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The End of Steam Next Fest brings the beginning of a far-more productive time and delicious numbers to crawl into my brain and fuel my every insecurity. Hurray!
If there are twenty-eight complete and unbreakable truths, one of them has to be that you can't always get what you want. But if you try, sometimes, you get mugged and left with your pants down on a park bench. That's probably not what I really need, per se, but when life gives you lemons and all that.
The Steam Next Fest is winding (long i sound for you readers) down and developers everywhere are waking up to the reality of mathematics. Logic - a.k.a. "the way things really work" - can be shoved to the background in the early stages of a project. You're just you or just a small team, headphones on and three monitors all tilling the land that you're 99.9 percent sure is fertile for whatever you're crafting. Market research is, at its best, a fantasy of shadow-scared R&D departments everywhere, right? You can't know, so why bother trying to read the mind of the consumer. ​Right?
Not when numbers are involved, baby! Once you put your car on the road, it becomes a measurable gas-guzzler of mind space and precious, precious life that you have to swallow, digest, and absorb. Without those precious slaps of cold reality, you are D-E-D.
So, without further math-fluffing, here are the cold, hard numbers for Taco Terror: - In one week, we received over 300,000 impressions (pushed to people's eyeballs) with our top days coming on live-stream days (Tuesday and Thursday). - About 1% of people that saw TT clicked onto the page (not bad), and about 13% of those people claimed the demo (also not bad). The hilarious thing is that this is lower across the board than we had before Next Fest. - Now, the drumroll - about 7% of those that came to the page added Taco Terror to their wishlist (lower end of average from the scattered numbers I've seen). This is the net minus any deletions. Now, because of the before/after traffic volumes, everything is up by over 600% when comparing to the previous periods. Now now, I expected a larger bump in those conversion statistics. Now now now, I can see a little bit clearer why my expectations didn't match reality. Conclusion 1: People don't want to play the demo of Taco Terror. Our overall play rate from those that have claimed the demo is ~3%. I can hope that this is because they understand the gameplay from the trailers and know it'll be a sure thing. (Hoping intensifies). Conclusion 2: The total expectations of this project were appropriately balanced from the word go - which is great. That larger bump I talked about was wishful thinking - "I want all the wishlists we're ever going to have NOW!" Chill out, me. We're not to the finish line, and the percentages on the main handful of statistics are very positive, and not in a "LOL twice as much as 1 is only 2" sort of way. ​Conclusion 3: Profit?
A few more releases have peppered this month with golf-crowd levels of applause. First of all, End The World is out on Steam, and it is completely free of charge. Dive in if you haven't already and enjoy the short, dark little romance story I crafted last year.
Speaking of old things turned new again, Panoramic episode 2 is out and about now as well. I would love so very much to continue this story and see it through to the conclusion, and I'm about to put into motion a far-fetched plan to see if this is something people would love that as well. With far more production value. And something for the sense of vision. And blackjack. Expect another couple of posts this month focused on stuff OTHER than video games, which is going to be tough as hell with the Elden Ring DLC coming out. But thank god, I don't have to code/design of anything in that particular game, so let's applaud the small miracles.
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