Posted December 05, 2024 by TheLotanos
Two weeks ago, we released our first game, Prickle, on Steam. We thought it might be interesting for other indie devs to hear about some stats, what we did before and after the release, and how it all turned out.
TL;DR - the stats:
Fourteen months ago, our indie team of four developers participated in Ludum Dare 54. The theme was “Limited Space,” so we created a small, wholesome, grid-based puzzle game about a father hedgehog (DadHog) trying to bring his mischievous Hoglets back home. The main mechanic was that when two hedgehogs touched, they stuck together, making movement and rotation increasingly challenging.
The jam version had 12 levels and received very positive feedback (ranked 32 out of 2200) , with many players asking for a full game. Well, if a 12 levels game takes 72 hours to make, a 48 levels game should take around 12 days, right?
How hard can that be? (*foreshadowing intensified*)
Fourteen months later, Prickle was ready to release, complete with new mechanics, levels, music, cutscenes, menus, a hint system, undo functionality, accessibility features, dark mode, translations into 15 languages, and support for Mac, Linux, and Steam Deck. Plus, there was a LOT of playtesting.
First, let’s address the most important thing we learned about marketing: the market for grid-based puzzle games on Steam is ROUGH.
The puzzle game community is relatively small, and while our game is cute and wholesome, it is also difficult - and not everyone enjoys that type of challenge.
While this genre might be more popular on other platforms (Nintendo Switch, for example), the Steam audience remains relatively small.
Let’s face the facts - even the biggest grid-based puzzle hit, Baba Is You, has “only” 17K reviews, and the second most successful, Patrick’s Parabox, has 3K. These are fantastic achievements for amazing games, but compare it to superstar indie games in other genres and you start to see the problem.
Additionally, while Prickle has a unique and stylized art style that most players find charming, it doesn’t have the kind of flashy graphics that market themselves, so to speak.
We started marketing Prickle 9 months before release by creating its Steam page and aiming to gather as many wishlists as possible.
The world of indie marketing and self-publishing is tricky:
We wanted to get as many wishlists as we could before releasing a demo, but we also knew that the best method of getting wishlists is releasing a demo.
Our primary marketing efforts included:
We also started playtesting, which brought attention to the game as puzzle gamers started to play it.
It was also a good opportunity to open a Discord server where playtesters could give feedback and talk with the team directly.
By the time we released the demo, we had ~450 wishlists.
We launched Prickle’s demo a week before Steam’s Next Fest.
The demo brought in around 115 wishlists, but the real game-changer was the festival itself, which brought in about 100 wishlists every day for the four days of the festival, effectively doubling our total.
Here’s what we’ve done since then and how it worked for us:
And yet, only half of the wishlists we got in that period were from festivals. The rest were from the slow but constant flow of wishlist from our other marketing methods.
By release, we had ~2400 wishlists.
We launched Prickle on November 22 with a 30% release discount.
While we hoped the game would attract enough players to appear on Steam’s New Releases page, we were also realistic about it.
In the first 24 hours, we sold ~140 copies. Today (two weeks later), we’re at ~500 copies sold.
Posting about the release led to our biggest wishlist spike - ~250 in one day, with ~600 total wishlists since launch.
Although only a small percentage of wishlisters have purchased the game, the reviews have been extremely positive, earning us a “Very Positive” rating after more than 50 reviews.
Overall, ~1100 people had played the demo and ~320 played the full game.
Prickle, sadly, didn’t end up on the New Releases page.
We knew what we were getting into when we started working on Prickle. Neither of us thought that it’s going to be a huge hit and our biggest hopes were that it would be successful in puzzle game standards - so we are very pleased with the results, so far. We are delighted to know that people are playing and enjoying Prickle, and we are thrilled to read the positive reviews. Some players even sent us photos of them playing with their children or families, which is really heartwarming.
Our top priority as a team was to enjoy the process of game making and make games we believe in and love - and it doesn’t always mean making the most profitable games, and that’s okay.
We wanted to thank everyone who playtested, wishlisted, bought, reviewed or played the game - your support really means the world to us.
You can get Prickle on Steam, or just play the free demo 🦔