69 karma · joined November 24, 2022
Some interesting stats I've discovered: - 1 in 10 games 5x their follower count - 60% of games did not achieve 100+ followers by the end of NextFest - Out of the 2582 games analyzed the median wishlists gained is 336 - Sports games got the highest growth and has the lowest market saturation
If you're releasing a game on Steam and can participate, you should. There's a high chance it will give you visibility to gain some additional wishlists before your launch. The chances of getting a lot of wishlists is 1 in 10, that's 10%.
Having participated in the past and feeling defeated by my expectation, if game making is a hobby set the expectation of gaining wishlist realistic (maybe even lower than that) to keep the positive vibes of a good outcome to help give you the momentum to finish your game. If this is your primary income, it's important to understand your market and competition to know what players want and what they're currently interesting in, but (if you're reading) you already know this :)
It started as just monthly datasets, but I’ve added a lot since then to make the data easier to explore and interact with directly on the site.
This tool came out of my own need: I’ve released 3 games on Steam, and while I’m proud of them and have learned a lot through building each one, figuring out what to make next has become much harder. Steam is increasingly competitive with the flood of new titles coming in every day.
I wanted a way to observe the Steam store at a high level, drill into specific niches, and make more informed decisions — especially for my next game, where I’m hoping to get a return on my time and investment.
Sure, making games you're passionate about matters, but unless it’s just a side hobby, you also have to think like a business. If the market doesn’t want what you're building, passion alone won’t carry it.
GG Insights gives you tools to run your own case studies and quickly form assumptions based on real market data. It’s been super helpful for me, and I hope others in the game dev community find it useful too.
Let me know what you think! Happy to answer questions or hear feedback.
Also, before these front end frameworks existed the presentation and data is coupled together in the back end. Or at least the separation of concerns tends to not be clear and business logic and UI (non-abstract like SDUI is but actual DOM elements) is often tangled together in the backend.
Having that separation for web is great imo. Tooling like react SSR can help with performance. The biggest gain is for mobile apps and for enterprise businesses that want to build a platform.
In summary, healthy discussions between front-end and back-end engineers would need to be made in SDUI, but the code will live separately. Whereas, now we have front-end and back-end engineers not communicating to each other and letting product drive the conversation. Legacy SSR is a bit of a mess with UI templates and server-side code coupled together.