We launched Yes, Your Grace on Friday... time for some numbers!!



In the opening weekend, the game has made $600K in revenue. We're on course to sell roughly 250,000 units on Steam in the first year



https://store.steampowered.com/app/1115690/Yes_Your_Grace/ …

A ton of different factors played into the game's success, and it will be impossible for me to list them all here, but I'm going to attempt to say as many useful things as I can for anyone launching a game on Steam in the coming months



Hopefully something here will help you!!

1. Collecting wishlists



At launch we had 80k wishlists -- no doubt one of the biggest factors in the game's success. We achieved the majority of these through:



- Having a great trailer at the announcement

- Running a public beta for the game

- Having great key art for the game

2. That key art



I believe that the gorgeous key art for Yes, Your Grace by @lesly_oh ended up being a big pull for a lot of players. They'd see that striking key art on Steam, and want to click it. It's made me really think hard about how I do key art for our games in future

3. The public beta



We ran a public beta for Yes, Your Grace in November, and during that month we pulled in 30,000 wishlists



If you want to know more about how we run our betas, you can see me talk about it here: https://www.youtube.com/watch?v=Zg7tRh0k_a8 …

4. Translations



We had the game translated into German, French, Russia, Chinese, and Polish. Below is the breakdown of where sales came from -- note that the US only accounted for 27% of sales. Without translations, we may have ended up with 1/3 of the sales we actually got

5. CASTLES



It turns out that people *fucking love* castles and medieval shit. Who would have known?



I think we ended up timing the announcement (accidentally) perfectly with the end of Game of Thrones, and people were ready for some more CASTLES.



LOVELY LOVELY CASTLES

6. Luck



Luck is always involved, and it would be stupid to say it wasn't. We got lucky in many respects, although arguably we set a lot of the lucky situations up (YouTubers playing the beta, talking to partners etc)



I bet if we did it all again it would go entirely differently

7. A good base to work from



No More Robots has already launched 4 successful games at this point, so we already had a nice community base. I wanted to mention this because it's important to note that we were already in a privileged position that I should really acknowledge

Thank you to everyone who supported us with the game, through your RTs, your sharing, just saying nice things. It really helped us so much.



If anyone has any deeper stats questions etc they want asked, fire them at me and maybe I can answer them!

You can follow @RaveofRavendale.

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