DukeofRealms
Count Duku
Yes, activity in the game and community (I only have stats for SMD, Steam, star-made.org traffic and purchases) is declining. There's no way to spin it differently, this is a fact. Last month our community stats (SMD) were slightly higher than the same time in the previous year. Additionally, game purchase stats in April were roughly the same as last years. We expect highs in November through to February and lows through March till July/August. This is what we've seen since 2014, 2015 and now 2016.
We have been and still are expecting further lows due to the recent bugfixing rounds and focus on initial user engagement. The addition of new game content has slowed down in the past few months to concentrate on other areas of the game. What we've planned (and now partly done) to improve initial user experience is:
These four points all deal with the most frequent issues we've seen from support tickets and negative steam reviews.
"That is releasing on Steam duke... you're being picky with words." "What's the difference duke?"
Now hear me out, folks. The difference is quite significant and here's why. When a game is released on Early Access, it gets advertised on the front page just like any other game. When we released on the Steam Early Access program, we were the number one/two best EA title seller in the first week and continually ranked in the top 5 to 10 early access steam games for weeks. This was because we were on the front page of Steam, great exposure and great sales.
However, we haven't actually released on Steam yet. Full steam releases get greater exposure on the front page and subsequently more sales. Once StarMade is fully released, we will launch our full Steam release and in tandem, launch a full-on marketing campaign. StarMade will once again be on the front page and as a result, sales will dramatically increase for the following months.
Furthermore, we have another Steam tactic still up our sleeve. Steam provides games with a number of "Visibilty Rounds". These are to be used when we release a major update to our game, what happens is Steam puts the game on the front page of Steam for a minimum of X number of views. Further views are dependent on how well the game is selling. We have not used a single one of these in the past two years. We know we have issues with early user engagement and player retention, so we've been careful to save these advertising rounds for when we need them or are at a stage where we feel comfortable to start further marketing the game.
We're also preparing to broaden our market by translating the game and implementing support for non-standard characters. We have a huge foreign market we haven't even tapped into yet. Here are the following translation stats.
German - 98% translated, 29% approved
Spanish - 95% translated, 0% approved
Chinese Traditional - 93% translated, 0% approved
Polish - 92% translated, 92% approved
French - 92% translated, 69% approved
Rusian - 82% translated, 0% approved
Japanese - 74% translated, 0% approved
With Czech, Dutch, Swedish and Portuguese (Brazillian) being at 20 to 30% . Norwegian, Chinese Simplified, Estonian and Portuguese being below 10% translated.
StarMade is ambitious, especially for a new indie game company. Many man hours are required to achieve our goals, and time is money. The reality is, our largest number of sales up to the current date was the "Yogswarm". Back then, StarMade was selling for $3.00. One sale in the Yogswarm is approximately equivalent to a 1/3 of a sale from Steam today. Our major/primary source of funding is game purchases. If we hadn't have released on the Steam Early Access program (which was specifically created for games in our situation), then Schine would not exist today and the number of people working on the game would be a lot smaller. StarMade has been in development for a long time, for its scale and team size, this isn't abnormal or even surprising.
I know people like to hark back to the "good old days". So, let me clear the myths. From 2012 until June 2013, StarMade sales and its number of players were almost negligible. They were so low that a month's worth of sales back then doesn't even get close to a day's worth of sales now. June of 2013, the Yogswarm ensued and kickstarted the StarMade community. From July 2013 to March 2014, StarMade was rapidly decreasing in popularity and activity. Players that were retained from this peak, formed the solid core community we have today. April 2014, the new websites were released and community activity at minimum doubled. We continued to see community activity increase gradually after this, with large peaks from the Steam release and major content updates. Unless we're talking about either the Yogswarm peak or Steam release peak as the "good old days" (which were both short periods of time), we're doing better than before. Sales, despite being in a low at the moment, are still many magnitudes better than what we normally had in 2013, 2014 and similiar to what we had last year. We are starting to see a decrease in this May from last May, but we're not too concerned about this.
We know where we are and we have plans to market our game. 2016 has been a rough start for us, some internal changes have meant we're down on man hours. I'm confident we're making the steps to recover and build on from the success we've already had. Whether we're "dying" is up for you to decide, but we still have quite a few tricks in our box of secrets.
TL;DR: There is a decrease in sales and community activity at the moment, however decreases in this time of the year have always happened. Peaks always result in decreases and we still have a few tricks up our sleeve to get StarMade funded, marketed and developed.
We have been and still are expecting further lows due to the recent bugfixing rounds and focus on initial user engagement. The addition of new game content has slowed down in the past few months to concentrate on other areas of the game. What we've planned (and now partly done) to improve initial user experience is:
- Implementing the Main Menu to get rid of the connection menu (a source of confusion).
- Released the new beta launcher to the public for testing; this comes with Java pre-packaged. Many of our negative reviews on Steam are due to Java installation problems, which are avoided with the new launcher.
- We're taking a look at the tutorial system; we know it's bad and we're aware of the negative impact in recent months it has had on newer players.
- We're also trying to figure out a way to better deal with Intel integrated graphics card users.
These four points all deal with the most frequent issues we've seen from support tickets and negative steam reviews.
This is, not completely true. Unfortunately, many people seem to believe this has been our Steam release and that's that, and use this as evidence that we shouldn't have realised on Steam at the time we did. We have not had a full release on Steam yet; we have released on their Early Access program. I can already hear the hundreds of voices now ...We've already had our steam release almost two years ago and very few games have ever successfully pulled off a "relaunch"
"That is releasing on Steam duke... you're being picky with words." "What's the difference duke?"
Now hear me out, folks. The difference is quite significant and here's why. When a game is released on Early Access, it gets advertised on the front page just like any other game. When we released on the Steam Early Access program, we were the number one/two best EA title seller in the first week and continually ranked in the top 5 to 10 early access steam games for weeks. This was because we were on the front page of Steam, great exposure and great sales.
However, we haven't actually released on Steam yet. Full steam releases get greater exposure on the front page and subsequently more sales. Once StarMade is fully released, we will launch our full Steam release and in tandem, launch a full-on marketing campaign. StarMade will once again be on the front page and as a result, sales will dramatically increase for the following months.
Furthermore, we have another Steam tactic still up our sleeve. Steam provides games with a number of "Visibilty Rounds". These are to be used when we release a major update to our game, what happens is Steam puts the game on the front page of Steam for a minimum of X number of views. Further views are dependent on how well the game is selling. We have not used a single one of these in the past two years. We know we have issues with early user engagement and player retention, so we've been careful to save these advertising rounds for when we need them or are at a stage where we feel comfortable to start further marketing the game.
We're also preparing to broaden our market by translating the game and implementing support for non-standard characters. We have a huge foreign market we haven't even tapped into yet. Here are the following translation stats.
German - 98% translated, 29% approved
Spanish - 95% translated, 0% approved
Chinese Traditional - 93% translated, 0% approved
Polish - 92% translated, 92% approved
French - 92% translated, 69% approved
Rusian - 82% translated, 0% approved
Japanese - 74% translated, 0% approved
With Czech, Dutch, Swedish and Portuguese (Brazillian) being at 20 to 30% . Norwegian, Chinese Simplified, Estonian and Portuguese being below 10% translated.
StarMade is ambitious, especially for a new indie game company. Many man hours are required to achieve our goals, and time is money. The reality is, our largest number of sales up to the current date was the "Yogswarm". Back then, StarMade was selling for $3.00. One sale in the Yogswarm is approximately equivalent to a 1/3 of a sale from Steam today. Our major/primary source of funding is game purchases. If we hadn't have released on the Steam Early Access program (which was specifically created for games in our situation), then Schine would not exist today and the number of people working on the game would be a lot smaller. StarMade has been in development for a long time, for its scale and team size, this isn't abnormal or even surprising.
I know people like to hark back to the "good old days". So, let me clear the myths. From 2012 until June 2013, StarMade sales and its number of players were almost negligible. They were so low that a month's worth of sales back then doesn't even get close to a day's worth of sales now. June of 2013, the Yogswarm ensued and kickstarted the StarMade community. From July 2013 to March 2014, StarMade was rapidly decreasing in popularity and activity. Players that were retained from this peak, formed the solid core community we have today. April 2014, the new websites were released and community activity at minimum doubled. We continued to see community activity increase gradually after this, with large peaks from the Steam release and major content updates. Unless we're talking about either the Yogswarm peak or Steam release peak as the "good old days" (which were both short periods of time), we're doing better than before. Sales, despite being in a low at the moment, are still many magnitudes better than what we normally had in 2013, 2014 and similiar to what we had last year. We are starting to see a decrease in this May from last May, but we're not too concerned about this.
We know where we are and we have plans to market our game. 2016 has been a rough start for us, some internal changes have meant we're down on man hours. I'm confident we're making the steps to recover and build on from the success we've already had. Whether we're "dying" is up for you to decide, but we still have quite a few tricks in our box of secrets.
TL;DR: There is a decrease in sales and community activity at the moment, however decreases in this time of the year have always happened. Peaks always result in decreases and we still have a few tricks up our sleeve to get StarMade funded, marketed and developed.