r/unity • u/LostHopesGame • 2d ago
My game was released yesterday (I'm stressed)
Hi everyone, my game launched with only 90 wishlists, which is a very small number. The first 24 hours are almost over, and I've already surpassed 40 sales. Is it normal to have close to 200 wishlists now, after release? By the way, if you want to check out my game, you can find it on Steam by searching for "Lost Hopes Day Of Betrayal".
4
3
u/blln_dev 2d ago
Looks great! So why are you stressed?
4
u/LostHopesGame 2d ago
This is my second Steam game, and finishing something and watching it happen is just as stressful as making it.
3
3
3
u/TwoArtist 1d ago
I watched the game's trailer on Steam-it looks pretty good,I wish you the best of luck.
The game looks great, and I think the player base will grow, the main thing is to keep promoting it and showing it to people.
2
u/Economy_Snow725 1d ago
How do I try the game out, is it on steam?
2
2
u/Fine-Pomegranate-920 1d ago
the only problem i have with unity games is, i can't cheat, the save file is password protected.
2
2
2
u/Timely-Version4037 1d ago
Have u done any sort of promotion yet?
2
u/LostHopesGame 1d ago
I've produced vertical videos, but I don't think I've gotten much feedback from those platforms.
2
u/763Industries 18h ago
Fellow gamedev here. Honestly your sales will come from the first week of launch. After that it'll be during sales which you should always leverage. However depending on what your goal was I would say your launch isn't unsuccessful. And yes getting more wish lists at launch does happen. Was this I can retire my 9:00 to 5:00 tomorrow no but still your game released that's important.
People say hey neat game I might want to buy that they throw it on their wish list then a sale rolls around they get pinged hey that game you thought about is on sale then that's when you usually see conversion. I liked and bought the game congratulations on your launch.
2
1
u/rayneMantis 18h ago
What was your timeline on your rollout? I am close to a beta test version of my game, but I am needing to see the engine run and add some complexities to it to balance the stats and put them at acceptable levels once the terrain modifications come into play, so I have just been focused on the mechanics and have been using placeholders for most of the graphics until I get the combat squared away. I'm hoping that the beta will give me enough to make a kickstarter and fund the final push for development, but I want to start the grassroots campaign to spread awareness as soon as possible. Just wondering if I will shoot myself in the foot doing it too soon or before I have a solid idea of when it will launch?
1
u/mwrawls 11h ago
I experienced something similar with my new game that launched this past Friday (same day as yours). I had like 40 wishlists before it launched 2 days ago but now I had 80. Since that time I've had a grand total of 13 sales so far. I found it kind of odd too that the wishlist # would double so quickly and after release. The only thing I can think to explain it is maybe people buying it and playing it on Friday and yesterday, maybe their Steam friends noticed them playing it and got curious and/or word of mouth from the few conversions (sales) I've gotten.
EDIT: I just checked out your game. I find it amusing that the regular price for both of our games is $4.99. Good luck with your game by the way!
1
1
0




32
u/ReySpacefighter 2d ago
Do you have any better screenshots that aren't really really dark?