00:00 hey this is Jonas I'm one of the
00:01 developers of Islanders which is a game
00:03 we recently published to see the launch
00:05 went really really well like we have
00:07 over 1,000 positive reviews already big
00:10 youtubers like jacksepticeye played our
00:12 game a lot of games media and games
00:14 Press picked up our game and reviewed
00:15 our game and it also sold really really
00:18 well over 50,000 copies according to
00:20 Steam spine so in this video I want to
00:22 tell you how I think we did it and how I
00:24 think you can do it as well just keep in
00:27 mind that I'm not an indie game
00:29 marketing expert by any stretch of the
00:30 imagination yes we managed to pull it
00:32 off one time that might have very well
00:35 been luck I also want to dive a little
00:37 bit into why I think it worked
00:38 especially well for Islanders why I
00:40 think for my next game will you snail it
00:42 will be a lot harder and also what I
00:44 would do the next time I make a game to
00:46 ensure that it will hopefully be a
00:47 success so that should be quite
00:49 interesting hope you enjoy let's go the
00:52 first big chapter is making the correct
00:55 game I personally have the perception
00:57 that certain games are just infinitely
01:00 easier to market and sell than other
01:02 games so just making the correct kind of
01:05 game is basically the groundwork for
01:08 selling your game later on first thing
01:09 you should do is make a game that
01:11 doesn't exist yet don't just copy an
01:14 already successful game because you
01:16 don't want to compete with that already
01:18 successful game you're gonna lose that
01:19 battle for Islanders we were lucky we
01:21 were able to find a game system that
01:23 hasn't been explored before a very
01:25 interesting unique and elegant set game
01:27 system with my next game will you snail
01:29 I think it will already be a little more
01:31 challenging cuz it's not that obvious
01:34 what will your snail adds to the table
01:36 why it's different why it's unique so if
01:38 I want to have a good chance of
01:40 marketing will your snail then I
01:41 probably need to invest a bit more time
01:43 into that and I need to make sure that
01:45 it really stands out compared to other
01:47 skill-based platformers if I would start
01:49 making an entirely new game now that
01:51 would definitely be something I would
01:53 think about a bit more how can I make
01:55 sure this game is obviously different
01:57 than other games in that Joran secondly
02:00 which is an obvious one but also a very
02:02 important one make a kind of game that
02:05 people want to play even if you make a
02:07 very new and interesting and innovative
02:09 game that doesn't matter if nobody wants
02:11 to play it how do you find out if people
02:13 interested in a certain type of game or
02:15 in a certain game idea best way to find
02:17 out is with a lot of playtesting try to
02:19 get a lot of reactions for your game
02:21 early on try to fill it out a little bit
02:23 it's obviously a very good sign if there
02:25 are similar games that are very popular
02:27 you've got to find the middle ground yes
02:28 you want to do something that's popular
02:30 a popular genre something people are
02:32 interested in but you don't want to
02:34 compete with any of the popular games
02:36 you want to do your own thing so finding
02:38 the middle ground between those two
02:39 things can be a little tricky I guess
02:41 once again for Islanders we are quite
02:43 lucky because there are not a lot of
02:45 strategy games coming out at the moment
02:47 city building is something people enjoy
02:50 but it's a different spin on city
02:51 building and that's why Islanders were
02:54 kinda well for will you snail I'm not
02:57 that sure apparently some people like it
02:59 I've already pulled out a couple of
03:01 demos man like so if I started making
03:03 another game today I would definitely
03:05 put a little more thought into that make
03:07 more different prototypes and then
03:09 compare how people react to different
03:12 game ideas I have and this way the
03:14 likelihood of me picking something
03:16 people actually want to play will be
03:18 quite a bit higher although I'd try to
03:19 use a bit of common sense do people
03:21 really want to be brutally smashed in a
03:25 2d platformer and feel like they have no
03:31 chance at all or do they want to build
03:33 beautiful cities in a relaxed
03:35 environment you know then the next step
03:38 for making the correct kind of game I
03:40 have is make a game that benefits from
03:42 content creators so make a game that is
03:44 highly replayable that has the benefit
03:46 that content creators youtubers
03:49 streamers can make a lot of content
03:51 about your game they can make an entire
03:53 video series about your game or keep
03:55 streaming your game for months if they
03:57 want and then all the high replayability
03:59 usually means that when people see
04:02 somebody play the game they can still
04:05 whereas if you make a story-driven game
04:07 that you can only play once then I'm not
04:09 sure how many people will still buy the
04:11 game after they've seen somebody play it
04:13 but for something like Islanders seeing
04:15 somebody played again kind of makes you
04:17 want to play the game as well and if you
04:19 make that kind of game then that's
04:21 obviously a bonus I wouldn't say that
04:23 Islanders is a super-duper streamable
04:25 and content creator
04:27 the game but it's definitely not a
04:30 horrible one either
04:31 or will you snail I'm not quite sure how
04:33 it will play out I imagine that it will
04:35 be quite fun to watch and some content
04:38 creators especially the ones that like
04:39 screaming a lot will be all over this
04:41 game however I'm not sure how well that
04:44 will translate into the sales for the
04:46 game if I started making another game
04:48 now once again this would be one of the
04:50 points I would spend some thoughts on
04:52 will this be a game that people will be
04:55 able to stream and watch a lot and will
04:57 those streams and videos translate into
04:59 sales all of that depends on the kind of
05:01 game you're making and if you take the
05:03 correct decision yours and marketing
05:05 your game later on will be a lot easier
05:06 one thing that makes your game more
05:08 content creator friendly is just making
05:11 a game that is very fun to watch because
05:12 obviously if the audience likes watching
05:14 the game then content creators will make
05:16 more content about the game in general I
05:18 think what helps is if it allows the
05:20 person playing to be creative if the
05:22 player can portray skill if it's just
05:25 generally exciting to watch if it has
05:27 good pacing and a nicely balanced
05:29 tension curve stuff like that makes your
05:32 game a lot more watchable and obviously
05:34 also how easy it is to understand that's
05:35 also a big factor if somebody tunes in
05:37 into a stream or into a video and they
05:39 instantly get the game that is a big
05:41 plus for watch ability as well the next
05:43 step I have for you is make an appealing
05:45 game unfortunately there's no formula
05:48 for appeal but I still kind of have a
05:50 formula for you and that formula is make
05:53 something with a strong fantasy and with
05:55 a strong fantasy I mean something people
05:57 would like to do in real life if
06:00 somebody tells you hey would you like to
06:02 be the leader of an army bad without any
06:04 of the negative consequences and if a
06:06 lot of people would say yes to that in
06:08 real life then you probably have a
06:10 strong fantasy there so this works
06:11 really well for Islanders just building
06:13 a beautiful city onto an island is an
06:15 appealing fantasy a very strong fantasy
06:18 and the same applies to the last Grizzly
06:20 games game super flight where you fly
06:23 with a wingsuit through colorful blocks
06:25 and I think flying with a wingsuit is
06:27 just something a lot of people would
06:29 like to do in real life if there weren't
06:31 any negative consequences and if it
06:33 weren't that scary and I mean that is
06:35 exactly what you get in a video game
06:37 right you get the experience but without
06:39 all of the scary stuff though that
06:40 while you're shooting for a strong
06:42 fantasy I'm a little concerned for will
06:45 you snail will you snail does not have a
06:47 strong fantasy if I ask you would you
06:50 like to be a snail in a digitally
06:53 simulated world and would you like to be
06:56 tortured by an evil crazy AI then maybe
06:59 some of you would say yes but also a lot
07:01 of you would say however the appeal
07:04 formula is not quite done yet a strong
07:06 fantasy is not all you need to create
07:08 appeal in order to create appeal you
07:10 also need a high visual quality
07:13 literally the first things people see of
07:15 your game are the visuals when you first
07:18 see a game you don't care about the
07:19 gameplay nothing matters nothing matters
07:22 but the visuals so you really want to
07:24 make sure you have really good visuals
07:26 for your game that's such a big
07:28 marketing factor I can't stress that
07:30 if your game looks crap people will
07:32 think it's crap if your game looks good
07:34 and visually satisfying then people will
07:37 think it's good in my opinion it's
07:39 definitely worth to invest a lot of time
07:41 into the look of your game
07:43 luckily for Islanders I wasn't a team
07:45 and we had a great artist in our team
07:47 freedom and he did a great job game
07:49 looks fantastic and a lot more inviting
07:51 to give it a try as a result of that 4
07:53 will you snail there's still a bit of
07:55 work to do yes it looks ok but in terms
07:57 of visuals it could definitely be better
07:59 if you see a screenshot from will you
08:01 snail you're not like oh my god this
08:03 looks amazing I need to try this whereas
08:05 if you see a screenshot from Islanders
08:08 that's not an entirely unrealistic
08:11 reaction you could have so if I made
08:14 another game visual quality something
08:16 I'd pay a lot of attention to and then
08:18 the last thing you need to create appeal
08:21 is visuals that communicate your fantasy
08:25 people do not know what the fantasy of
08:27 your game is and as I've said the first
08:29 thing they see is not some sort of text
08:31 or some sort of description the first
08:32 thing they see is always an image a
08:35 screenshot something like that and if
08:37 that image of that screenshot or if that
08:39 video clip or that gif if that can
08:42 communicate the fantasy of the game then
08:44 you have a big advantage so in my
08:47 opinion that's the three things you need
08:48 to create appeal you need a strong
08:50 fantasy you need a strong art style and
08:52 you need an art style that come
08:54 your fantasy that's how it all ties
08:56 together that's how you create appeal
08:57 that might be an oversimplified system
08:59 yes creating appeal is very complicated
09:01 but appeal is the marketing factor if
09:05 you manage to master one skill in
09:07 marketing try to want master appeal it's
09:10 the most important marketing factor of
09:12 all if your game is appealing then
09:15 everything else will be a downhill
09:16 battle Islanders is appealing
09:18 will you snail not quite there yet if I
09:21 would make another game appeal appeal
09:23 appeal appeal would be what I'm thinking
09:25 about and then the last tip I have for
09:27 you to make sure you have an edge later
09:29 on in marketing is to make sure you make
09:32 a game that is contagious make a game
09:34 that's easy to recommend make a game
09:36 where people want to share screenshots
09:38 give people a way to create something
09:40 awesome to achieve awesome things that
09:42 they might want to share with their
09:44 battle royale games usually create
09:46 really fun stories that people want to
09:48 tell of stupid ways they died or funny
09:51 ways they won again if your game creates
09:54 cool stories like that
09:55 that people will just naturally want to
09:57 share that is awesome obviously if your
09:59 game has multiplayer if you can play it
10:01 with a friend that is something that
10:02 will make your game more contagious
10:04 because people will encourage their
10:06 friends to buy the game so they can play
10:08 it with them and obviously just make a
10:09 fun game that's easy to recommend in
10:11 islanders a lot of people make
10:13 screenshots of their cities and share
10:15 them with others simply because they are
10:17 proud of what they've created as they
10:19 should be so to sum this chapter up
10:21 makes the correct kind of game because
10:23 if you get all of those points right
10:25 then I can promise you the rest will be
10:28 a downhill battle I think in Islanders
10:30 what we did is we got a lot of these
10:32 points right we made a very appealing
10:34 and marketable game and as a result of
10:36 that it was quite easy to market our
10:38 game for will you snail I'm convinced if
10:40 I don't make any significant changes to
10:42 the game it will be a lot harder and
10:44 we'll see how that turns out I'll share
10:46 my experience with that once I've done
10:48 it so far I'd say if I would make
10:50 another game I would pay more attention
10:52 to all of these points and make sure
10:55 that I make a very marketable game the
10:57 next big chapter in marketing is to get
11:00 the word out there to make sure people
11:02 know your game exists
11:05 and one of the questions I see a lot is
11:07 when should you start sharing your game
11:10 or when should you start marketing your
11:11 game I think there's no right or wrong
11:13 here I've seen both strategies work for
11:15 example if you look at thin matrix he's
11:18 basically developed his entire game
11:20 Aquila knocks on his YouTube channel and
11:22 from what I can tell that marketing
11:24 strategy has worked out really well for
11:26 him on the other hand I Landers was
11:28 announced one month before launch that
11:31 worked perfectly fine as well so
11:33 whatever you prefer both can work the
11:35 first way and one of the most important
11:36 ways nowadays to get the word out there
11:38 is social media the cool thing about
11:41 social media is is that you can build an
11:43 audience over time and that audience
11:45 will grow bigger and bigger usually they
11:48 will obviously start off kind of small
11:50 and will not have all that big of an
11:51 impact but the bigger your social media
11:54 accounts grow the easier it will be to
11:57 I recommend you don't go for all social
12:00 I would pick one or two and focus on
12:03 them I think that is probably more
12:05 promising and although as a game
12:06 developer you have different things to
12:08 do than posting on social media all day
12:10 long so you want to keep the time
12:12 investment manageable I personally
12:15 really recommend YouTube and Twitter
12:17 both of those in my opinion are really
12:19 great for indie game marketing feel free
12:22 to disagree and one thing I've also just
12:24 recently realized is that quality seems
12:28 to be more important than quantity yeah
12:30 quantity and especially consistency is
12:33 very important to grow your audience
12:36 over time however when it comes to
12:37 selling your game and when it comes to
12:39 getting some actual attention it is much
12:42 more profitable to just focus on making
12:45 one really good quality posts I saw that
12:48 recently for when we did the marketing
12:50 for Islanders we've wrote one really
12:53 good Twitter post which completely took
12:55 off and gave us thousands of wish lists
12:58 for our steam page and all the reason
13:00 these are this for one of my youtube
13:02 videos which took off it was just a
13:04 pretty decent video with a good title
13:06 and a good thumbnail and that video gave
13:09 me more subscribers than all of my
13:11 previous videos combined know that once
13:13 again shows that really invest in your
13:15 time into making one quality post when
13:18 it really comes with
13:19 is more beneficial than pure quantity
13:21 and the next step for getting the word
13:23 out there is just to set up your store
13:25 page early so people can start which
13:27 listing or pre-ordering your game in my
13:30 opinion that is really important because
13:32 if you start gathering a lot of momentum
13:35 and if one of your tweets does go viral
13:38 or if one of your youtube videos does go
13:40 viral then obviously you want a place to
13:44 direct all of those people to you want
13:45 to direct them to the store page so they
13:47 can wishlist the game there needs to be
13:49 some call-to-action this way if you get
13:52 attention it will be a lot more
13:54 profitable for you I think when your
13:56 game launches wish lists are very
13:57 important because a certain percentage
13:59 of those wish lists are just naturally
14:01 gonna convert to Zales wish lists help
14:04 you to appear in that popular upcoming
14:06 section which lists help you to appear
14:08 in the new and trending section so
14:10 before you launch you really want to
14:12 make sure that you gather as many wish
14:13 lists as possible maybe I would even go
14:15 as far to only announce the release day
14:19 at once you've gathered a certain amount
14:20 of wish lists this way you can make sure
14:23 there will be a certain amount of people
14:25 buying your game when it comes out
14:26 launching a game without any wish lists
14:28 feels a little risky can work as well
14:31 although there's really nothing speaking
14:33 against setting up your store page early
14:35 so people can freakin wishlist your game
14:37 what you want to make sure as well
14:39 really early on is that your store page
14:41 just looks absolutely much because your
14:45 store page is where people decide
14:46 whether they want to buy your game or
14:48 whether they don't want to buy your game
14:50 the higher your conversion rate from
14:52 somebody visiting your page to them
14:54 actually buying the gameÃs the more
14:57 likely it is that steam will promote
14:58 your store page as well and show it to a
15:01 lot of people because steam just wants
15:03 to make money as well if steam knows
15:05 they can make money by showing people
15:06 your store page then they will obviously
15:08 do it so just make sure you have a
15:10 really good store page and then one
15:12 little tip I have for you as well is to
15:14 pay a little bit of attention to the
15:15 text on your steam page I didn't really
15:17 know how that works the way it works is
15:19 that users can tech games with certain
15:22 text but you as a developer can also
15:24 give your games text and you as a
15:26 developer can also delete text from your
15:28 game that you think are unfitting so
15:30 just make sure when you launch your game
15:32 even better before you just make sure
15:34 that those texts are about right and
15:36 describe your game somewhat well the
15:39 next step I have for getting your work
15:41 out there is pay huge huge attention to
15:44 your most important marketing assets of
15:46 course the store page is a very
15:47 important marketing asset but then two
15:50 other very important marketing assets
15:52 are the trailer so make sure you have a
15:54 really good trailer for your game a
15:56 really appealing trailer that
15:58 communicates what your game is about why
16:00 it's special why it's fun and why you
16:03 will enjoy the game at its core it's a
16:07 minimalist strategy game about building
16:09 cities on beautiful islands building
16:13 something in Islanders doesn't cost any
16:14 resources instead you have an inventory
16:17 with a limited amount of buildings in it
16:19 and then another very important
16:21 marketing asset is the little thumbnail
16:24 you see on the store page no storefront
16:27 just shows your store page right away
16:29 first of all the user usually has to
16:31 click on a little image on a little
16:33 thumbnail of your game that little
16:34 thumbnail of your game needs to be
16:37 absolutely perfect once again it's one
16:40 of your most important marketing assets
16:42 because if nobody clicks on your
16:43 freaking thumbnail then nobody will see
16:46 your store page and nobody will be able
16:47 to buy your game if steam suggests that
16:50 thumbnail to people and people just
16:52 don't click on it then steam will
16:53 definitely just stop showing it so just
16:55 make sure you have a really really good
16:57 thumbnail as a youtuber I can tell you
16:59 how important good thumbnails are and
17:00 that does not only apply to YouTube that
17:03 also applies to steam because in the end
17:06 what you're trying to do is you're
17:07 trying to get people to click and if you
17:09 fail to do so you won't get any results
17:11 the next thing you do is putting a bit
17:13 of thought into your release date that
17:16 is something I haven't quite figured out
17:18 yet I mean what is a good release date I
17:20 think one of the main things is just to
17:22 make sure that there are no major games
17:25 released at the same time even worse if
17:27 they're very similar games to your game
17:29 for example for Islanders we kinda had
17:32 the choice to release before or after
17:35 the new unknow game we decided to
17:37 release two weeks before the new anno
17:38 game cause if all of the strategy games
17:40 players are playing I know then they
17:42 can't play Islanders it might have been
17:44 a similar kind of audience so we
17:46 didn't want to compete for that
17:47 attention and then the day of the week
17:49 plays a bit of a role as well do two
17:52 games press games media if your game is
17:55 released on a Friday and you send out
17:56 your press release on Friday then a lot
17:59 of new site will maybe not catch it or
18:01 it will be too late for them to post
18:03 anything about it so releasing on Friday
18:05 mmm it's maybe not the best idea not
18:08 quite sure about Monday either so
18:10 Tuesday Wednesday Thursday is where I
18:12 personally would release a game simply
18:14 because that's where you can expect to
18:18 be covered from games media how exactly
18:20 all of that place our land what what
18:22 really makes for a good release day it
18:24 like I have no idea okay next thing you
18:27 can do to get the word out there is to
18:30 publish a press release I personally
18:31 didn't know about this before but
18:33 luckily my team taught me how to do that
18:35 there are certain websites on the
18:36 internet like James Prescott comp where
18:39 you can publish press releases for the
18:41 games media and seems like a lot of
18:43 games journalists hang out on sites like
18:45 that and have a look at those press
18:46 releases so when you announce your game
18:48 and when you release a game it makes
18:50 sense to publish a press release which
18:52 is basically just a little bit of
18:53 descriptive text of what your game is
18:56 and why it's interesting who made the
18:58 game there's a little bit of information
19:00 potentially even containing your press
19:02 kit that's writing a press release on
19:04 one of those sites have a super big
19:05 impact hmm who knows but does it help to
19:08 get the word out there yes then the next
19:11 thing you should do is to set up a press
19:13 kit a press kit is basically something
19:16 games media can download a couple of
19:18 screenshots a gif maybe a trailer the
19:20 logo of your game a little bit of
19:22 background information to your game so
19:24 if a games news site wants to write
19:27 something about your game they can use
19:28 those resources that you provide in the
19:31 press kit to hopefully write and publish
19:33 a good article if you don't have a press
19:35 kit then you make the work of games
19:38 journalists a lot harder and they are
19:39 less likely to cover your game so just
19:41 publish a press kit and make sure it's
19:43 available somewhere whenever you send
19:45 review keys to games press you should
19:49 always also send a link to your press
19:51 kit and that way your game is just going
19:53 to be more likely to be covered by press
19:55 release dead press release press cute
19:58 ah next up contact games press if you're
20:02 really lucky and you generate a lot of
20:03 busts like we did with our first
20:05 announcement tweet on Twitter then games
20:07 press will reach out to you and they
20:09 will ask for review keys and for a press
20:11 kit potentially if that is not the case
20:14 then you should reach out to games press
20:16 and just try to find a couple of email
20:19 addresses of games journalists of big
20:22 game sites send them a bunch of review
20:24 keys so they can actually play and test
20:25 the game send them your press kit and
20:28 then pray and hope for the best make
20:29 sure that if you send out those kinds of
20:31 emails they should be very nice
20:33 appealing short it should be very clear
20:35 what they are about the steam keys
20:37 should be very visible and easily
20:38 accessible and then what you can do as
20:40 well as you can just politely ask them
20:42 not to publish any refuse before the
20:46 that is called an embargo we did that
20:48 for Islanders as well we just kindly
20:50 asked let's players and press not to
20:53 publish any in-depth reviews before
20:56 release obviously we get most of the
20:58 traffic when the articles come out we
21:00 get most of the traffic when the videos
21:02 come out so it's just more beneficial to
21:05 have all of those things come out when
21:06 the game is out and not before that
21:08 because before that you can't buy the
21:10 game yet the next thing you can do to
21:11 get the word out there is to send out a
21:13 bunch of review keys to content creators
21:15 and games press just give them the game
21:17 for fries and throw out those keys
21:20 because giving somebody the game for
21:23 free is well worth it
21:24 if that means that person can get two or
21:27 three others to buy the game if people
21:29 have a freaking 100 subscriber YouTube
21:31 channel and they're really desperately
21:32 want to review key and don't hold back
21:34 just give them the key whatever the more
21:36 coverage the better and one tool that
21:38 seems to be quite useful for that at the
21:40 moment is key mailer which allows you to
21:43 send out a bunch of review keys
21:45 automatically to content creators using
21:47 Gmail or cost a bit of money but we
21:49 think it was well worth it for us and
21:51 then the last thing which is also a big
21:53 deal in my opinion is to be very honest
21:56 about what your game is and what your
21:58 game isn't I really really like that
22:00 honest marketing approach or Islanders
22:02 who are very honest about what the game
22:05 is it's just a small casual city builder
22:08 with islanders we want to offer you a
22:11 an intuitive way of building beautiful
22:13 cities in no time at all please keep in
22:15 mind that it does not offer the same
22:17 amount of death and late-game features
22:19 as other more complex city builders
22:21 instead we hope that eyeliners is one of
22:24 those beautiful relaxing experiences
22:26 that you can come back to every once in
22:28 a while its North City skylines it's no
22:30 city simulation just a fun little casual
22:33 game and I think being honest with your
22:35 marketing has a lot of big advantages
22:37 first of all it makes you stand out
22:38 because some people are just not very
22:41 honest with their marketing they want to
22:43 sell you their game at any cost
22:45 secondly if you set the correct kind of
22:47 expectations for your game your review
22:49 scores will be infinitely better because
22:52 I think usually people will give a bad
22:53 review on Steam if the game didn't meet
22:56 their expectations so if your marketing
22:58 isn't honest and you said unrealistic
23:00 expectations you will get a lot of
23:02 thumbs down if you set realistic
23:04 expectations and those expectations are
23:06 met then you will get the thumbs-up and
23:08 obviously your Steam ratings are very
23:11 important makes your store page a lot
23:13 more appealing and a lot more people
23:15 will download your game if you have a
23:16 lot of positive reviews if I'm browsing
23:18 through Steam the review scores always
23:20 one of the deciding factors whether I
23:22 buy our game or not so you want to have
23:24 good ones that's pretty obvious
23:25 if you're very honest about what your
23:27 game is yes that will cost you a couple
23:29 of sales but those people would have
23:31 given your game a thumbs down anyway so
23:33 you don't want them to buy your game
23:35 just let them go I think this is just a
23:38 very consumer friendly practice that
23:41 even helps you out as a developer just
23:43 be very clear about what your game is
23:45 and then nobody will be disappointed
23:47 obviously honest marketing only works if
23:49 you have a good game
23:51 if you have a crap game and then you're
23:53 like yeah it's a crap game then maybe
23:55 you should go for the dishonest
23:56 marketing instead so really there are
23:58 only so many things you can do to get
24:00 the word out there either they work or
24:02 they don't and whether they work or they
24:04 don't depends a lot on that first
24:06 chapter we talked about if you make an
24:08 appealing game that just looks good and
24:09 has a strong fantasy and communicates
24:11 that fantasy then all of this will be a
24:14 downhill battle if you don't have an
24:16 appealing game then getting the word out
24:17 there will be either very hard or not
24:21 possible I'm very curious how that will
24:23 work out for real you snail because as
24:25 that I'm not super confident in the
24:27 appeal of the loose nail let's see how
24:30 it plays out now we come to the third
24:32 big chapter I feel like we should
24:33 definitely talk about multiply
24:35 yourselves don't leave any money on the
24:37 table and there are a couple of very
24:39 easy ways to do that for once translate
24:42 your game into different languages
24:43 because steam will only show the game to
24:46 people if that game and especially if
24:48 that star page has a translation in
24:51 their language so if you release your
24:52 game only in English then a huge
24:54 majority of Steam users will not even be
24:56 able to see your game on Steam and will
24:58 not even show up for them except when
25:00 they specifically search for it and I
25:02 think for the Islanders sales only 30 to
25:06 40 percent are from english-speaking
25:08 countries if you translate your game
25:10 into a couple of different languages you
25:12 can at the very least multiply your
25:14 sales by two we didn't even do any
25:16 marketing in other languages it's such
25:18 an easy investment like you pay somebody
25:20 200 bucks to translate your game into a
25:22 different language and if you sell a
25:24 somewhat reasonable amount of games then
25:27 you'll get that money back in absolutely
25:29 no time at all once again I feel like
25:31 that is a reason for me to be a little
25:33 concerned about will you snail because
25:35 will you snail will have a lot of voice
25:36 lines that will very will be very hard
25:38 to localize to other languages that's
25:44 why will you snail will probably only
25:46 launch in English which means it will
25:49 just by default even if everything else
25:52 goes just as well not reach the same
25:54 amount of sales not even half of what I
25:56 lenders does it's very obvious it's very
25:59 simple if you don't translate your game
26:00 to other languages then a lot of
26:02 countries will simply not be able to buy
26:04 your game if you can translate your game
26:08 a similar thing probably goes for
26:10 publishing on multiple stars like
26:12 there's no reason to just publish your
26:14 game on Steam you can also publish on on
26:16 the epic store or on each dot io there
26:19 are a lot of different options and my
26:22 common sense tells me that if you do
26:23 that you will probably sell more games
26:25 in total obviously it'll mean a little
26:29 bit of work it will be a little bit of
26:30 additional management you'll have to do
26:32 which is also why we didn't bother doing
26:35 that with Islanders so far however that
26:39 you should keep in mind and consider
26:40 that you can probably just squeeze out a
26:43 couple of extra cells simply by putting
26:45 your game on to a couple of other
26:46 storefronts once again same story not
26:49 just with publishing on different stars
26:51 but also publishing for different
26:53 platforms if we manage to export
26:55 Islanders for mobile or if we manage to
26:57 part Islanders to the switch or to the
26:59 console that would probably generate a
27:01 ton of extra sales only problem here at
27:05 the moment for us is that parting twos
27:07 console or mobile is not as
27:09 straightforward unfortunately as
27:11 translating to a couple of different
27:13 languages translating through other
27:16 languages is like such an easy thing to
27:17 do with such a big impact parting to
27:20 other platforms is a lot more work and a
27:23 lot more complicated source so looking
27:25 into into that however if your game
27:28 Szell's somewhat reasonably it's
27:30 probably something you should consider
27:31 and then another thing you can do to
27:33 generate more sales is just to update
27:36 and improve your game give people a
27:38 reason to talk about your game again
27:39 give them a reason to revisit your game
27:42 make your game better so it's even
27:43 easier to recommend an Islanders update
27:45 is going out very soon I'm not quite
27:47 sure how big of an impact that will have
27:49 I can't really tell you but my educated
27:52 guess is that obviously having a better
27:53 game a more updated game will help your
27:56 sales in the long run in case you want
27:58 to learn more about the technicalities
27:59 of how to publish your game on Steam I
28:01 highly recommend you check out the video
28:03 I made last week where I cover exactly
28:05 that if you found this interesting I
28:07 would HIGHLY appreciate you leaving a
28:09 subscribe or perhaps even a thumbs up
28:11 that supports the channel helps me out
28:13 keeps me motivated and make sure you'll
28:16 get more quality content from me from
28:19 shaggy the developer who can't pronounce
28:24 I don't wanna do nice comments anymore
28:27 hope you found that interesting and this
28:29 will help you to market your next game
28:30 successfully I'm rooting for you and see