Well what a trip that was, our first ever Steam title launched into the world and what a smooth birth it was too. Admittedly I only stepped in to bask in the limelight of the release, having left the muddy murky world of having to develop it, but it seems my absence from the project probably improved the product overall :) As any expectant father would, I set up the revenue page on my browser and refreshed it every hour for a whole day (with a few hours to sleep) and it was a real buzz to watch the number increase every time I pressed the refresh key. Alas I am not permitted to reveal the figures by order of Steam HQ, and I suggest you do what Steam developers before us advised, which is come and see for yourself. If that's not an invite to finish your game projects and get it onto Steam I don't know what is :)
We started off modestly in our very own 'Game Development' category, but listed in the New Releases chart very briefly on the day of launch. The cynic in me said to take a picture because we would not be here long, remembering the sting of all those iOS and Android apps we developed over the last few years.
We then stumbled into the Top Sellers spot for the 'Game Development' category, probably due to the huge discount on offer for our launch week. It was still nice to be there and gave me a nice warm feeling, and a delusion of what it might be like to stay there a little while longer.
We then surfaced and achieved top spot in all three tabs, New releases, Top Sellers AND specials, AND a first banner slot when I visited the site (for the hundredth time). Seemed like the whole world was App Game Kit 2, and life felt good. Admittedly a big puffed up fish in a very little pond, and probably only for today, but it still felt good. What made me feel a little better was what happened next.
Our little game maker had escaped the confines of the 'Game Development' category and was now dancing about in the GENERAL News feed for the WHOLE OF STEAM, and in the number one slot too! Don't ask me how it got there, or why, or whether it lasted more than a minute, but it was great to see.
I don't know what the future holds now. We have a great marketing tag team behind the product, a driven and seriously overworked lead programmer spearheading the development of this game changing tool and a company which has spent a considerable number of decades catering for the needs of budding game designers everywhere. Combine that with the biggest distribution platform for the PC and we have everything to play for, and opportunities abound. I am big fan of competitions though, so expect a BIG Steam based competition off the back of our launch in the very near future with great prizes to get people excited (if the bank manager lets me).
If it was a choice between a 'state of the art PC gaming rig' or 'a device for every platform we support', which top prize would you prefer? Nothing says 'look at me' than a huge sexy prize!
It you are interested in taking advantage of the launch discount of 33% on the regular price, you can visit the Steam store right now with this link:
I recently watched a YouTube documentary short called 'Becoming YouTube' which had a great mix of humor, introspection and information that propelled me through all 12 episodes. Still infected by the inspiring insights of this intrepid investigation, I got to thinking that perhaps a short YouTube documentary entitled 'Becoming Steam' might be a suitable continuation of this invaluable public service. Unfortunately, I am not an actor, nor attractive, have no production facilities, no time to record, let alone edit the footage, no Steam developers to interview and no journalistic skills whatsoever. Given these minor disadvantages one might conclude that a series of episodes on becoming Steam might do nothing but damage and distort what is a truly amazing experience that every developer should feel before the world moves on again, not to mention invite a lawsuit for the use of the adjective 'becoming' in this particular context. I was also thinking of dying my hair bright green (as it rhymes with steam) but it's easy to take these flights of imaginational fancy too far.
As you know, my own active involvement in the launch of App Game Kit 2 on Steam was a dress rehearsal for the product that I am pretty sure is set to sweep aside all previous records for sales of a game creator on Steam. I cannot think of a better vehicle to gauge what the Steam community want from a game creator than by giving them another game creator and listening to what they have to say.
I have been promising myself a nice distracting game for weeks now, and this very second I feel like returning to my gamer roots, so I'll leave you with this rare weekend blog post, invite you to check out the AGK2 Steam page and see you again on Monday when I resume my blog on the trials and tribulations of an overworked under-appreciated insanely happy game engine coder.