early access) customers. Steam
         | recommend 10% discount.
        
         | WhiteNoiz3 wrote:
         | Sadly Steam encourages everyone to do this - if you don't get
         | high enough in the rankings at launch you basically won't make
         | any money, plus everyone on Steam is super accustomed to
         | getting everything at a discount.
        
         | jmd42 wrote:
         | Drive day 1 sales, increasing your chance of getting featured
         | as a "hot new release", increasing visibility and trying to
         | ride the recommendation algorithm.
        
         | avereveard wrote:
         | It has become customary for early access titles to have an
         | early bird discount
        
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