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Why won't anyone download?

A topic by MaxSMoke777 created 78 days ago Views: 601 Replies: 30
Viewing posts 1 to 16

I'm having some doubts as to the usefulness of this website. I've had a bunch of views for my free VR games, but not a single download. I have videos, screenshots, it all seems solid. I'm not demanding a penny, but there's been no downloads at all. It's all very depressing. Am I alone here? 

Maybe "Free" is synonymous with crap? Should I have demanded money? I was just hoping for some encouragement and freeback. My picky friend with a VIVE told me they were solid.


Hey, sorry no one has downloaded your game yet. Have you tried sharing your page around? We sent out an email with some tips for every game that gets published on our site. We got a lot of new projects daily so you can help get more exposure by pushing some initial traffic to your page.


Getting people to look at what you make can be hard, but don't get discouraged. Engaging with other people in the community forums helps in my experience; so does advertising in other venues. In particular, try getting the attention of people with similar interests, e.g. by commenting on their games. And take the long view: two months isn't enough time to build momentum, especially for a new creator with zero marketing budget. :)

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I understand your pain. I have two games up on this site and they get few downloads, the more popular one has 30 downloads total. And my game doesn't require additional hardware. Your VR game is going to have a much smaller potential audience. The issue isn't the site, it's the fact that games need promotion. There is no magical place to put your game that's going to make people aware of it. The easy part of indie game development is making games. The hard part is that you also have to be a marketing expert or it's all for nought.

Yeah my game, Nepenthe, is having a rough time of it too.

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Not too sure if we're comparing apples to apples, here. You are selling a game for $5 that isn't even out. No screenshots, no game-play videos, just a vague description of what it might be, sometime in the future.  The music is nice, but I would be impressed if you made money off something that doesn't appear to be anything, yet. 

On the other hand, I'm giving away, for free, today, games that can be downloaded and played right now. The two games are well documented and cost the end user nothing.

Your right.


You just need to promote or shared your games. Or maybe your game is too overpriced. That is why no one downloaded it.


Ooooohhh. All you have to do is promote the games. Gee why didn't we think of that.... (e_e) Or I suppose you may be right that free is too overpriced.

Oh i didn't know that your game is free. Why i am having lot of downloads on my part even it's free. 

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OMG why did you even bother

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You're kind of narrowing your potential audience with a VR game, that could explain the divergence of clicks to downloads: "Ooh cool looking game! Too bad I don't have a gazillion dollar piece of equipment...

Diversifying with a non-VR game might help. Alternatively, getting some of those sweet, sweet Normie Eyeballs with some Facebook Ads.

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I would say to engage more with the community like for example, check out my game ;)  :P

I've heard the VR community are pretty receptive to new games, have you tried marketing to them specifically?

I'd love to know what that means. Like, what is "Marketing"... and not like a dictionary term but as real-life steps. I've tried bugging some people in YouTube that review VR stuff, to no effect. I can't seem to post on Reddit because I'm lacking some sort of access to it. I don't know much about Reddit as I rarely ever use it. I only found out about Itch.io after alot of internet searches specially about how to "market" an indie game. I'm all out of ideas here. 

This isn't even a new thing. All my life I've made amazing things and never had a clue as to what to do with them. This failure to connect is especially biting as making video games have always been a life-long goal of mine.  

And yes, the VR community *SHOULD* be eating this content up. They are DEFINITELY desperate for games. But unless it's on Steam, I don't think anyone will touch it.  I had high hopes for Itch.io, but it seems it's just not a significant player in VR, at this time. 

Well in this case, I basically meant posting to different VR subreddits, just because I heard that someone had quite a lot of luck in one of the VR related subreddits. Are you making sure that you're following the rules of the subreddits? Your post might get eaten by a spam filter if you're new and/or you don't follow the rules. I think it'd be worth looking into that more.

For the record, I'm definitely no expert about marketing. I'm pretty shy about sharing stuff, I'm just making games for fun. But I'll tell you what my understanding of marketing a game would be. First off,  from what I've heard, if you want people to play your game, marketing can't be an afterthought, it's generally as much effort as making your game. It isn't something that you're supposed to do only once your game is finished, it's supposed to be a gradual build up of anticipation while you're developing it. 

Some things you can do are:

  • Find games/indie games (and in your case VR communities) and tell them about your game (facebook, reddit, post using VR related hashtags on twitter/tumblr, make nice gifs of gameplay, etc).
  • Pay money for some advertising.
  • Contact youtubers/media outlets and ask them to try it out. Try smaller content producers rather than just big names. If you're contacting someone to write an article, make sure you do most of the work for them (write about your game, include some cool screenshots, so that writing the article would be really easy for them).
  • Keep a dev blog to garner interest slowly while you're making the game. Maybe make some tutorials if they would be of interest to others.
  • Have a mailing list so that you can let  interested people know about new updates or releases of your game.

Good luck!

Has anyone gone to either of my game pages and taken a look at what I posted? Perhaps there's something I've missed? 


Briefly, yes. Can't see anything amiss. Description, screenshots, video, tags... I don't think presentation is the problem.

I watched both of the videos for your games and, if I can be completely honest with you here, neither of them look very fun. I don't have a VR thingy but if I did, I highly doubt I would download those games. In fact, after seeing you post above that you make "amazing things" and then seeing those videos, I'm kind of starting to wonder if this thread is even serious.

Troll, much?

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No, people who aren't interested in your games are not "trolls." You asked why you are not getting downloads. I am trying to help you figure out the answer. After watching the gameplay footage you provide on the pages, I am fairly confident that a large part of why you are not getting downloads is that the games don't look fun. One appears to be a cheap bejeweled knockoff, and the other you just shoot people coming through a door over and over. Congratulations on completing some games. That in itself is a great accomplishment and you should be proud of it. A few people might even think these games look fun? But my opinion is that not many will, and that's likely part of the reason you are not getting downloads. Other reasons are what I stated above which are that you are limiting your audience substantially by making VR games, and that marketing is really really hard. Soul-crushingly hard.

Its been a struggle to get downloads or page views even when publicizing the games. Game jams were a good start for page views and downloads, but that quickly dries up and its only a small amount to begin with.

By some amazing coincidence I posted a new game yesterday and after months of 1 - 5 page views a day it got almost 500 page views and 100 downloads. It seems like a luck thing. I'm on top of some popular games list here at itch.io when I can't imagine why I'm there considering I just dumped the game with only a tweet for bare minimum publicity.

The down side is the game .exe comes up as a virus. So people can't play it. Oh well. At least I got the 100 downloads.


its even worse on rpg maker games

check its catecory for prove


Yeah, RPG Maker games have a bad reputation they don't deserve.

true ture


Yeah, I just launched my first game today and started talking to people.  I think being an Indy game developer is 70% marketing and 30% making a great game.  my game is Fuel Run.    I´ve advertised at all the ´free´ places like major gaming forums, facebook groups, Twitter even the Unity forums.  Not ready to be discouraged yet, but the posts aren´t going to last long until they drop to obscurity, and the leap from getting a click, to getting a download to getting a donation is pretty steep.  Seems weird to work on a game for months, polish it well and then not even be able to get people to look at the page.

So Smokey and the Bandit in space? I love the concept. I'll give it a try :-)

haha.. you caught it..  Helado is ´ice´ in spanish, the truckers name in the movie was snowman.. and of course BT Justice.   Please let me know f you like the game.  So far I have only had 7 downloads and aside from friends who tested for me, I have had no strangers giving me their thoughts.  I am pretty sure the game is solid, the premise is good with the chase element, the difficulty system is pretty cool... but what is hard to know is if the game is just ´fun´ for people who don´t already like me LOL.  thanks again.

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I think that to make a winning game, apart from marketing that is definitely the decisive phase, it takes an interesting history and not just a simple idea; obviously there are exceptions fore some important ideas, such as the successfully ideas of Tetris, Bubble-Bobble, Arkanoid, and so on.

There must be an interesting protagonist, both as a representation and for its abilities, there must be relationships not only with objects / devices, but above all with other creatures / characters (eg enemies).
Design is the main thing, but the work to be done is very large, requiring more people: designers, charters, programmers, music experts, beta-testers, marketers ...
How can you think of getting this all by yourself?
Then, try and "trying is not harmful"; whether it is just to have personal satisfaction and not a gain, sooner or later we find the right way, which is consistent with one's own abilities and style.

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I'd love to download and try out your game but I can't play VR games, I don't have the device for it. :(
Don't get discouraged though. Just do more advertising. I just released a free game myself and yeah, the stats aren't that great but let's not lose hope. ^_^ Never stop self-promoting. Also, never stop interacting with fellow developers.

I very seldom buy "pay-what-you-want". I prefer when games are either free or has a fixed price tag. But okay, I forced myself to download Gemstone Shooter, yeah, without paying.

There's a lot to like here - the simple graphic has style, and I dig the flying eyeballs. Reminds me of Residents Freakshow. The finger guns are a great!

The big negative is that the game is won in a couple of seconds, thus newer allowing you to get into the flow. The GUI right in front of my eyes are distracting and it is hard to tell the gems apart with that monster in the background. It would also be nice with some background music.

It has a good foundation, and I think the casual match-3 gameplay could work well in VR. Please give it some more work!