It may be apocryphal but the U.S. WW2 General Dwight D. Eisenhower is often credited with saying “Amateurs talk strategy. Professionals talk logistics.” After studying Steam long enough I would say “Amateur game devs talk about visibility. Professionals talk Discovery Queue.” I am here to tell you that you aren’t Continue Reading
How likely are you to overcome a failed launch? That low? So you’re telling me there’s a chance!
Congrats, you launched your game…but it didn’t sell very well. Maybe you got 50-something reviews in the first month. Reviews are positive but you didn’t make back enough to really justify development cost. So now you are wondering, how do you market your game to boost sales and maybe turn Continue Reading
Are game names getting longer: How to quit your job and write a title for your Steam game in 2025: Naming SEO Tips FAQ Guide Profits Earnings Optimization
The other day on the official Game Discover Co (worth the price of pro subscription) Discord Server, Simon Carless pointed out that Tiny Build has started layering genre keywords into their game titles: ALL WILL FALL is officially titled “ALL WILL FALL: Physics-Based Survival City Builder” Similarly I Am Future Continue Reading
Do wishlists get old?
It takes a long time to make a game. It takes a long time to gather enough wishlists to get visibility at the launch of your game. However, many developers fear that if they talk about their game, and create a Steam page too early, their wishlists will “get old” Continue Reading
Steam Vs People Algorithms
Often I will collect data from hundreds of game devs and I can see a very clear cause and effect relationship between an action a game developer takes, the Steam algorithm (*) responding, and then traffic and wishlists increasing. But then later Valve will tell us through their great youtube Continue Reading
What the hell happened in 2024?
With the start of 2025 it’s good to look back at the previous year to see what the Steam marketplace looked like. What were people buying? What games were connecting with players? What do fans want more of? Is it overcrowded? Since 2022, every January I take a snapshot of Continue Reading
7 things I learned about Steam in 2024
Really, what is my job? I am not a clairvoyant who can predicts what Steam will do or have some special intuition that gives you wishlists. All I do is I go to the hundreds of devs who are willing to share their data with me (like you) and I Continue Reading
What are Crafty Buildy Strategy Simulation Games?
The Steam Winter sale is going on right now and you might have some Christmas money to spend so I built a huge list for you of the types of games that do well on Steam. I want to inspire you or maybe even just introduce you to the types Continue Reading
Minami Lane: 6 months of development, $750K revenue
This is a story of two developers who spent about 6 months making a Wholesome management game and it went on to earn $750,000 (pre cut gross) It is an amazing story with something that developers of all types (an genres) can take away from it. The numbers Here are Continue Reading
How We Harvest Shadows earned 220,000 wishlists in 3 months
Here is the wishlist graph for We Harvest Shadows where solo developer David Wehle managed to earn over 220,000 wishlists using a trailer, a demo, and some clever marketing: How did he do it? OVER ANALYSIS WARNING: I am including the conversion rate here because I want to remind people Continue Reading