2,000 Users in 3 Weeks: An Indie Game Retrospective

I put a puzzle game I made by myself on Steam. It got 400 people in the first week, and around 2,000 cumulative by week three. It's obviously not a smash hit—it's just ticking along modestly.

The biggest help was releasing a demo two months before launch. I completely overhauled the tutorial based on demo play feedback. If I hadn't done that, the drop-off rate would have been twice as high.

by 주말개발자63

8 answers

Oh, congrats lol. For a puzzle game you made all by yourself, 2,000 in 3 weeks is pretty solid, isn't it?

by 문과출신개발자400 · ▲0

Well, that's a bit... With 2,000 players, it's still at a level where nobody really knows about it, so it seems premature to conclude it's the demo effect. It could be because of the genre or tags, or it could just be that the Steam algorithm gave it a bit of a push in the first week. I'm also curious how you calculated the churn rate being double.

by 디지털노마드647 · ▲0