How (Not) To Make Money As a Solo Dev
Posted: Wed Sep 29, 2021 12:14 am
Hey!
I'm a long-ish time solo dev who has mostly released free games but has also tried a couple of commercial projects.
I was thinking lately about what went right and what went wrong with my first commercial project, and I was wondering what others' experiences have been.
The TL;DR of that essay I link above is basically that traditional marketing techniques like press releases seemed to have little impact (at least if you're too small for larger publications/streamers to notice), but well-timed sales and a well-designed storefront can both be significant.
Based on my own admittedly limited experience, it seems like random interest spikes (i.e., a big streamer happens to find your game) are possible, maybe even probable if you keep at it long enough and keep releasing games -- but they're also not anything you have much control over. I also suspect the corresponding sales spike is smaller for narrative-driven games than it is for something more interactive, like Among Us, although I don't really have data to back that up.
What about everyone else? Have you had a similar experience or totally different? Anything you wish you knew starting out?
I'm a long-ish time solo dev who has mostly released free games but has also tried a couple of commercial projects.
I was thinking lately about what went right and what went wrong with my first commercial project, and I was wondering what others' experiences have been.
The TL;DR of that essay I link above is basically that traditional marketing techniques like press releases seemed to have little impact (at least if you're too small for larger publications/streamers to notice), but well-timed sales and a well-designed storefront can both be significant.
Based on my own admittedly limited experience, it seems like random interest spikes (i.e., a big streamer happens to find your game) are possible, maybe even probable if you keep at it long enough and keep releasing games -- but they're also not anything you have much control over. I also suspect the corresponding sales spike is smaller for narrative-driven games than it is for something more interactive, like Among Us, although I don't really have data to back that up.
What about everyone else? Have you had a similar experience or totally different? Anything you wish you knew starting out?